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DS Campaign Setting 5E

This document is an unofficial homebrew content for the DARK SUN roleplaying game, which is not endorsed by Wizards of the Coast. It includes a comprehensive guide on character creation, game mechanics, magic, and psionics, along with credits to contributors and artists. The work is intended for free use in home play and emphasizes storytelling and collaborative gameplay in the unique setting of Athas.

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0% found this document useful (0 votes)
387 views526 pages

DS Campaign Setting 5E

This document is an unofficial homebrew content for the DARK SUN roleplaying game, which is not endorsed by Wizards of the Coast. It includes a comprehensive guide on character creation, game mechanics, magic, and psionics, along with credits to contributors and artists. The work is intended for free use in home play and emphasizes storytelling and collaborative gameplay in the unique setting of Athas.

Uploaded by

jordanmitchdev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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C.D.

Brennan
LEGAL DISCLAIMER: This book is unofficial homebrew content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC. This work is offered free for use only in home play, and does not require payment,
subscription, registration, or any other barrier promotional or transactional to view, access, share, or use. Approval of or
credit to the creator is appreciated, but not required in any binding manner. This work cannot be sold or licensed to any
third parties for any type of compensation. The contents of this work are not to be distributed with any intent besides use
in home play. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Dark Sun, the dragon ampersand, and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast.
COMMUNITY CREDITS: This work would not have been possible without standing on the shoulders of so many giants
within the Dark Sun community who have devoted countless resources to keeping the setting alive for modern play, and
without the endless creativity of others creating their own content for the 5E system. In no particular order, I owe great
credit to the Dark Sun Player’s Handbook by Gabriel Zenon Wach, Dark Sun Campaign Guide by MCP, Player’s Rule
Book for 5th Edition Dark Sun by Enkidu, Druid: Circle of the Sands by the.grizzly.miller, Revised Mastermind by
/u/Lumpy_Milk_2683, EleKTriiK’s Psionic Stalker, DM Dave’s Psychohunter, DirtyRooster’s Path of the Berserker
Revised, /u/W_T_D_ ‘s Homebrew Shields, Dark Sun Monster Manual by Stanislav Zabielin, Terrors of the Desert by
MCP, Bestiary for 5e Dark Sun by Enkidu, The Korranberg Chronicle Psion’s Primer by Anthony J. Turco, Safe Haven
Rest Rules by Talen_Kurikson, Expanded Downtime Training by /u/ Gix3612, and The Dark Sun Grand Compendium
by Overlord1024.
ART CREDITS: Last but far from least, the artists who populate this work with stunning visuals and timeless imagery:
AdmundfortGeographer, Adrian Alejo, Alex Alexandrov, Alyskan, Hazem Ameen, Alexey Aparin, Nicholas Avallone,
Thomas Baxa, Ralph Beisner, Eric Belisle, Peter Bergting, Kerem Beyit, Noah Bradley, Gerald Brom, Christopher
Burdett, Dmitry Burmak, Ekaterina Burmak, Jeff Carlisle, Jason Chan, Javier Charro, ChrisD19, Ignacio Corva, R Ching,
Iris Compiet, Andrew DePorter, Dominik Derow, Vincent Desmond, Don Dixon, Michel Donze, Olga Drebas, Jason
Felix, Gido, Benjamin Bengiskhan Giletti, Groenendael, Nicole Gustaffson, Scott Harshbarger, Suzanne Helmigh, Joel
Chaim Holtzman, Alex Horley-Orlandelli, Aleksey Iromonik, Mohamad Izwan, Jorge Jacinto, Sam Keiser, Kekai Kotaki,
Guido Kuip, Jong Min Lee, Luis Loza, Chuck Lukacs, Mark Makovey, Rodney Mathews, Krist Miha, Christopher
Moeller, Monster-Silver, Ollie Mori, David Auden Nash, nipuni, Will O’Brien, William O’Connor, OhHeyItsKaylaK, Iga
Oliwiak, orochi-spawn, John Jude Palencar, Mike Pape, Adam Paquette, Brittany Pezzillo, Michael Phillippi, Steve
Prescott, raethedemihuman, Jason Rainville, Wayne Reynolds, Loles Romero, Kaija Rudkiewicz, Kyle Russ, Dan
Murayama Scott, Alexander Shatohin, SirHanselot, Dmitry Skolzki, David Sladek, Natalia Smirnova, Adrian Smith,
Mac Smith, Kim Sokol, Dean Spencer, Maciej Strzępek, Steve Sykes, Bryan Syme, Wisnu Tan, Matias Tapia, Tervola,
trash-syndicate, /u/arcaneimpact, /u/jraynack, /u/logarium, /u/LostSasquatch, Pauline Voß, Johannes Voss, Chris
2 Waller, Tyler Walpole, Richard Whitters, Eva Widermann, Ben Wootten, Z-Crackers, and others for which I found no
source.
Table of Contents
Introduction 4 Chapter 5: Equipment 220
How to Play 5 Commerce and Currency 220
Adventures 7 Armor and Shields 221
Weapons 224
The World of Dark Sun 10 Adventuring Gear 230
Tools 235
Part 1: Character Creation 12 Mounts and Vehicles 236
Chapter 1: Step-by-Step 13 Expenses 239
Beyond 1st Level 18 Goods and Services 240
Drugs and Poisons 242
Chapter 2: Races 20 Magic Items 244
Aarakocra 22 Trinkets 248
Changeling 24
Dray 26 Part 2: Game Mechanics 250
Dul 28
Dwarf 30 Chapter 6: Ability Scores 251
Elvhen 32 Ability Scores and Modifiers 251
Human 34 Advantage and Disadvantage 251
Leonin 36 Ability Checks 252
Minotaur 38 Skills 259
Seedling 40 Chapter 7: Adventuring 260
Tarek 42 Time and Movement 260
Thri-kreen 44 The Environment 263
Ukoven 46 The Silt Sea 266
Chapter 3: Classes 48 Social Interaction 269
Arcanist 51 Resting 271
Arcane Masteries 54 Between Adventures 272
Barbarian 63 Chapter 8: Combat 283
Primal Paths 66 The Order of Combat 283
Cleric 75 Movement and Position 285
Elemental Affinities 78 Actions in Combat 287
Crusader 83 Making an Attack 289
Crusader Vows 88 Special Circumstances 291
Druid 97 Cover 292
Druidic Circles 100 Conditions 293
Empath 109 Vitality 295
Empathic Mantles 113 Damage and Healing 296
Fighter 117
Martial Archetypes 120 Part 3: Magic 299
Icon 129
Iconic Archetypes 133 Chapter 9: Spellcasting 300
Cognitive Personas 136 Casting a Spell 300
Monk 141 Defilement and Preservation 305
Monastic Orders 144 Chapter 10: Spells 308
Nomad 151 Spell Lists 308
Nomadic Traditions 156 Spell Descriptions 313
Psion 163
Psionic Disciplines 166 Part 4: Psionics 437
Rogue 171
Roguish Arts 174 Chapter 11: The Way 438
Templar 181 The Basics of Psionics 439
Eldritch Invocations 185 Chapter 12: Powers 441
Templar Pacts 189 Power Trees 441
Multiclassing 196 Talent Descriptions 444
Augment Descriptions 448
Chapter 4: Identity 199
Inspiration 201 Appendix A: Athasian Planes 510
Backgrounds 202
Feats 210 Appendix B: The Sorcerer-Kings 512
Wild Talents 218 3
Introduction

T
he DARK SUN roleplaying game is consequences of the adventurers’ actions. Players
about storytelling in worlds of swords roll dice to resolve whether their attacks hit or miss
and sorcery. It shares elements with or whether their adventurers can scale a cliff, roll
childhood games of make-believe. Like away from the strike of a magical lightning bolt, or
those games, DARK SUN is driven by pull off some other dangerous task. Then the DM
imagination. It’s about picturing the determines the results of the adventurers’ actions
heat-hazed desert beneath a blood-red and narrates what they experience.
sun and imagining how a fantasy adventurer might Anything is possible, but the dice make some
react to the challenges that scene presents. outcomes more probable than others. Because the
In the DARK SUN game, each player creates an DM can improvise to react to anything the players
adventurer (also called a character) and teams up attempt, DARK SUN is infinitely flexible, and each
with other adventurers (played by friends). Working adventure can be exciting and unexpected.
together, the group might explore a ruined city, a
rioting arena, a lost temple deep in a jungle, or a
lava-filled cavern beneath a mysterious mountain. Dungeon Master (DM): OK, one at a time. Phillip,
The adventurers can solve puzzles, talk with other you’re looking at the gargoyles?
characters, battle fantastic monsters, and discover Phillip: Yeah. Is there any hint they might be
fabulous magic items and other treasure. creatures and not decorations?
One player, however, takes on the role of the DM: Make an Intelligence check.
Dungeon Master (DM), the game’s lead storyteller
and referee. The DM creates adventures for the Phillip: Does my Investigation skill apply?
characters, who navigate its hazards and decide DM: Sure!
which paths to explore. The DM might describe the Phillip (rolling a d20): Ugh. Seven.
entrance to a ruined city, and the players decide DM: They look like decorations to you. And Amy,
what they want their adventurers to do. Will they
Riva is checking out the drawbridge? Make a
walk across the dangerously weathered
drawbridge? Tie themselves together with rope to Wisdom check, and apply your Perception skill.
minimize the chance that someone will fall if the Amy (playing Riva): Sixteen!
drawbridge gives way? Or cast a spell to carry them DM: Many of the drawbridge’s planks have rotted
over the chasm? through- you both can pass over, but you’ll have to
do so one at a time or risk falling.
Dungeon Master (DM): After passing through the
craggy peaks, the road takes a sudden turn to the The game has no real end; when one story or quest
east and the ruins of Yaramuke stetch out before wraps up, another one can begin, creating an
you. Crumbling towers of stone keep a silent watch ongoing story called a campaign. Many people who
over the approach. They look like abandoned play the game keep their campaigns going for
guardhouses. Beyond these, a wide chasm gapes, months or years, meeting with their friends every
week or so to pick up the story where they left off.
disappearing into the deep ravine below. A lowered The adventurers grow in might as the campaign
drawbridge spans the chasm, leading to an arched continues. Each monster defeated, each adventure
entrance, perhaps a trade route when the city still completed, and each treasure recovered not only
lived. The ropes of the drawbridge sway with the adds to the continuing story, but also earns the
wind, their silt-caked fibers straining with the adventurers new capabilities. This increase in
power is reflected by an adventurer’s level.
weight. From atop the high strong walls, stone There’s no winning and losing in the DARK SUN
gargoyles stare at you from hollow sockets and grin game—at least, not the way those terms are usually
hideously. understood. Together, the DM and the players
Phillip (playing Gareth): I want to look at the create an exciting story of bold adventurers who
gargoyles. I have a feeling they’re not just statues. confront deadly perils. Sometimes an adventurer
might come to a grisly end, torn apart by ferocious
Amy (playing Riva): The drawbridge looks monsters or done in by a nefarious villain. Even so,
precarious? I want to see how sturdy it is. Do I think the other adventurers can search for powerful
we can cross it, or is it going to collapse under our magic to revive their fallen comrade, or the player
weight? might choose to create a new character to carry on.
The group might fail to complete an adventure
successfully, but if everyone had a good time and
Unlike a game of make-believe, DARK SUN gives created a memorable story, they all win.
structure to the stories, a way of determining the

4
Using this Book Sometimes, resolving a task is easy. If an
adventurer wants to walk across a room and open a
As described in the Table of Contents, this door, the DM might just say that the door opens
rulebook is divided into seven sections. and describe what lies beyond. But the door might
The World of Dark Sun is a short Introduction to be locked, the floor might hide a deadly trap, or
the DARK SUN campaign setting, which takes some other circumstance might make it
place on the strange and barren world of Athas. challenging for an adventurer to complete a task. In
Part 1 is about Creating a Character, providing those cases, the DM decides what happens, often
the rules and guidance you need to make the relying on the roll of a die to determine the results
character you’ll play in the game. It includes of an action.
information on the various races, classes, 3. The DM narrates the results of the
backgrounds, equipment, and other customization adventurers’ actions. Describing the results often
options that you can choose from. Many of the rules leads to another decision point, which brings the
in Part 1 rely on material in Parts 2-4. flow of the game right back to step 1.
Part 2 details the Rules of how to play the game, This pattern holds whether the adventurers are
beyond the basics described in this introduction. cautiously exploring a ruin, talking to a devious
That part covers the kinds of die rolls you make to prince, or locked in mortal combat against a mighty
determine success or failure at the tasks your dragon. In certain situations, particularly combat,
character attempts, and describes the three broad the action is more structured and the players (and
categories of activity in the game: exploration, DM) do take turns choosing and resolving actions.
interaction, and combat. But most of the time, play is fluid and flexible,
Part 3 is all about Magic. It covers the nature of adapting to the circumstances of the adventure.
magic in the world of Athas, including rules for Often the action of an adventure takes place in
defilement and preservation (more on that later). the imagination of the players and DM, relying on
Here you’ll find all there is to know about the the DM’s verbal descriptions to set the scene.
different types of magic, the rules for how to use Some DMs like to use music, art, or recorded
them, and a selection of spells available to magic- sound effects to help set the mood, and many
using characters (and monsters) in the game. players and DMs alike adopt different voices for the
Part 4 describes Psionics, a vital component of various adventurers, monsters, and other
the DARK SUN setting. Much like Part 4, here you characters they play in the game. Sometimes, a DM
will find all there is to know about the different might lay out a map and use tokens to represent
kinds of psionics, the rules for how to use them, each creature involved in a scene to help the
and a selection of psionic abilities available to players keep track of where everyone is.
psionic characters (and monsters) in the game.
Appendix A goes deeper into the unique Game Dice
cosmology of the DARK SUN setting, detailing the
The game uses polyhedral dice with different
various planes that interact with Athas. numbers of sides.
Appendix B gives more information on the In these rules, the different dice are referred to by
Sorcerer-Kings and their cities, including forbidden
the letter d followed by the number of sides: d4, d6,
lore largely lost to time.
d8, d10, d12, and d20. For instance, a d6 is a six-
sided die (the typical cube that many games use).
How to Play Percentile dice, or d100, work a little differently.
The play of the DARK SUN game unfolds You generate a number between 1 and 100 by
according to this basic pattern. rolling two different ten-sided dice numbered from
1. The DM describes the environment. The DM 0 to 9. One die (designated before you roll) gives
tells the players where their adventurers are and the tens digit, and the other gives the ones digit. If
what’s around them, presenting the basic scope of you roll a 7 and a 1, for example, the number rolled
options that present themselves (how many doors is 71. Two 0s represent 100. Some ten-sided dice
lead out of a room, what’s on a table, who’s in the are numbered in tens (00, 10, 20, and so on),
tavern, and so on). making it easier to distinguish the tens digit.
2. The players describe what they want to do. When you need to roll dice, the rules tell you how
Sometimes one player speaks for the whole party, many dice to roll of a certain type, as well as what
saying, “We’ll take the east door,” for example. modifiers to add. For example, “3d8 + 5” means
Other times, different adventurers do different you roll three eightsided dice, add them together,
things: one adventurer might search a treasure and add 5 to the total.
chest while a second examines an esoteric symbol The same d notation appears in the expressions
engraved on a wall and a third keeps watch for “1d3” and “1d2.” To simulate the roll of 1d3, roll a
monsters. The players don’t need to take turns, but d6 and divide the number rolled by 2 (round up). To
the DM listens to every player and decides how to simulate the roll of 1d2, roll any die and assign a 1
resolve those actions. or 2 to the roll depending on whether it was odd or
even. (Alternatively, if the number rolled is more
than half the number of sides on the die, it’s a 2.)

5
The D20 Advantage and Disadvantage
Does an adventurer’s sword swing hurt a klar or Sometimes an ability check, attack roll, or saving
just bounce off its iron-hard scales? Will the bandit throw is modified by special situations called
believe an outrageous bluff? Can a character swim advantage and disadvantage. Advantage reflects the
across a silt estuary? Can a character avoid the positive circumstances surrounding a d20 roll,
main blast of a fireball, or do they take full damage while disadvantage reflects the opposite. When you
from the blaze? In cases where the outcome of an have either advantage or disadvantage, you roll a
action is uncertain, the DARK SUN game relies on second d20 when you make the roll. Use the higher
rolls of a 20-sided die, a d20, to determine success of the two rolls if you have advantage, and use the
or failure. lower roll if you have disadvantage. For example, if
Every character and monster in the game has you have disadvantage and roll a 17 and a 5, you
capabilities defined by six ability scores. The use the 5. If you instead have advantage and roll
abilities are Strength, Dexterity, Constitution, those numbers, you use the 17.
Intelligence, Wisdom, and Charisma, and they More detailed rules for advantage and
typically range from 3 to 18 for most adventurers. disadvantage are presented in Chapter 7.
(Monsters might have scores as low as 1 or as high
as 30.) These ability scores, and the ability
Specific Beats General
modifiers derived from them, are the basis for This book contains rules, especially in Parts 2-4,
almost every d20 roll that a player makes on a that govern how the game plays. That said, many
character’s or monster’s behalf. racial traits, class features, spells, magic items,
Ability checks, attack rolls, and saving throws are monster abilities, and other game elements break
the three main kinds of d20 rolls, forming the core the general rules in some way, creating an
of the rules of the game. All three follow these exception to how the rest of the game works.
simple steps. Remember this: If a specific rule contradicts a
1. Roll the die and add a modifier. Roll a d20 and general rule, the specific rule wins.
add the relevant modifier. This is typically the Exceptions to the rules are often minor. For
modifier derived from one of the six ability scores, instance, many adventurers don’t have proficiency
and it sometimes includes a proficiency bonus to with the exotic gythka, but every Thri-kreen does
reflect a character’s particular skill. (See Chapter 1 because of a racial trait. That trait creates a minor
for details on each ability and how to determine an exception in the game. Other examples of rule-
ability’s modifier.) breaking are more conspicuous. For instance, an
2. Apply circumstantial bonuses and penalties. A adventurer can’t normally pass through walls, but
class feature, a spell, a particular circumstance, or some spells make that possible. Magic accounts for
some other effect might give a bonus or penalty to most of the major exceptions to the rules.
the check.
3. Compare the total to a target number. If the Round Down
total equals or exceeds the target number, the
There’s one more general rule you need to know at
ability check, attack roll, or saving throw is a
the outset. Whenever you divide a number in the
success. Otherwise, it’s a failure. The DM is usually
game, round down if you end up with a fraction,
the one who determines target numbers and tells
even if the fraction is one-half or greater.
players whether their ability checks, attack rolls,
and saving throws succeed or fail.
The target number for an ability check or a saving
throw is called a Difficulty Class (DC). The target
number for an attack roll is called an Armor Class
(AC).
This simple rule governs the resolution of most
tasks in DARK SUN play. Chapter 7 provides more
detailed rules for using the d20 in the game.

6
Adventures The Three Pillars of Adventure
The DARK SUN game consists of a group of Adventurers can try to do anything their players can
characters embarking on an adventure that the imagine, but it can be helpful to talk about their
Dungeon Master presents to them. Each character activities in three broad categories: exploration,
brings particular capabilities to the adventure in the social interaction, and combat.
form of ability scores and skills, class features, Exploration includes both the adventurers’
racial traits, equipment, and magic items. Every movement through the world and their interaction
character is different, with various strengths and with objects and situations that require their
weaknesses, so the best party of adventurers is one attention. Exploration is the give-and-take of the
in which the characters complement each other players describing what they want their characters
and cover the weaknesses of their companions. to do, and the Dungeon Master telling the players
The adventurers must cooperate to successfully what happens as a result. On a large scale, that
complete the adventure. might involve the characters spending a day
The adventure is the heart of the game, a story crossing a rolling plain or an hour making their way
with a beginning, a middle, and an end. An through caverns underground. On the smallest
adventure might be created by the Dungeon scale, it could mean one character pulling a lever in
Master, found whole elsewhere, or tweaked and a dungeon room to see what happens.
modified to suit the DM’s needs and desires. In Social interaction features the adventurers
either case, an adventure features a fantastic talking to someone (or something) else. It might
setting, whether it’s an underground dungeon, a mean demanding that a captured scout reveal the
crumbling castle, a stretch of wilderness, or a secret entrance to the bandit lair, getting
bustling city. It features a rich cast of characters: information from a rescued prisoner, pleading for
the adventurers created and played by the other mercy from a Templar, or persuading a talkative
players at the table, as well as nonplayer characters magic mirror to show a distant location to the
(NPCs). Those characters might be patrons, allies, adventurers.
enemies, hirelings, or just background extras in an The rules in Chapters 7 and 8 support
adventure. Often, one of the NPCs is a villain exploration and social interaction, as do many class
whose agenda drives much of an adventure’s features in Chapter 3 and personality traits in
action. Chapter 4.
Over the course of their adventures, the Combat, the focus of Chapter 9, involves
characters are confronted by a variety of creatures, characters and other creatures swinging weapons,
objects, and situations that they must deal with in casting spells, maneuvering for position, and so on
some way. Sometimes the adventurers and other —all in an effort to defeat their opponents, whether
creatures do their best to kill or capture each other that means killing every enemy, taking captives, or
in combat. At other times, the adventurers talk to forcing a rout. Combat is the most structured
another creature (or even a magical object) with a element of a DARK SUN session, with creatures
goal in mind. And often, the adventurers spend taking turns to make sure that everyone gets a
time trying to solve a puzzle, bypass an obstacle, chance to act. Even in the context of a pitched
find something hidden, or unravel the current battle, there’s still plenty of opportunity for
situation. Meanwhile, the adventurers explore the adventurers to attempt wacky stunts like surfing
world, making decisions about which way to travel down a flight of stairs on a shield, to examine the
and what they’ll try to do next. environment (perhaps by pulling a mysterious
Adventures vary in length and complexity. A short lever), and to interact with other creatures,
adventure might present only a few challenges, and including allies, enemies, and neutral parties.
it might take no more than a single game session to
complete. A long adventure can involve hundreds of
combats, interactions, and other challenges, and
take dozens of sessions to play through, stretching
over weeks or months of real time. Usually, the end
of an adventure is marked by the adventurers
heading back to civilization to rest and enjoy the
spoils of their labors.
But that’s not the end of the story. You can think
of an adventure as a single episode of a TV series,
made up of multiple exciting scenes. A campaign is
the whole series—a string of adventures joined
together, with a consistent group of adventurers
following the narrative from start to finish.

7
The World of Dark Sun
Athas 2. Civilization is savage
“I live in a world of fire and sand. The crimson sun Life on Athas is brutal and short. Bloodthirsty
scorches the life from anything that crawls or flies, raiders, greedy slavers, and hordes of merciless
and storms of sand scour the foliage from the beasts overrun the deserts and wastelands. The
barren ground. This is a land of blood and dust,
cities are not much safer; each choke in the grip of
where tribes of feral elves sweep out of the salt
an immortal tyrant. Slavery is widespread on
plains to plunder lonely caravans, mysterious
singing winds call travelers to slow suffocation in Athas, and many unfortunates spend their lives in
the Sea of Silt, and selfish kings squander their chains, toiling for brutal taskmasters.
subjects’ lives building gaudy palaces and garish Every year, hundreds of slaves, perhaps
tombs. This bleak wasteland is Athas, and it is my thousands, are sent to their deaths in bloody arena
home.” spectacles. Charity, compassion, kindness—these
—The Wanderer’s Journal qualities exist, but they are rare, precious blooms
amid ash. Only a fool hopes for such riches.
Beneath a crimson sun lie wastelands of majestic 3. Arcane magic defiles the world
desolation and cities of cruel splendor, where
Reckless use of arcane magic during ancient wars
sandal clad heroes battle ancient sorcery and
reduced Athas to a wasteland. To cast an arcane
terrible monsters. This is Athas, the world of the
spell, a magic user siphons power from the living
DARK SUN campaign setting, a dying planet of
world. Nearby plants wither to ash, crippling pain
savagery and desolation. Life hangs by a thread in
wracks animals and people, and the soil is
this barren land. It is unforgiving to the weak,
permanently sterilized. It is possible to cast spells
unfair to the strong, and now it is up to you to write
with care in a practice called preserving, avoiding
your own story in blood and glory.
any more damage to the world, but defiling is far
faster and easier. As a result, spellcasters are
Seven Tenets of Athas reviled and persecuted across Athas regardless of
whether they preserve or defile. Only the most
1. The world is a barren desert powerful can use arcane abilities without fear of
From the first moments of dawn until the last reprisal.
twinkling of dusk, the crimson sun shimmers in the 4. There are no Gods, only Kings
olive-tinged sky like a fiery puddle of blood. It
climbs toward its zenith and the temperature rises Athas is a world without deities, cut off from the
relentlessly: 100 degrees by midmorning, 110 at Outer Planes. Old shrines and crumbling temples
noon, 130 - sometimes even 150 - by late afternoon. lie amid ancient ruins, their pantheons forgotten to
A person cannot drink fast enough to replenish the the sands, hinting at a time when unknown agents
fluids they lose. As the days drag on, they feel sick spoke to the people of Athas. Those who lay claim
and feeble. If they do not have enough water, they to clerical powers do so through worship of the
grow too weak to move. Their mouth becomes dry elements themselves: the sun, the sand, the storm,
and bitter, their lips, tongue, and throat grow and the rarest of all, water.
swollen. Before long, their blood is thick and There are, however, the Sorcerer-Kings. Terrible
gummy. Their heart must work hard to circulate it. Defilers of unspeakable power who rule over the
Finally their system overheats, leaving them dead ashes of the world they burned, by all appearances
and alone in the sands. the only divinity left to Athas. These mighty
There are no rivers or lakes in Athas, and pockets sovereigns have held their thrones for centuries,
of civilization are concentrated around isolated and none alive remember a time before their reign.
oases where water is more precious than life. Metal Some are brutal oppressors, claiming godhood-
is rare; mail or plate armor exists only in the others are more subtle in their tyranny, governing
treasuries of these city-states’ tyrannical Sorcerer- through draconian bureaucracy. All enforce their
Kings, and steel blades are things of myth. Mills will through legions of Crusaders and Templars,
and workshops are forced to use tools of wood and peons of the Sorcerer-Kings given a fraction of
stone, ceramic tokens serve as currency, and their sovereign’s power in exchange for unwavering
adventurers must forge their equipment from the loyalty to the Sorcerer-King’s dominion.
bones and hide of fearsome predators. 5. A World of Psionics
Yet past all these trials, lies great treasure.
Ancient ruins sleep beneath the sands, testament to Another power exists on Athas, untouched by the
a time before the desert, and the majestic excesses elements or the arcane- psionics, the power of the
of the Sorcerer-Kings make for many marvels. On mind. Psionics draws only upon the user’s inner
Athas, life is a trophy to be won, every soul shining power, a psychic force Athasians call “the Will”
all the brighter beneath the brutality of its dark sun. which exists in almost all living things.

10
Unlike arcane magic and the Defilers who wield
it, psionics is not feared by society. Instead, it has Player Tip
become a vital tool for survival in the unforgiving
world of Athas. For some, psionics can even be a The DARK SUN setting isn’t a place for your typical
pathway to social advancement, offering power to bearded dwarf with a love of beer and gems,
even the lowliest beggar or slave. cherubic halfling, or charging knights and gnome
Most sapient beings in Athas are considered wizards. In this setting, some races don’t exist, and
“wild talents”, capable of only a single parlor trick the dwarf might instead be a hairless devotee to the
or innate talent with their psionics. A rare few have
advanced beyond the natural talents they were born sun, the halfling a carnivorous plant-thing, and any
with to become full-fledged psionicists, sometimes wizard likely hides her spellcasting lest a mob hang
called mindbenders. These people refine their Will her for defiling what precious life clings to the earth.
through a practice they call “the Way”, honing Tareks and Thri-kreen are part of the dominant
body, mind, and spirit into a unified core which races, and the scarcity of metal leads crafters to
they refer to as their nexus. From this immense
force of will, a psionicist can give form and purpose creative uses of alternative materials and an entirely
to their psionic abilities. While the Will makes the different economy. This book expands your usual
use of psionics possible, only through the Way can options and will help you and your friends create
a person truly master the powers of their mind. characters uniquely invested in this world.
6. The sights are strange Athas waits to challenge you. Whether you are a
Dul gladiator, competing for the cheers of
Athas has its own deadly ecology. Many creatures
that are familiar sights on milder worlds have long thousands, an Elvhen trickster selling contraband
since died out on Athas. The world has no cattle, goods as part of your cover for the Veiled Alliance,
swine, or horses; instead, people tend flocks of or a Thri-kreen hunter enthralled by the irregular
erdlus, ride on kanks or crodlus, and draw wagons behaviors of humanoids, you will face the same
with inixes and mekillots. Wild creatures such as basic question: are you here simply to survive, or do
lions, bears, and wolves are almost nonexistent.
In their place are terrors such as the id fiend, the you dare to do more?
baazrag, and the tembo. Perhaps the harsh
environment of Athas breeds creatures tough and
vicious enough to survive it, or perhaps the touch of The Call
ancient sorcery has poisoned the wellsprings of life “Athas is an endless wasteland, yet it has a majestic
and inflicted monster after monster on the dying and stark beauty. When first light casts its emerald
world. Either way, the deserts are perilous, and hues over the Sea of Silt, or when sunset spreads its
only a fool or a lunatic travels them alone. orange flame over the Mekillot Mountains, the
world’s feral beauty stirs the untamed heart in each
7. Familiar races and classes aren’t of us. It is a call to take up spear and dagger, to flee
what you expect the cities, to go and see what lurks out in the
barrenness.”
Typical fantasy stereotypes don’t apply to Athasian —The Wanderer’s Journal
heroes. In many fantasy settings, elves are wise,
benevolent forest-dwellers who guard their
homelands from intrusions of evil. On Athas,
Elvhen are nomadic herders, reviled and hostile to
all who wander the wastes they call home.
Halflings aren’t amiable river-folk; they’re
Seedlings, xenophobic headhunters who offer
corpses as sustenance to their mountain jungles.
New races also thrive here: the monstrous Tarek,
dim echoes of their giant ancestors, the insectoid
Thri-kreen, hive-minded and alien, and the
oppressed, ever-underestimated Dul.
So too for the adventurers of Athas. Warlocks do
not make deals for their own ambitions; they
submit to Sorcerer-Kings as Templars, upholding
tyrannical regimes in exchange for scraps of power.
Clerics and Paladins are unrecognizable in a world
of silent gods, would-be artificers are stamped out
by the constant struggle for resources, and Bards
serve as spies and assassins in a world where
magic would only turn audiences against them.

11
PART 1
Character Creation
CHAPTER 1
Step-by-Step

1. Choose a race 5. Describe your character


This rulebook provides the racial traits and roleplay Determine your character’s alignment and how
aspects of the thirteen available races: Aarakocra, they came by the training required for their
abilities.
Changelings, Dwarves, Dray, Dul, Elvhen, Humans, Literacy is banned in cities, so consult the DM
Leonin, Minotaurs, Seedlings, Tareks, Thri-kreen, when choosing a background as to whether your
and Ukoven. social class enables your character to read and
write.
Be descriptive! A character is more than numbers.
Come up with a personality traits and use the
2. Choose a class Ideals, Bonds, and Flaws to assist with creating a
The classes of Athas are: Arcanist, Barbarian, Cleric, unique character that will evolve and grow as the
Crusader, Druid, Fighter, Empath, Icon, Monk, campaign grows.
Nomad, Psion, Rogue, and Templar. The traditional Consider finding Dark Sun-themed art for your
character. The art of the original setting provided
classes and archetypes have largely been modified enhancement to the setting.
to fit the setting of Athas, and some classes such as
Artificer, Bard, and Sorcerer do not exist.
6. Choose equipment
3. Determine ability scores Consult the Equipment section in Chapter 5 for
Roll 4d6 six times and subtract the lowest die from purchases, currency, and changes in material.
each roll, then assign the results to each of your Because of the rarity of metal and water, the
Ability Scores as you like. If you do not roll at least economy and gear of Athas has developed quite
two 15s, reroll the entire set. Standard array (15, 14, differently from other settings. For example, the
13, 12, 10, 8) or point buy are also permitted. primary currency is a “ceramic token (ct),” not a
gold piece, which is far more valuable on Athas.

4. Forge your identity


7. Come Together
Determine the nuances of your character with
additional options- backgrounds, feats, and, unique Most campaigns begin with a unifying starting hook
to the world of Athas, Wild Talents. In this section or story. The DM is encouraged to run a Session
you will put the finishing touches on your Zero and/or a Prologue Session, in which players
character’s core mechanics, and begin to further should bring a character concept to the table and
develop their story and personality. utilize that session to finish making characters as a
group. The group is encouraged to roleplay how
they arrived at their current situation with one
another, and work together in developing a narrative
that may affect your choice of assigning scores,
features, and background to your character.

13
Chapter 1: Step-by-Step Characters

Y
our first step in playing an adventurer in or tools, proficiency in one or more skills, or the
the DARK SUN game is to imagine and ability to use minor spells. These traits sometimes
create a character of your own. Your dovetail with the capabilities of certain classes (see
character is a combination of game step 2). For example, the racial traits of Leonin
statistics, roleplaying hooks, and your make them exceptional Barbarians, and Elvhen
imagination. You choose a race (such as tend to be powerful Rogues. Sometimes playing
Human or Elvhen) and a class (such as against type can be fun, too. Tarek Empaths and
Fighter or Nomad). You also invent the personality, Dul Arcanists, for example, can be unusual but
appearance, and backstory of your character. Once memorable characters.
completed, your character serves as your Your race also increases one or more of your
representative in the game, your avatar in the ability scores, which you determine in step 3. Note
DARK SUN world. these increases and remember to apply them later.
Before you dive into step 1 below, think about the Record the traits granted by your race on your
kind of adventurer you want to play. You might be a character sheet. Be sure to note your starting
courageous Fighter, a skulking Rogue, a fervent languages and your base speed as well.
Cleric, or a flamboyant Arcanist. Or you might be
more interested in an unconventional character, Building Bruenor, Step 1
such as a brawny Rogue who likes hand-to-hand Bob is sitting down to create his character. He
combat, or a Templar sharpshooter who picks off decides that a gruff, hyperfocused Dwarf fits the
enemies from afar. Do you like fantasy fiction character he wants to play. He notes all the racial
featuring Dwarves or Elves? Try building a traits of Dwarves on his character sheet, including
character of one of those races. Do you want your his speed of 25 feet and the languages he knows:
character to be the toughest adventurer at the Common and Dwarvish.
table? Consider the Fighter class. If you don’t know
where else to begin, take a look at the illustrations
in this book to see what catches your interest.
2. Choose a Class
Every adventurer is a member of a class. Class
Once you have a character in mind, follow these broadly describes a character’s vocation, what
steps in order, making decisions that reflect the special talents they possess, and the tactics they
character you want. Your conception of your are most likely to employ when exploring a
character might evolve with each choice you make. dungeon, fighting monsters, or engaging in a tense
What’s important is that you come to the table with negotiation. The character classes are described in
a character you’re excited to play. Chapter 3.
Throughout this chapter, we use the term Your character receives a number of benefits
character sheet to mean whatever you use to track from your choice of class. Many of these benefits
your character, whether it’s a formal character are class features—capabilities (including
sheet (like the one at the end of these rules), some spellcasting) that set your character apart from
form of digital record, or a piece of notebook paper. members of other classes. You also gain a number
An official DARK SUN character sheet is a fine of proficiencies: armor, weapons, skills, saving
place to start until you know what information you throws, and sometimes tools. Your proficiencies
need and how you use it during the game. define many of the things your character can do
Building Bruenor particularly well, from using certain weapons to
telling a convincing lie.
Each step of character creation includes an
On your character sheet, record all the features
example of that step, with a player named Bob
that your class gives you at 1st level.
building his Dwarf character, Bruenor.
Level
1. Choose a Race Typically, a character starts at 1st level and
Every character belongs to a race, one of the many advances in level by adventuring, accomplishing
intelligent species in Athas. The most common great deeds, and otherwise gaining experience. A
player character races are Humans, Dul, Elvhen, 1st-level character is inexperienced in the
Dwarves, and Thri-kreen. Some races also have adventuring world, although they might have been
subraces, such as the Dray or Ukoven. Chapter 2 a soldier or a pirate and done dangerous things
provides more information about these races. before.
The race you choose contributes to your Starting off at 1st level marks your character’s
character’s identity in an important way, by entry into the adventuring life. Depending on the
establishing a general appearance and the natural story being told, your DM might decide to have you
talents gained from culture and ancestry. Your begin at a higher level- if so, be sure to record the
character’s race grants particular racial traits, such additional elements your class gives you for your
as special senses, proficiency with certain weapons levels past 1st.

14
Hit Points and Hit Dice 3.Roll Ability Scores
Your character’s hit points define how tough your Much of what your character does in the game
character is in combat and other dangerous depends on their six abilities: Strength, Dexterity,
situations. Your hit points are determined by your Constitution, Intelligence, Wisdom, and Charisma.
Hit Dice (short for Hit Point Dice). Each ability has a score, which is a number you
At 1st level, your character has 1 Hit Die, and the record on your character sheet.
die type is determined by your class. You start with The six abilities and their uses are described in
hit points equal to the highest roll of that die, as Chapter 6. The Ability Score Summary table on the
indicated in your class description. (You also add next page provides a quick reference for what
your Constitution modifier, which you’ll determine qualities are measured by each ability and what
in step 3.) This is also your hit point maximum. classes consider each ability particularly important.
Record your character’s hit points on your Typically, you generate your character’s six
character sheet. Also record the type of Hit Die ability scores randomly. Roll four 6-sided dice (4d6)
your character uses and the number of Hit Dice you and record the total of the highest three dice on a
have. After you rest, you can spend Hit Dice to piece of scratch paper. Do this six times, once for
regain hit points (see “Resting” in Chapter 7). each ability. You can also use the Standard Array
Proficiency Bonus scores of 15, 14, 13, 12, 10, 8 or a variant method
called point buy, detailed below.
The table that appears in your class description
Now take your six numbers and write each
shows your proficiency bonus, which is +2 for a 1st-
number beside one of your character’s six abilities
level character. Your proficiency bonus applies to
to assign scores to Strength, Dexterity,
many of the numbers you’ll be recording on your
Constitution, Intelligence, Wisdom, and Charisma.
character sheet:
Afterward, make any changes to your ability scores
• Attack rolls using weapons you’re proficient in
as a result of your race choice.
• Attack rolls with spells you cast
After assigning your ability scores, determine
• Ability checks using skills you’re proficient in
your ability modifiers using the Ability Scores and
• Ability checks using tools you’re proficient in
Modifiers table. To determine an ability modifier
• Saving throws you’re proficient in
without consulting the table, subtract 10 from the
• Saving throw DCs for spells you cast (explained ability score and then divide the result by 2 (round
in each spellcasting class) down). Write the modifier next to each score.
Your class determines your weapon proficiencies,
your saving throw proficiencies, and some of your Point Buy
skill and tool proficiencies. (Skills are described in You have 27 points total to spend across your six
Chapter 6, tools in Chapter 5.) Your background ability scores. The cost of each score is 1 per point
gives you additional skill and tool proficiencies, and above 8, with a maximum of 15 and a minimum of
some races give you more proficiencies. Be sure to 8 before applying racial increases. For example, a
note all of these proficiencies, as well as your score of 10 would cost 2 points, and a score of 15
proficiency bonus, on your character sheet. would cost 9 points.
Your proficiency bonus can’t be added to a single
die roll or other number more than once. Building Bruenor, Step 3
Occasionally, your proficiency bonus might be Bob decides to use the standard array for Bruenor’s
modified (doubled or halved, for example) before abilities. Since he’s a Fighter, he puts his highest
you apply it. If a circumstance suggests that your score, 15, in Strength. His next highest, 14, goes in
proficiency bonus applies more than once to the Constitution. Bob decides he wants the Dwarf to be
same roll or that it should be multiplied more than older, wiser, and a good leader, so he puts decent
once, you nevertheless add it only once, multiply it scores in Wisdom and Charisma. After applying his
only once, and halve it only once. racial benefits by increasing Bruenor’s Constitution
Building Bruenor, Step 2 by 2 and then choosing between the secondary
options of Strength and Wisdom (he chooses
Bob imagines Bruenor charging into battle with an Strength for +1), Bruenor’s ability scores and
axe, one horn on his helmet broken off. He makes modifiers look like this:
Bruenor a Fighter and notes the Fighter’s
proficiencies and 1st-level class features on his Strength 16 (+3) Intelligence 8 (–1)
character sheet. Dexterity 10 (+0) Wisdom 13 (+1)
As a 1st-level Fighter, Bruenor has 1 Hit Die—a
Constitution 16 (+3) Charisma 12 (+1)
d10— and starts with hit points equal to 10 + his
Constitution modifier. Bob notes this, and will Bob then fills in Bruenor’s final hit points: 10 + his
record the final number after he determines Constitution modifier of +3, for a total of 13 hit
Bruenor’s Constitution score (see step 3). Bob also points.
notes the proficiency bonus for a 1st-level
character, which is +2.

15
4. Detail Your Character
Once you know the basic game aspects of your Ability Score Summary
character, it’s time to flesh them out as a person.
Your character needs a name. Spend a few minutes Strength
thinking about what they looks like and how they Measures: Natural athleticism, bodily power
behave in general terms. Important for: Barbarians, Fighters(melee)
Using the information in Chapter 4, you can flesh Dexterity
out your character’s physical appearance and Measures: Physical agility, reflexes, balance, posie
personality traits. Choose your character’s Important for: Fighters(ranged), Monks, Nomads,
alignment (the moral compass that guides their Rogues
decisions) and ideals. Chapter 4 also helps you Constitution
identify the things your character holds most dear, Measures: Health, stamina, vital force
called bonds, and the flaws that could one day Important for: Everyone
undermine them. Intelligence
Your character’s background describes where
Measures: Health, stamina, vital force
they came from, their original occupation, and the
Important for: Arcanists, Psions
character’s place in the world of Athas. Your DM
might offer to work with you to craft a background Wisdom
that’s a more precise fit for your character concept Measures: Health, stamina, vital force
than those included in this book. Important for: Clerics, Druids, Empaths
A background gives your character a background Charisma
feature (a general benefit) and proficiency in two Measures: Health, stamina, vital force
skills, and it might also give you additional Important for: Icons, Templars
languages or proficiency with certain kinds of tools.
Record this information, along with the personality
information you develop, on your character sheet.
In DARK SUN, there’s one more aspect to
choose for your character before you’re finished-
wild talents. For the people of Athas, psionics are
Ability Scores and Modifiers
special because it’s the one source of extraordinary Score Modifier Score Modifier
power that does not make them beholden to 1 -5 16 – 17 +3
someone or something else. Templars need a 2–3 -4 18 – 19 +4
Sorcerer-King. Clerics must pray to the elements. 4–5 -3 20 – 21 +5
Arcanists leech life from what little is left. Soldiers 6–7 -2 22 – 23 +6
need someone to make and maintain armaments. 8–9 -1 24 – 25 +7
And yet, nearly everyone on Athas possesses some 10 – 11 +0 26 – 27 +8
minor psionic ability called a Wild Talent, requiring 12 – 13 +1 28 – 29 +9
nothing but their own willpower. Consult the Wild
14 – 15 +2 30 +10
Talents section of Chapter 4 to choose yours.

Your Character’s Abilities


Take your character’s ability scores and race into account as you flesh out their appearance and personality.
A very strong character with low Intelligence might think and behave very differently from a very smart
character with low Strength.
For example, high Strength usually corresponds A character with high Intelligence might be highly
with a burly or athletic body, while a character with inquisitive, while a character with low Intelligence
low Strength might be scrawny or plump. might speak simply or easily forget details.

A character with high Dexterity is probably lithe A character with high Wisdom has good judgment,
and slim, while a character with low Dexterity might empathy, and a general awareness of what’s going
be either gangly and awkward or heavy and thick- on. A character with low Wisdom might be absent-
fingered. minded, foolhardy, or oblivious.
A character with high Constitution usually looks A character with high Charisma exudes confidence,
healthy, with bright eyes and abundant energy. A mixed with a graceful or intimidating presence. A
character with low Constitution might be sickly or character with a low Charisma might come across as
frail. abrasive, inarticulate, or timid.

16
Building Bruenor, Step 4 Without armor or a shield, your character’s AC
Bob fills in some of Bruenor’s basic details: his equals 10 + their Dexterity modifier. If your
name, his sex (male), his height and weight, and his character wears armor, carries a shield, or both,
alignment (lawful good). His high Strength and calculate your AC using the rules in Chapter 6.
Constitution suggest a healthy, athletic body, and Record your AC on your character sheet.
his low Intelligence suggests a dim wit. Your character needs to be proficient with armor
Bob decides that Bruenor comes from a noble and shields to wear and use them effectively, and
line, but his family became banshees after failing in your armor and shield proficiencies are determined
their focus to reclaim a dwarven ruin when by your class. There are drawbacks to wearing
Bruenor was very young. He grew up working as a armor or carrying a shield if you lack the required
leatherworker in the city of Tyr. But Bruenor has a proficiency, as explained in Chapter 6.
heroic destiny—to finish what his family started—so Some spells and class features give you a
Bob chooses the folk hero background for his different way to calculate your AC. If you have
dwarf. He notes the proficiencies and special multiple features that give you different ways to
feature this background gives him. calculate your AC, you choose which one to use.
Bob has a pretty clear picture of Bruenor’s Weapons
personality in mind, so he notes that Bruenor is a
caring, sensitive dwarf who genuinely loves his For each weapon your character wields, calculate
friends and allies, but he hides this soft heart the modifier you use when you attack with the
behind a gruff, snarling demeanor. He also chooses weapon and the damage you deal when you hit.
the ideal of fairness, noting that Bruenor believes When you make an attack with a weapon, you roll
that no one is above the law. a d20 and add your proficiency bonus (but only if
Given his history, Bruenor’s bond is obvious: he you are proficient with the weapon) and the
aspires to someday reclaim Mithral Hall, his appropriate ability modifier.
ancestral homeland. His flaw is tied to his caring, • For attacks with melee weapons, use your
sensitive nature—he has a soft spot for orphans and Strength modifier for attack and damage rolls. A
wayward souls, leading him to show mercy even weapon that has the finesse property, such as a
when it might not be warranted. rapier, can use your Dexterity modifier instead.
Lastly, Bruenor determines the Wild Talent he • For attacks with ranged weapons, use your
begins with. Bob rolls a d20 and gets a 4, which Dexterity modifier for attack and damage rolls. A
after consulting the Wild Talents table on page weapon that has the thrown property, such as a
216, tells him he has the ability to Sense Danger, handaxe, can use your Strength modifier instead.
giving him immunity to surprise attacks. Bruenor Building Bruenor, Step 5
will never be caught unaware as his family was.
Bob writes down the starting equipment from the
fighter class and the folk hero background. His
5. Choose Equipment starting equipment includes so-ut mail and a shield,
Your class and background determine your which combine to give Bruenor an Armor Class of
character’s starting equipment, including weapons, 18.
armor, and other adventuring gear. Record this For Bruenor’s weapons, Bob chooses a rock
equipment on your character sheet. All such items maul and a dejada stone-thrower. His maul is a
are detailed in Chapter 5: Equipment. melee weapon, so Bruenor uses his Strength
Instead of taking the gear given to you by your modifier for his attacks and damage. His attack
class and background, you can purchase your bonus is his Strength modifier (+3) plus his
starting equipment. You have a number of ceramic proficiency bonus (+2), for a total of +5. The maul
tokens (ct) to spend based on your class, as shown deals 2d6 bludgeoning damage, and Bruenor adds
in Chapter 5. Extensive lists of equipment, with his Strength modifier to the damage when he hits,
prices, also appear in that chapter. If you wish, you for a total of 2d6 + 3 bludgeoning damage. When
can also have one trinket at no cost (see the throwing a pelota stone using his dejada, Bruenor
Trinkets table at the end of Chapter 5). Your has the same attack bonus (dejada, as thrown
Strength score limits the amount of gear you can weapons, use Strength for attacks and damage), so
carry. Try not to purchase equipment with a total he deals 1d6 + 3 bludgeoning damage when it hits.
weight exceeding your Strength score times 15.
Chapter 7 has more details on carrying capacity. 6. Come Together
Armor Class Each character plays a role within a war party, a
group of adventurers working together for a
Your Armor Class (AC) represents how well your
common purpose. Teamwork and cooperation
character avoids being wounded in battle. Things
greatly improve your war party’s chances to survive
that contribute to your AC include the armor you
the many perils of Athas. Talk to your fellow
wear, the shield you carry, and your Dexterity
players and your DM to decide whether your
modifier. Not all characters wear armor or carry
characters know one another, how they met, and
shields, however.
what sorts of quests the group might undertake.

17
Beyond 1st Level

A
s your character goes on adventures Each time you gain a level, you gain 1 additional
and overcomes challenges, they gain Hit Die. Roll that Hit Die, add your Constitution
experience, represented by certain modifier to the roll, and add the total to your hit
milestones within their adventures or point maximum. Alternatively, you can use the fixed
personal arcs where they advance in value shown in your class entry, which is the
their capabiltiies. This advancement is average result of the die roll (rounded up).
called gaining a level. When your Constitution modifier increases by 1,
When your character gains a level, their class your hit point maximum increases by 1 for each
often grants additional features, as detailed in the level you have attained. For example, when
class description. Some of these features allow you Bruenor reaches 8th level as a Fighter, he
to increase your ability scores, either increasing increases his Constitution score from 17 to 18,
two scores by 1 each or increasing one score by 2. thus increasing his Constitution modifier from +3
You can’t increase an ability score above 20. In to +4. His hit point maximum then increases by 8.
addition, every character’s proficiency bonus Consult the information in your character’s class
increases at certain levels. description to see what their proficiency bonus is
and other improvements you gain at each level.

Tiers of Play
Within the game are four loosely defined tiers of play. The tiers don’t have any rules associated with them;
they are a general description of how the play experience changes as characters gain levels.

In the first tier (levels 1–4), characters are effectively apprentice adventurers. They are learning the
features that define them as members of particular classes, including the major choices that flavor their class
features as they advance (such as an Arcanist’s Arcane Mastery or a Fighter’s Martial Archetype). The
threats they face are relatively minor, usually posing a danger to local farmsteads or villages.
In the second tier (levels 5–10), characters come into their own. Many spellcasters gain access to 3rd-level
spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and
lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round.
These characters have become important, facing dangers that threaten entire city-states.

In the third tier (levels 11–16), characters have reached a level of power that sets them high above the
ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain
access to 6th-level spells, some of which create effects previously impossible for player characters to achieve.
Other characters gain features that allow them to make more attacks or do more impressive things with
those attacks. These mighty adventurers often confront threats to whole regions.
At the fourth tier (levels 17–20), characters achieve the pinnacle of their class features, becoming heroic (or
villainous) archetypes in their own right. They may even begin processes of metamorphosis, becoming
elementals, avangions, perhaps even a force to rival the Dragon himself. The fate of the world or even the
fundamental order of Athas might hang in the balance during their adventures.

18
CHAPTER 2
Races

The Races of Athas come in many shapes and Your DM may determine that such races will
sizes, most very different than other fantasy require deeper consideration and additional
settings. Certain races are extremely rare to non- background knowledge given to the player,
existent in certain regions. dependent on their place in Athas.

Races of Athas
Races Description
Aarakocra A race of avian humanoids living high in the mountains. Rarely found in the Tablelands.
Changeling Offspring of human-elf pairings, often unnoticed until they develop shapeshifting abilities in
adolescence. Cast into the wastes, they prize self-reliance and hold a special connection with beasts.
Dray A secluded race said to come from the lost city-state of Guistenal, few outside the Dray tribes have ever
seen these draconic beings or know the difference between their first and second generations.
Dul Offspring of human-dwarf pairings, a rare combination gaining the best of both parents. The Sorcerer-
Kings use them for slave labor and arena entertainment, crafting whole hordes from cursed flesh-
forges. Dul are rare to see outside of the slave pits, and are always sterile.
Dwarf Short, stocky, and hairless humanoids whose unbending and unrelenting focus drives them ever
forward. Uncommon in the city-states but present in many outside villages.
Elvhen Lanky and long-limbed, Elvhen lives revolve around running with their tribes and resisting the rule of
the Sorcerer-Kings. Traders, raiders, and nomads, Elvhen can be found throughout the Tablelands.
Human By far the most common race throughout the Tablelands, with an adaptable spirit that has led to
frequent mutations and evolving psionic potential, which forces some to isolated retreats far from the
psionic cacophony of the city-states.
Leonin Proud founders of the city-state Urik, with feline traits and a strict code of blood-won honor. Some
abandon their pride to roam the wastes, searching for a land free of the Sorcerer Kings’ tyranny.
Minotaur Peerless warriors and guides, the Minotaur are few in number but vast in legend. Split between the
Kavar Legion and the Anshe Wanderers, they refuse to forsake their traditions despite Athas’ best efforts
at breaking their spirit.
Seedling Short, xenophobic beings living in the last verdant spaces of Athas. Outside of these jungle homes, they
are rarely seen in the city-states but can sometimes be found out in the desert villages of the Tablelands.
Tarek The degenerated remnants of the Mountain Folk from ages past, these lumbering, dim-witted giants are
mainly found in the various city-states as either guards, gladiators or laborers.
Thri-Kreen Multi-limbed, insect-like hunters. Thri-kreen tribes are nomadic and rarely enter the city-states, preying
frequently on the Elvhen as their paths cross in the desert.
Ukoven Cloistered half-elemental beings believed by many to be mere myths. While Ukoven exist for each of the
four elements, Water Ukoven are the most rare and revered.

21
Aarakocra
Those who near their territory must be careful,
for the Aarakocra see it as their obligation to
protect the region. Winter Nest maintains trade
relations with the city-states of Draj and Kurn, with
the latter even building perches for Aarakocra to
rest and do business- but they are on hostile terms
with the bandit states of the Barrier Wastes and the
city of Eldaarich. In fact, Eldaarich regularly sends
out slavers to capture any Aarakocra they can find.
Other city-states tolerate Aarakocran characters
but do not welcome them. Most landbound
creatures are suspicious of strange creatures that
fly over their herds or lands unannounced, and
Templars, even in Kurn, have standing orders to
attack creatures that fly over the city walls without
permission. Still, merchants will do business with
Aarakocra as long as they remain on foot, and even
this distrust has not dissuaded some young bird-
folk from exploring the world beyond their
mountain sanctuary.

Avian Mannerisms
The resemblance of Aarakocra to birds isn’t limited
to physical features. Aarakocra display many of the
same mannerisms as ordinary birds. They are
fastidious about their plumage, frequently wafting
“You are all slaves. You all suffer from the tyranny great plumes of dust into their feathers in order to
of the ground. Only in the company of clouds will clean and scratch away any debris they might have
you find the true meaning of freedom.” picked up.
― Kekko Cloud‐Brother, Aarakocra cleric From below, Aarakocra look much like large
birds. Only when they descend to roost on a branch
Aarakocra are the most commonly encountered or walk across the ground does their humanoid
bird-folk of the Tablelands. Some are from Winter appearance reveal itself. They have long, narrow
Nest in the White Mountains near Kurn, while legs that taper to sharp talons. Feathers cover their
others are from smaller tribes scattered in the bodies. Their plumage typically denotes
Ringing Mountains and elsewhere. membership in a tribe. Males are brightly colored,
These freedom‐loving creatures rarely leave their with feathers of red, orange, or yellow. Females
homes high in the mountains, but sometimes, have more subdued colors, usually brown or gray.
either as young wanderers or cautious adventurers, Many Aarakocra punctuate their speech with
they venture into the inhabited regions of the chirps and squawks, sounds they use to convey
Tablelands. emphasis and to shade meaning, much as a human
might through facial expressions and gestures. An
Aarakocra might become frustrated with people
Wings Free in the Open Air who fail to pick up on the nuances; an Aarakocra’s
Nowhere are the Aarakocra more comfortable than threat might be taken as a jest and vice versa.
in the sky. They can spend hours in the air, and
some go as long as days, locking their wings in Aarakocra Names
place and letting the desert thermals hold them
aloft. In battle, they prove dynamic and acrobatic As with much of their speech, Aarakocra names
fliers, moving with remarkable speed and grace, include clicks, trills, and whistles to the point that
diving to lash opponents with weapons or talons other peoples have a difficult time pronouncing
before turning and flying away. them. When interacting with other races,
Aarakocra may use nicknames gained from people
Aarakocran Society they meet or shortened forms of their full names.
Aarakocra tend to stay among the mountain peaks. An Aarakocra of any gender may have one of
They believe themselves superior to all other these short names: Aera, Aial, Aur, Deekek, Errk,
creatures because of their ability to fly above the Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk,
world. Salleek, Urreek, or Zeed.

22
Aarakocra Traits
Roleplaying an Aarokocra
As an Aarakocra, you have the following racial Adventuring Aarakocra are usually young adults with
traits. a taste for the unknown. They are usually curious,
Ability Score Increase. Your Dexterity score strong‐minded individuals that wish to experience
increases by 2, and your Wisdom score increases the lives of the land‐bound peoples. Good tribes see
by 1. these young ones as undisciplined individuals, but
Age. Aarakocra reach maturity by age 3, and can tolerate this behavior. Evil tribes may view this
don’t usually live longer than 30 years. sort of adventurous behavior as treacherous, and
Alignment. Aarakocra tend towards neutrality may even hunt down the rogue member.
with regard to law or chaos. With respect to good
and evil, Aarakocran tribes usually follow the Confinement terrifies the Aarakocra. To be
alignment of their leader. A tribe whose leader is grounded, trapped underground, or imprisoned by
neutral good will contain lawful good, neutral good, the cold, unyielding earth is a torment few
chaotic good and neutral members, with most Aarakocra can withstand. While traveling, Aarakocra
members being neutral good. Aarakocra, even good prefer to fly high above to get a good view all around
ones, rarely help out strangers. of their location and detect any threats well in
Size. Aarakocra are about 5 feet tall. They have advance. When they stop to rest, they tend to perch
thin, lightweight bodies that weigh between 80 and on high peaks or tall buildings. Even then, they
100 pounds. Your size is Medium. appear alert, with eyes moving and bodies ready to
Speed. Your walking speed is 30 feet. take flight.
Child of the High Mountains. Aarakocra have
advantage on saving throws against spells or
powers that manipulate air such as gust.
Talons. You have talons that you can use to make
unarmed strikes. When you hit with them, the
strike deals 1d6 + your Strength modifier slashing
damage, instead of the bludgeoning damage
normal for an unarmed strike.
Flight. You have a flying speed equal to your
walking speed, but may not hover. In order to fly,
an Aarakocra must have a minimum of 10 feet of
open space on either side of them and 30 feet of
open space above, below them or any combination
(taking off from a ledge 15 feet above the ground
and 15 feet below the ceiling is appropriate).
You cannot fly while wearing heavy armor,
carrying a heavy load, or while restrained, whether
by a spell, net, lasso, grapple or any other effect.
At 5th level, your fly speed increases to 50 feet.
Dive Attack. An Aarakocra who flies at least 30
feet during a round, and has descended at least 20
feet at the end of that movement, deals one
additional die of damage with the first melee attack
made during that round.
Languages. You can speak Common and
Aarakocra. With DM permission, your character
might be able to read and write with an appropriate
background.

23
Changeling
Some enjoy the vindication of proving themselves
capable of blending into the Human or Elvhen
communities that would cast them out, while
others simply turn to different cultures, such as
Thri-kreen or Duls, for companionship. They rarely
maintain a friendship for long as it is their
experience that discovery of their true nature
causes suspicion to haunt their every step, but
there are times when a Changeling might build
trust with a particularly beloved person over and
over again, wearing new faces each time and
fleeing when they get too close for safety.
Destined to be abandoned
Changelings don’t form communities despite their
numbers, perhaps because so very few had one to
begin with. Humans speak of Changelings as
insidious cryptids, and Elvhen have little patience
for a half-kin child who can’t keep up. For many
Changelings, childhood is at best years of being
kept at arm’s length before being tossed out as
their abilities manifest. Most will be forced to
discover deception and imitation as tools of
survival, only feeling truly seen by the beasts that
can smell them out no matter their face.
In adventuring parties, they tend to be aloof
“People are no good. You can only trust animals
because it’s likely to be a short-lived experience.
and the bottle.” – Delmao, Changeling thief.
Some find acceptance in the ranks of Templars,
Born from the unions of Elvhen and Humans, but where their shapeshifting talents can allow them to
rarely welcomed by either, Changelings tend to hunt dissidents with ease and service to the
appear as their mother’s race until adolesence. Sorcerer-Kings ensures safe refuge.
Only then do they discover they can shift their face Changeling Names
and form with a thought, and the myriad ways this
is more curse than blessing. Masks are a A Changeling tends to adopt new names as easily
wearisome thing to constantly wear, and it’s no as they develop new faces. The true name of a
surprise many Changelings only find true solace in changeling tends to be simple and monosyllabic;
the solitary wastes. In creating a Changeling however, there are often accents to a changeling’s
adventurer, consider the character’s relationships name that are expressed through shapeshifting,
with people around them. Does the character something single-skins will likely miss. So, two
conceal their true Changeling nature? Do they changelings might have the name Jin, but one is Jin-
embrace it? Do they have connections to other with-vivid-blue-eyes and one is Jin-with-kohl-black-
Changelings or are they alone and in search of lips.
companions? Changelings tend to have a fluid relationship with
gender, seeing it as one characteristic to change
Masks and Personas among many others.
In their natural form Changelings are slender and Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin,
pale, with colorless eyes, silver-white hair, and Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.
short, but pointed ears. In physique, most tend Changeling traits
more towards their human parentage, with a
bulkier frame than most Elvhen and a good foot Changelings are accustomed to walking between
less in height. Some embrace their nature and defy worlds, both by the guises they wear within society
the world’s assumptions, but many choose to wear and the familiarity they share with beasts.
the mask of another race to pass without constant Ability Score Increase. Your Charisma score
attention. A Changeling might, with careful study of increases by 2, and your Wisdom score increases
a race’s mannerisms, impersonate any humanoid by 1.
roughly similar in size, though drastic
transformations, such as to a Seedling or Tarek, lay
beyond their capabilities.

24
Age. Changelings mature slightly faster than
humans but share a similar lifespan—typically a Roleplaying a Changeling
century or less. While a changeling can shapeshift Changelings are defined by the hostility and distrust
to conceal their age, the effects of aging still catch of outsiders; they hide their communities and their
up to them. true identities from others, revealing just enough to
Alignment. Lawful and neutral Changelings labor keep strangers from seeking more. They live in the
for acceptance from the world, while chaotic ones shadows of the other races, using their wits and
have given up, rejecting the laws of societies that their gifts to survive. Most Changelings spend their
have rejected them. lives in motion, traveling from place to place and
Size. In their natural forms, Changelings average never staying long enough to draw unwanted
between 5 to 6 feet in height. Your size is Medium. attention. They are seen as cursed and dangerous,
Speed. Your base walking speed is 30 feet. and this very reputation has prevented them from
Changeling Instincts. You gain proficiency in the gathering in any great number.
Animal Handling Skill and 1 skill of the following:
Deception, Insight, or Persuasion. Think carefully about the masks your Changeling
Beast Speech. You have the ability to would choose to wear, and the purposes they serve.
communicate in a limited manner with Beasts. Personas could be tied to skills- perhaps a burly,
They can understand the meaning of your words, craggy-faced brute for Intimidation, paired with an
though there is no guarantee they will be friendly unassuming potter’s apprentice for Stealth.
and you have no special ability to understand them
Your character may even have inherited personas
in return. You have advantage on all Animal
from other Changelings they’ve met- taking on the
Handling checks you make to influence them. life of a town’s courier while the person you’ve
Change Appearance. As an action, you can replaced fills your shoes for a time, for example.
transform your appearance or revert to your natural
form. You can’t duplicate the appearance of a
creature you’ve never seen, and you revert to your
natural form if you die.
You decide what you look like, including your
height, weight, facial features, the sound of your
voice, coloration, hair length, sex, and any other
distinguishing characteristics. You can make
yourself appear as a member of another race,
though none of your game statistics change. You
also can’t appear as a creature more than two feet
larger or smaller than you, and your basic shape
stays the same; if you have two arms, you can’t
mimic a Thri-kreen’s secondary limbs, for instance.
Your clothing and other equipment don’t change in
appearance, size, or shape to match your new form,
requiring you to keep a few extra outfits on hand to
make the most compelling disguise possible.
Even to the most astute observers, your ruse is
usually indiscernible. If you rouse suspicion, or if a
wary creature suspects something is amiss, you
have advantage on any Deception check you make
to avoid detection.
Unsettling Visage. When a creature you can see
makes an attack roll against you, you can use your
reaction to impose disadvantage on the roll. You
must use this feature before knowing whether the
attack hits or misses.
Using this trait reveals your shapeshifting nature
to any creature within 30 feet that can see you.
Once you use this trait, you can’t use it again until
you finish a short or long rest.
Languages. You can speak Common and two
other languages of your choice. With DM
permission, your character might be able to read
and write with an appropriate background.

25
Dray
All second generation Dray are expected to battle
in Dregoth’s army on the Day of Light that is to
come, but until then only the Templars work to
perfect their military skills. Everyone else lives in
varying degrees of comfort, looking down upon the
first generation they replaced.
Distrust of the Other
All Dray distrust surface dwellers, though the
second generation have been taught to also hate
them. Most races, Dregoth has proclaimed, are to
be scorned and killed, while humans are to be
pitied until they can be transformed into Dray
themselves.
The Dray of Kragmorta have members of most
classes but they have no Arcanists and do not even
understand the concept of such magic. The Dray of
New Giustenal can be of all classes, including
Arcanists though there are no dedicated
preservers. The most powerful group of Templars
are the kalin riders.
The Kalin Riders
Dregoth’s most elite troops are the kalin riders.
These mid-level Templars ride the ferocious kalin,
predatory insects discovered in the under-region of
the Dread King. For now, the kalin riders patrol the
ceilings of New Giustenal looking for trouble in the
streets below. Most citizens hate these troops
Dray are tall, lean draconic beings with scaly skin, because of the viciousness of the kalin, known to
hairless bodies, and clawed limbs. They have no rip limbs from passing Dray with no cause, their
wings, though they do have tails. Created by the riders unable to truly leash the insects’ bloodlust.
Sorcerer-King Dregoth from the once human
citizens of the isolated underground city of
Dray Names
Giustenal, the Dray have little to no concept of what First generation Dray often use human names, but
is happening on the surface world aside from second generation Dray are more likely to use
ancient legends told by their immortal rulers. draconic names.
The First Generation Male Names: Arjhan, Balasar, Bharash, Donaar,
Ghesh, Hesken, Kriv, Medrash, Mehen, Nadarr,
The first generation Dray were banished from Pandjed, Patrin, Rhogar, Shamash, Shedinn,
Guistenal long ago. They currently inhabit the ruins Tarhun, Torinn
of Kragmorta, struggling to survive and make a Feminine Names: Akra, Biri, Daar, Farideh,
home in the fiery cavern. They are ruled by a Clan Harann, Havilar, Jheri, Kava, Korinn, Mishann,
Father named Mosak, who does his best to keep Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
the clan together. The first generation Dray still
worship Dregoth as their god, but they also hate the
Dray traits
undead dragon king for rejecting them. While most Your draconic heritage manifests in a variety of
of their training and education comes from clan traits you share with other Dray:
elders, the High Priest Absalom sometimes visits Ability Score Increase. Your Strength and
Kragmorta to teach them of Dregoth. For all their Constitution scores increase by 1.
suffering, many pray to be taken back into the fold. Age. Dray have lifespans comparable to humans.
The Second Generation They enter adulthood in their late teens and usually
live less than a century.
The second generation Dray live in New Giustenal, Alignment. Those of the first generation tend
where most live contented lives. The Templars towards chaos as they live hard, struggling lives in
protect them and see to their spiritual needs, so the wastes. Those of the second tend towards law
they are free to work and raise families. due to the comforts of Dregoth’s domain.

26
Size. Dray are taller and heavier than humans, Darkvision. You have superior vision in dark and
standing well over 6 feet tall and averaging almost dim conditions. You can see in dim light within 60
250 pounds. Your size is Medium. feet of you as if it were bright light, and in darkness
Speed. Your base walking speed is 30 feet. as if it were dim light. You can’t discern color in
Claws. You grow retractable claws from the tips of darkness, only shades of gray.
your fingers. Extending or retracting the claws Fire Resistance. You have resistance to fire
requires no action. The claws are natural weapons, damage.
which you can use to make unarmed strikes. If you Languages. You can speak Common and
hit with them, you deal slashing damage equal to 1d6 Guistenal. With DM permission, your character may
+ your Strength modifier, instead of the normal be able to read and write with an appropriate
bludgeoning damage for an unarmed strike. background.
Subraces. Choose which generation you descend from, with each having developed unique traits:

The First Generation The Second Generation


These are the descendants of the first humans Those descended from the second generation are
transformed into Dray, with hunched over bodies, lean, tall and powerfully built, told since the day
jagged claws, and mottled, uneven scales. They they were born that they are the supreme mortal
barely survive in the ruins near Giustenal. race on Athas. To them Humans are unfortunate
Ability Score Increase. Your Constitution score souls who need to be brought in and transformed,
increases by 1. whether they want to or not, and any non-humans
Breath Weapon When you take the Attack action are to be killed on sight.
on your turn, you can replace one of your attacks Ability Score Increase. Your Intelligence score
with an exhalation of burning energy in a 30-foot increases by 1.
line that is 5 feet wide. Each creature in that area Breath Weapon. When you take the Attack action
must make a Dexterity saving throw (DC = 8 + your on your turn, you can replace one of your attacks
Constitution modifier + your proficiency bonus). On with an exhalation of burning energy in a 15-foot
a failed save, the creature takes 1d10 fire damage. cone. Each creature in that area must make a
On a successful save, it takes half as much damage. Dexterity saving throw (DC = 8 + your Constitution
This damage increases by 1d10 when you reach modifier + your proficiency bonus). On a failed
5th level (2d10), 11th level (3d10), and 17th level save, the creature takes 1d10 fire damage. On a
(4d10). successful save, it takes half as much damage.
You can use your Breath Weapon a number of This damage increases by 1d10 when you reach
times equal to your proficiency bonus, and you 5th level (2d10), 11th level (3d10), and 17th level
regain all expended uses when you finish a long (4d10).
rest. You can use your Breath Weapon a number of
Fire Warding. Starting at 5th level, as an action, times equal to your proficiency bonus, and you
you can channel your draconic energy to protect regain all expended uses when you finish a long
yourself. For 1 minute, you become immune to fire rest.
damage. Once you use this trait, you can’t do so Psionic Mind. You can telepathically speak to any
again until you finish a long rest. creature you can see within 30 feet of you. You
don’t need to share a language with the creature,
but the creature must be able to understand at least
one language. Your communication doesn’t give the
creature the ability to respond to you telepathically.

27
Dul
Strength and Endurance
Second only to the Tarek, the Dul is the strongest
of the non-bestial humanoid races of the tablelands.
Duls grow as high as seven feet, weighing upwards
of 250 pounds, but carry almost no fat at all on
their broad muscular frames. Universal Dul
characteristics include angular, almost protrusive
eye ridges, and ears that point sharply backwards
against the sides of their heads. Most Duls are born
with a jaundiced yellow tinge and hairless bodies.
They are always sterile.
Born to Chains
Duls are bred to fight or labor, learning by harsh
lessons who they can trust to see their heart, and
who looks at them only as tools. Duls tend to
outlast others chained beside them, becoming
protectors to the weak and and mentors to the
young as they pass on the experience they’ve paid
for in blood and despair.
While those privileged enough to have never
known a slave’s life look down upon the Dul, those
who’ve fought and worked beside them know the
Dul are survivors, and loyal beyond measure to
those they deem worthy. Slavers are wary around
Dul, knowing the worth of their labor but careful to
sell them off before such loyalties become
dangerous.
The Prize and the Prod
“See, the trick is to break their will. Not too All gladiators who perform well in the arenas
much, mind you. Nobody wants to watch a docile receive some degree of pampered treatment, but
gladiator, and Duls are too expensive to waste as Duls receive particular privileges. Ringmasters and
fodder. But, you don’t want them trying to escape labor wardens go a long way to blind Duls to life
every other day. Would you like to tell the arena outside their circumstance, parading them between
crowd that their favorite champion will not be creature comforts and enticements while ever
appearing in today’s match because he died trying fearing the day their property learns it has a soul.
to escape your pens?” ―Gaal, Urikite arena trainer Stoic and dull to pain, Duls are not easily
intimidated by the lash. Masters are loath to shatter
Born from the unlikely parentage of dwarves and this illusion by maiming a Dul, although those who
humans, a Dul (pronounced “dual”, though “dull” is help a Dul escape will be tormented to punish the
used as a derogatory prounciation) combines the Dul indirectly. Once a Dul escapes or earns their
height and adaptable nature of humans with the freedom, they continue to bear the burden of their
musculature and resilience of dwarves. Duls enjoy early years. Duls are often heavily marked with
traits that are uniquely their own, such as their tattoos that mark their ownership, history, and
robust metabolism and almost inexhaustible capabilities, making it easy for bounty hunters to
fortitude. There are also unique difficulties the Dul track them down. Those without markings are
also contend with- namely sterility, and the always at risk of capture and resale into the
systemic institution of slavery which haunts them abominable practice that looms over them.
at every turn.
Humans and dwarves do not frequently pair- the A Veiled Hope
vast population of enslaved Duls in Athas is yet
There is one legend among Dul– little more than a
another sin of the Sorcerer-Kings. Dwarves and
name, whispered from passing Druids and
Humans sentenced to death find their executions promised by abolitionist insurgents. The Veiled
come in the flesh-forges of Urik, where newborn Alliance, rumored to safeguard freed slaves. To
Dul rise from boiling crucibles of flesh and souls. speak of them is a crime punishable by death, but
the whispers remain, filling the restless dreams of
those yet trapped in shackles.

28
Dul names
Roleplaying a Dul
Duls are given names with harsh tones meant to Born to the flesh forges, you never knew familial
strike fear. Lacking families, a Dul might use a love or affection; the taskmaster’s whip took the
place for a surname, such as “Mersten of Nibenay.” place of loving parents. As far as you have seen, all
Male Names: Aram, Athalak, Borthomar, Bost, of life’s problems that can be solved are solved by
Darok, Darus, Durn, Eben, Erekard, Gard, Harask, force. You know to bow to force when you see it,
Marok, Morg, Rikard, Sanozar, Tomak, Uskan, especially the subtle forces of wealth, power, and
Zedath, Zorus. privilege. The noble and Templar may not look
Feminine Names: Aisa, Aivel, Brithis, Callia, strong, but they can kill with a word.
Demosis, Elina, Faivel, Himithis, Laivi, Mersten,
Narisel, Raina, Reshel, Saditha, Tirshel, Uisel, In the slave pits, you knew some Duls that never
Zerima. sought friends or companionship, but lived in bitter,
isolated servitude. You knew other Duls who found
Dul traits friendship in an arena partner or co–worker. You are
As a Dul, your body was forged for a purpose. Your capable of affection, trust and friendship, but
mind, however, is your own, stubborn as a Dwarf camaraderie is easier for you to understand and
and versatile as a Human. express. Warriors slap each other on the shoulder
Creature Type. You are a Humanoid. You are also after a victory, or give their lives for each other in
considered a Dwarf and a Human for any battle. You don’t think of that sort of event as
prerequisite or effect that requires you to be either. “friendship” – it just happens.
Ability Score Increase. Your Strength score
Duls dislike what they fear, and they fear Arcanists.
increases by 2 and your Constitution score
They resent that they were born without choice by a
increases by 1. power the Arcanists employ for fickle ends, with no
Age. A Dul born from the flesh-forges enters the sacrifice on the Arcanist’s part, while the Dul’s
world full-grown, tending to develop their full power is born of pain and labor. You may never have
cognition within days. Given their lot in life, few been exposed to psionic study or clerical ways, but
succumb to old age, but natural-born Dul have been there is nothing preventing you from learning.
known to reach the age of 85.
Alignment. Duls tend towards neutrality with
respect to good and evil, but run the gamut with
respect to law or chaos. A few ambitious lawful
Duls use the respect won from their fellow slaves to
organize rebellions and strike out for freedom.
Chaotic Duls, on the other hand, push their luck
and their value as slaves to the breaking point,
defying authority and holding little fear for the lash.
Size. A typical Dul is 7 feet tall and weighs over
250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and
dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Flesh-Forged. You have advantage on saving
throws against poison, and you have resistance
against poison damage.
Relentless Endurance. When you are reduced to
0 hit points but not killed outright, you can drop to
1 hit point instead. Once you use that trait, you
can’t use it again until you finish a long rest.
Inexhaustible. Your unique physique allows you
work for longer periods of time compared to other
humanoids. You have advantage on Forced March
saves and all other saves to resist non-magical
exhaustion.
Languages. You can speak Common plus a
language of your choice. With DM permission, your
character might be able to read and write with an
appropriate background.

29
Dwarf
The Focus
Focus is the central point of your existence, and no
simple job will suffice. Work with your DM to come
up with a starting focus and a new one if
completed. None should be easy to complete and
should take at least 1 week or longer to finish to be
worthwhile.
For example, Grelak, protector of his village,
makes the retrieval of a sacred book stolen by
raiders his focus. After a week of gathering clues,
he sets out to liberate the artifact from its current
owner in a trading post weeks away. On the way
there, he gains the benefit of his dwarven focus for
anything that would slow him because he is trying
to reach the book. Later, he stops in Nibenay to rest
and gets in a brawl. He doesn’t receive any bonuses
because he isn’t actively pursuing his focus.
Some other examples of a focus might include:

Buying a family member’s freedom


Crafting a masterwork weapon
Building a free village in the wastes
Constructing a shrine to the elements
Ruining the life of someone who’s wronged you
Discovering what lies beyond the Silt Sea
Dwarven Society
Dwarves are close-knit, formed around clans and
focused on family. Ties of blood are honored above
all but the focus. Family honor or dishonor is
“The worst thing you can say to a dwarf is ‘It can’t passed down to generations. A community is led by
be done.’ If he’s already decided to do it, he may the Urhnomous (over-leader), and each clan by an
never speak to you again. If he hasn’t decided, he uhrnius (leader). There are 3 main dwarven
may commit himself to it simply out of spite. settlements in the Tablelands: Kled, near Tyr, and
‘Impossible’ is not a concept they understand. the twin villages of North and South Ledopolus on
Anything can be done, with enough determination.” the southwestern edge. Dwarven oral tradition
– Sha’len, Nibenese trader shares that they were once a mighty people living in
On Athas, dwarves are not subterranean miners vast cities, and many of these ancient ruins are still
but rather a long-lived, slowly dying race known for out there, buried and forgotten.
their relentless focus on a task to the single A dwarf’s relations outside their clans are often a
exclusion of all others. A dwarf’s chief love is toil, function of their focus. Those who help them are
and they are at their happiest when tasked with respected, sensible companions. Those who hinder
causes that can be approached with a stoic single- them are obstacles that must be removed. There is
mindedness for weeks, months, years, or even very little room for compromise in a dwarven mind.
decades. Once their mind is committed to a task, it Dwarf Names
is near impossible to sway them away from it as
they will refuse to listen to reason. Dwarves live for Names are granted by the clan leader, the uhrnius,
their focus, for those who die unable to complete a after completing one’s first focus. Dwarves do not
focus return from the dead to haunt their have a surname and like many on Athas prefer
unfinished work. Dwarves rarely divulge their focus using a town (Drog of Kled) if distinction is needed.
to anyone until it is finished. Male Names: Baranus, Biirgaz, Bontar, Brul,
Caelum, Caro, Daled, Drog, Fyra, Ghedran, Gralth,
Short and Stout Gram, Jurgan, Lyanius, Murd, Nati, Portek, Rkard,
Short and powerful, Dwarves stand between 4 1/2 Sa’ram, Sult, Veso.
and 5 feet tall. Their frames are often massive and Feminine Names: Ardin, Erda, Ghava, Greshin,
hairless to cope with the heat and rigors of their Gudak, Lazra, N’kadir, Palashi, Vashara.
work. Life in the Athasian wastes makes them
rugged, tanned, and callused.

30
Dwarf traits Roleplaying a Dwarf
Dwarves are nonmagical by nature and abhor Remember the intensity of your focus. Breaking it
defiler magic- while a Dwarf Arcanist isn’t has grave social, philosophical, and spiritual
impossible, it is very rare to see. Their Clerics lean repercussions. If you die before completion, your
spirit may return as a banshee and you will have
towards steady earth and tend to avoid chaotic air,
shamed your clan for generations to come. For
and they take to psionics with a vengeance. someone to intentionally stand in the way of your
Dwarves leave villages at times to further a focus focus is an assault on you. Your greatest satisfaction
and to search for ancient dwarven ruins. They are is completing the focus. Keep a serious attitude
highly prized as mercenaries because once always. The only time you show your festive side (if
contracted, their loyalty will never change. you have one) is when you have recently fulfilled a
Ability Score Increase. Your Constitution score focus or between setting a new one. At this time,
increases by 2, and you choose to increase your your full joy and humor show, but you are vulnerable
Strength or Wisdom by 1. in some ways because you are lost in purpose.
Age. Dwarves mature around age 35 and live up
to 250 years, though the dangers of Athas often
claim them well before this time.
Alignment. Dwarves tend lawful and good to
neutral. Their devotion to an established hierarchy
in villages means they tend to follow rules even to
the point of ridicule.
Size. A typical dwarf stands about 4 1/2 to 5 feet
tall and weighs 200 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. You
are not slowed by wearing heavy armor.
Darkvision. Despite living aboveground, your
heritage allows you to see in dim light within 60
feet of you as if in bright light, and in darkness as if
it were dim light. You can’t discern color in
darkness, only shades of gray.
Tool Proficiency. You gain proficiency with the
artisan’s tool of your choice: smith’s tools, brewer’s
supplies, or mason’s tools.
Dwarven Resilience. You have Advantage on
poison saves and resistance to poison damage.
Dwarven Focus. You set yourself to a task, and
define it as your focus. Once per turn when making
an ability check, saving throw, or attack roll which
will directly further your focus, you may roll a
Focus Die (which is a 1d6) and add it to the results.
You have a number of Focus Die equal to your
proficiency bonus, and regain all Focus Die when
you finish a long rest.
Your focus cannot be just any task, it must be a
difficult feat requiring at least a week to complete.
You cannot choose a new focus until you have
fulfilled your last one. Dwarves’ commitment to this
task is so strong, that if they die before completing
it, there is a good chance that they will return as
banshees in the wastes after 2d4 days, haunting
their unfinished works. Discuss with your DM to
ensure a focus is appropriate.
Languages. You can speak Common and
Dwarvish. With DM permission, your character
might be able to read and write with an appropriate
background. Dwarves keep a long and proud oral
history, and they have an old written language
mostly used for writing history that they will never
share to outsiders. Their native language is deep
and throaty, full of guttural sounds and harsh
exclamations that cause most non-dwarves to get
raw throats if spoken for long.

31
Elvhen
the Elf devises a series of “tests” that allows them
to prove themselves worthy of trust. Should they
pass, an Elvhen friendship is forever- but should
that trust be betrayed, it can never be regained.
In the tribe, Elvhen are all equals, except the
Chief. The Chief is elected and rules for life,
making all major decisions for the tribe, and Elvhen
are expected to tithe them a choice piece of loot
after every raid or trade. Holding out suggests a
lack of loyalty. Their natural enemies are the Thri-
kreen, who view elfmeat as a delicacy.

The Run
Those who cannot keep up die, and freedom in all
matters is life. Most Elvhen don’t lie, cheat, or steal
out of malice. They see an opportunity and the
gullible can’t keep up. In their culture, an Elf is
rewarded for being faster, both in wit and running. If
you stop running, if you settle down, you wither.

“Better to die with a spear in hand than live with Home is where the run takes you
shackles around your wrist.” – Elvhen adage
Elvhen are nomads by nature, though they maintain
The Elvhen are a nomadic race of traders, herders, semi-permanent settlements in the wilderness.
and raiders. Speed is the key to acceptance and Their ability to cover vast distances makes them
respect amongst them, and those too injured to run master raiders, and they consider anywhere their
are often left behind to die. Most rarely stay in one legs can take them as their territory, to take from as
place for long, maintaining their absolute freedom they see fit.
through constant movement. Elvhen may flippantly adventure for wanderlust,
Elvhen culture, while ruthless, is also rich and but those who persist often do so out of a desire for
diverse. They have turned celebration into an art profit, glory, revenge, or loyalty. They like to boast
form, taking any chance to partake in captivating about their accomplishments, weaving these into
elfsong and energetic dancing. Elvhen war parties song. Elvhen often take keepsakes from
are greatly feared in the deserts, for they are a memorable raids and sew them into their cloaks,
deadly force of endurance and maneuverability. flaunting the prizes back to their owners if possible.
Others might see Elvhen as hostile or lazy, which Custom dictates the victim congratulate the thief on
is true- but far from the full story. It is common to his possession of such an attractive item (those
see an Elf idle for days until compelled to exert who don’t are poor sports).
themselves, then abruptly sprint for miles without
complaint. Athasian Elvhen rarely live past 140 Rebels without a care
years and prefer short, exciting lives over long,
boring ones. They thrive in open spaces and tend to The Elvhen’s raiding ways have little root in any
grand cause against the Sorcerer-Kings’
wither in captivity, making them poor choices on
defilement. It is simply not in their nature to obey
the slave block.
such dogma. Ambushing caravans and border
Long and Lean settlements is a jolly pastime, and to the Elvhen,
any dead left behind are proof of city-dwellers’ folly.
Elvhen are long-limbed sprinters who stand Time and again, ambitious Crusaders will mount
between 6 1/2 and 7 1/2 feet tall with slender yet campaigns to quell the Elvhen threat. The Elvhen
muscular builds, averaging 175 pounds. They have find this good sport. Local tribes will shake on
rugged skin in a wide variety of tones, with deeply temporary alliances and enter competition to seize
etched, weatherworn features. They grow little to caravan routes and hunt Crusaders for trophies,
no facial hair, but the locks atop their head come in watering the desert with blood for months.
all colors, sometimes dyed to striking shades. They Eventually, the clash will subside as the
dress in loose garb fit for desert travel. Crusaders’ strength wanes and the city-states’
Trust is for fools stores run low. Hungry merchants reluctantly
welcome the Elvhen back into their markets, forced
Elvhen have little racial unity, keeping to their own to barter against the very heirlooms taken off their
tribe and regarding outsiders as easy marks or comrades’ corpses in order to meet the demands of
potential dangers. If a companion shows promise, trade. Peace resumes- but never for long.

32
Elvhen Names One With the Land. You can attempt to hide even
when you are only lightly obscured by terrain,
Naming of young runners is a sacred responsibility, weather, or other natural phenomena.
given after the first interesting thing the child does Languages. You can speak Common and Elvish.
while learning to run or changed because of an With DM permission, your character might be able
extraordinary deed performed during the rite of to read and write with an appropriate background.
passage. Elvhen surnames indicate their family Each tribe has a distinct dialect. The language is
clan, with many clans bound to a single tribe. filled with short, clipped words, run with a rapid
Male Names: Botuu (Water Runner), Coraanu staccato pace difficult for others to pick up. They
(First Elf, the Warrior Thief), Dukkoti (Wind disdain the slow, tedious languages of others but
Fighter), Haaku (Two Daggers), Lobuu (First condescend to learn Common. Elvhen that learn
Runner), Mutami (Laughs at Sun), Nuuko (Sky other tongues often hide it to gain advantage.
Hunter), Traako (Metal Stealer).
Feminine Names: Alaa (Bird Chaser), Ekee (Wild Roleplaying an Elvhen
Dancer), Guuta (Singing Sword), Hukaa (Fire Rely on guerilla combat skills – distance,
Leaper), Ittee (Dancing Bow), Nuuta (Quiet maneuverability and speed. Never fight fair, and
Hunter), Utaa (Laughing Moon) always be ready to run, whether it be from a battle,
Tribe (Clan) Names: Clearwater Tribe an awkward situation, or a jilted lover. When
(Fireshaper, Graffyon, Graystar, Lightning, Onyx, someone says they’re your friend, dismiss them at
Sandrunner, Seafoam, Silverleaf, Songweaver, first then give them a chance to prove it (without
Steeljaw, Wavedivers, Windriders clans); Night telling them). Ask them to give you a prized
Runner Tribe (Dark Moons, Full Moons, Half possession, or leave one of yours out to see if they
Moons, Lone Moons, New Moons, Quarter Moons take it. Pretend to sleep and listen to what they say
clans); Shadow Tribe; Silt Stalker Tribe (Fire Bow, about you. Remember- trust is for fools!
Fire Dagger, Fire Sword clans); Silver Hand Tribe;
Sky Singer Tribe (Dawnchaser, Dayjumper,
Twilightcatcher clans); Swiftwing Tribe; Water
Hunter Tribe (Raindancer, Poolrunner, Lakesinger
clans); Wind Dancer Tribe (Airhunter,
Breezechaser clans)
Elvhen traits
Elvhen tend to any profession and trade that lets
them act freely. This makes them poor students of
the rigorous study of psionics, and rarely does
anything but Air draw them to clerical study.
Ability Score Increase. Your Dexterity score
increases by 2, and you choose to increase your
Intelligence or Charisma by 1.
Age. Elvhen reach physical maturity around 20,
undergoing rites to become adults, and live to 140.
Alignment. Elvhen tend chaotic because of their
love of freedom and self-expression, and lean into
neutrality for all but the good of their tribe.
Size. A typical Elf stands about 6 1/2 to 7 1/2 feet
tall, with slender yet muscular sprinters’ builds
averaging 175 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Burst of Speed. Your heritage allows you to move
in sprints. When you move on your turn in combat,
you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until
you move 0 feet on one of your turns.
Elvhen Run. You add your Constitution score to
the number of miles you can travel in a day. You
have advantage on forced march saves.
Extreme Acclimation. You are conditioned to the
extreme weather of the wastelands and have
advantage on all saves against extreme heat and
cold.
Keen Senses. You have proficiency in the
Perception skill.

33
Human
Mutations
Centuries of abusive magic have taken their toll on
the human body. Some humans have marked
alterations to their appearance, such as a bizarre
symmetry, exaggerated facial feature, pointed ears,
no facial hair, unusual skin coloration like copper
or gray, etc. Humans are familiar with and
unsurprised by such differences. Mutations do not
affect gameplay and are purely for flavor.
Human names
Human names vary by region. For most a single
name suffices. A noble will have a family surname
but often revert to use of one name. Freemen often
reference their occupations to avoid being taken for
laborers or slaves, such as “Barek the Weaver.”

Names by City-State
In Athas’ ancient history, many far-flung cultures
flocked to the Tablelands to survive. The regions
below offer inspiration for choosing a name based
on your character’s city-state of origin; this does not
necessarily reflect any physical attributes of your
character, only the different dialects that have
resulted from the city-states’ origins.

“Humans are fools and hopelessly naïve as well. Balic (Greek)


They outnumber us; they are everywhere, and yet Draj (Mesoamerican)
they have no more sense of their strength than a Gulg (Niger-Congo)
rat. Let us hope that the Datto stay that way.” Nibenay (Chinese)
―Dukkoti Nightrunner, Elvhen warrior Raam (Indian)
Tyr (Greek/Phoenician)
Humans are the dominant culture in the explored Urik (Babylonian/Mesopotamia)
parts of Athas, known for their versatility and
adaptability. Most tend to be ambitious and Human traits
individualistic; even the tyranny of the Sorcerer
Kings hasn’t stamped out this diversity. Other races As the most populous and adaptive race in Athas,
often don’t know what to expect when meeting a humans defy any single description.
human for the first time because predicting their Ability Score Increase. Your ability scores all
behavior based on cultural norms is difficult. “It’s increase by 1.
human nature” is a common saying when humans Age. Humans tend to reach adulthood in their
appear to take action for no apparent reason. late teens and can live to around 80 years.
Humans tend to get along well with races they Alignment. Humans are too diverse to pin down,
comingle with (most often Dwarves and Duls). tending equally towards nobility as towards cruelty.
Tareks and Thri-kreen are seen as dangerous Size. Men average 6 feet tall and 200 pounds
monsters. Elvhen are considered flighty and while women range around 5 1/2 feet tall and 140
untrustworthy. Seedlings are curiosities best pounds. Your size is Medium.
handled from afar. Humans often serve as a go- Speed. Your base walking speed is 30 feet.
between when one race deals with another. Natural Learners. You gain proficiency in one
A broad spectrum skill of your choice and one set of artisan’s tools or
one musical instrument of your choice.
Men average 6 feet tall and 200 pounds while Human Determination. When you make an
women range around 5 1/2 feet tall and 140 attack roll, an ability check, or a saving throw, you
pounds. Most tend towards dark and bronze toned can do so with advantage. Once you use this ability,
skin, though this is skewed somewhat by the tan you can’t use it again until you finish a long rest.
most develop laboring under Athas’ brutal sun. Languages. Common and one other language of
Humans are prone to mutations, and it is not your choice. With DM permission, your character
uncommon to find exaggerated features, webbed might be able to read and write with an appropriate
feet, or even extra digits on hands and feet. background.

34
Variant Race: The Villichi
Psionics imbue nearly every aspect of life on Athas, Severed from Dreams. Villichi sleep, but they
causing some to be born as nearly living don’t dream as other creatures do. Instead, their
embodiments of the Way. The Villichi are psionic minds draw memories and feelings from all those
beings typically born of normal human parents. connected by The Way. As such, you are immune to
spells and other magical effects that require you to
Bad Omens dream, like dream, but not to spells and other
No one can predict when or where a Villichi child magical effects that put you to sleep, like sleep.
will be born. They are shunned by normal humans, Languages. You can speak Common. With DM
although it is considered a bad omen to turn out a permission, your character might be able to read
Villichi child. When they come of age they usually and write with an appropriate background.
move to a convent of their kind, located somewhere
in the Ringing Mountains. Villichi have the capacity
to become very powerful psionicists, and
consequently, are a powerful group. Encounters
with Villichi are usually with an envoy, one sent to
deal with a trading company or village.
Close-knit and Guarded
Villichi have formed an extremely close knit
community. They rarely attack one another and
only rarely argue with each other. The location of
the convent is a closely guarded secret; anyone who
inadvertently finds it is usually mindwiped. This
treatment may seem cruel, but it is a cruel world,
and the Villichi are only concerned with surviving.
Tareks and Changelings are looked upon with
compassion, since they too are members of a group
that meets with prejudice.
Villichi Traits
Most Villichi are indistinguishable from humans
and are, more or less, a psionically adept subset of
the human race.
Ability Score Increase. Your Wisdom score
increases by 2, and your Charisma score increases
by 1.
Age. Villichi mature a little faster then humans
and can live on average to be 170 years old.
Speed. Your base walking speed is 30 feet.
Mental Discipline. You have resistance to psychic
damage and you have advantage on all Wisdom
saving throws.
Mindlink. You know the mindlink psionic talent.
Once you reach 3rd level, you learn the
metaconcert augment. Once you reach 5th level,
you learn the missive augment. Wisdom or
Charisma (your choice) is your psionic ability for
these powers.
Naturally Psionic. You gain a reserve of psionic
energy represented by psi points. Your psi point
maximum is 2, or your existing psi point maximum
from another source (such as levels in a class with
the Psionics feature) increases by 2. When you
reach 5th level, your psi point maximum increases
by an additional 2. All expended psi points are
restored when you finish a long rest. Your psi limit
is 2, and when you reach 5th level your psi limit
increases to 4, if it is not already higher.

35
Leonin
Magnificent and Merciless
Leonin tend to be tall compared to humans and
move with a boldness that suggests their physical
might. Tawny fur covers Leonin bodies, and some
grow thick manes ranging in shades from gold to
black. While their hands prove as nimble as those
of other humanoids, Leonin have retractable feline
claws, which they can extend instantly. This, along
with their ability to produce bone-shaking roars,
gives most Leonin an air that readily shifts between
regal and fearsome.
Leonin often act with confidence, which can
come off as imperiousness. While this can reassure
their allies, it can also suggest defiance in the face
of what they perceive as imposed authority or
unworthy experts.

Urikite or Outcast?
Players interested in playing a Leonin must make an
important decision –

• Do you live proud and powerful in Urik, where


Leonin are treated equal to the Templars of Sorcerer-
King Hamanu?

• Or do you live in exile, free from the Sorcerer-Kings


yet starving in the sand until you succumb to your
bestial hunger and prey on the Bandit Wastes like so
many before you?

Choose wisely, for few in Athas live as well as the


chosen of Hamanu, and the Lion of the Desert will
“The strongest of the pride are measured not by the not spare those who reject his gifts. Are the legends
beasts they fell in the desert, but by those they tame of Star Rock truly worth sacrificing your honor?
within themselves.”
―Alric Stoneheart, Leonin Outcast
Leonin Society
Leonin are prideful and self-reliant, and those who
swear loyalty to the Sorcerer-King Hamanu have Leonin have a matriarchal society, and each pride
no fear of the slavery and oppression that most in is led by an elder female called a “speaker”. Most
Athas struggle against all their lives. To a Leonin, female Leonin will stay within the pride they were
you must take what you want or pay in blood, and born into, while the males will wander and marry
those without strength to defend their honor into other prides. Despite their violent ways, the
deserve no mercy. For the city-state of Urik where Leonin are no savages and appreciate woven
Leonin are the apex of society, this attitude is law. textiles, bone sculpture, and intricate pottery.
Quick to Quarrel Leonin Names
Other races often perceive Leonin as quick to take Along with their personal names, Leonin identify
offense, intolerant of criticism, or belligerent. The themselves by their pride. A member of the
truth is that many Leonin simply enjoy fighting, Flintclaw pride with the personal name of Ziore, for
whether verbal or physical. They take pleasure in example, would likely style herself as Ziore of the
argument, wrestling, sparring, and even battle, Flintclaw.
enjoying the opportunity to exercise their minds Feminine Names: Aletha, Atagone, Demne,
and bodies. Doxia, Ecate, Eriz, Gragonde, Iadma, Koila,
It follows, too, that Leonin aren’t inclined to carry Oramne, Seza, Ziore
grudges. A warrior might react with sudden Male Names: Apto, Athoz, Baragon, Bryguz,
violence to an insult, but when the fight is over (and Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz,
the Leonin’s superiority proven), the insult is Xemnon, Xior
forgotten – along with the vanquished foe. Pride Names: Embereye, Flintclaw, Goldenfield,
Ironmane, Starfeller, Sunguides

36
Leonin traits Roleplaying a Leonin
No matter your station, you know yourself to be
Ability Score Increase. Your Constitution score worthy of all before you. Leonin respect those who
increases by 2, and your Strength score increases respect themselves, and sneer at those who would
by l. shy away from strength and power. That is not to say
Age. Leonin mature and age at about the same they are incapable of cunning – for Outcasts, it is a
rate as humans. necessity of survival. It is moreso a condemnation
Alignment. Leonin tend toward lawful of surrender, for the deserts of Athas suffer no
alignments, preferring strict codes of honor to both weakness.
justify and restrain their frequent violence. Urikite
Leonin lean towards neutral or evil alignments, Those you travel with are not immune to this. It is
depending on how far they take the liberties important to establish who among your allies is
afforded to them in Urik, while Outcast Leonin strongest, whether by word or deed. While you don’t
represent neutral or good alignments that refuse to necessarily have to be the leader–though you may
ignore the crimes of their kindred. begin by assuming yourself best fit for the role– it is
Size. Leonin are typically over 6 feet tall, with vital that you test the others to be sure they are
some standing over 7 feet. Your size is Medium. worthy to ally yourself with.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 Once you are sure of them, they will find no fiercer
feet of you as if it were bright light and in darkness friend. A Leonin defends the honor and body of their
as if it were dim light. You can’t discern color in war parties as they would their own pride, and
darkness, only shades of gray. suffers no challenge from outsiders. Support those
Claws. Your claws are natural weapons, which in your pack, push them to be their best, and show
you can use to make unarmed strikes. If you hit no mercy to their enemies.
with them, you can deal slashing damage equal to
ld6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Additionally, you have advantage on grappling.
Hunter’s Instincts. You have proficiency in two of
the following skills of your choice: Athletics,
Intimidation, Perception, or Survival. Additionally,
you have advantage on saving throws against
frightened condition.
Daunting Roar. As a bonus action, you can let out
an especially menacing roar. Creatures of your
choice within 10 feet of you that can hear you must
succeed on a Wisdom saving throw or become
frightened of you until the end of your next turn.
The DC of the save equals 8 + your proficiency
bonus + your Constitution modifier. Once you use
this trait, you can’t use it again until you finish a
short or long rest.
Languages. You can speak, read, and write
Common and Leonin.

37
Minotaur
Burdened by Memory
Minotaurs aren’t generally quick to anger, but
stories of their limb-rending fury when provoked
mean few dare to test that. They are passionate,
loving friends and partners fiercely, and they laugh
loud and long at good jokes. Yet beneath this lies a
deep melancholy.
With their rich and honored histories, the
Minotaur know better than many just how much
has been lost in Athas. For some this might be
expressed by a rushing, desperate desire to chase
life’s highs in the bloodrush of battle and hedonistic
indulgence, while others are solemn, morose souls
seeking purpose in the small moments of goodwill
they can offer to this barren world.
Horns and Hooves
Minotaurs are barrel-chested humanoids with
heads resembling those of bulls. Their horns range
in size from about 1 foot long to great, curling
weapons easily three times that length. They often
ornament their horns with rings of bone or painted
wood.
Manes of shaggy fur extend down minotaurs’
necks and powerful backs, and males have long
tufts of hair on their chins and cheeks. Their legs
“Not wise to provoke a Minotaur. Listen to their end in heavy, cloven hooves. Minotaurs are born
stories and nod along if you value your limbs. ” with long, tufted tails, but Minotaurs of the Ordruun
―Jarek, Human innkeeper line (and some others) have their tails docked as
part of a coming-of-age ceremony; they find the
Minotaurs are strong in body, dedication, and heavy armor of the Kavar Legion much more
courage, true to their word and loyal until death. comfortable without a long tail in the way.
They might come across as boisterous braggarts or
placid sentimentalists, but are likewise respected Family and Legacy
as peerless soldiers and trustworthy guides.
Minotaur legends describe a small pantheon of
Legends of the Clans heroes who established the Minotaurs’ place in the
world. Every Minotaur in Athas claims descent
The history of the Minotaurs is a long and noble from one of these heroes.
one, passed down in excruciating detail through The Ordruun line is the most prominent, with
campfire tales of ancient battles and long, intricate many of the Kavar Legion eager to claim ancestry
fables that take weeks to tell in their entirety. The with the ancient hero who rallied countless clans to
most sacred legends of the Minotaur follow Kavar, Kavar’s banner. Other important family lines
a ferocious yet honorable warrior, and his lifemate include the Kharran line, who taught the Minotaur
Anshe, a wise and steadfast shaman. how to build with adobe, the Drendaa line, who
Their tragic story follows the unification of the tend to the herd beasts of Minotaur encampments,
Minotaur clans, and their fracturing after Kavar’s and the Tazgral line, who have long sought to map
armies were defeated by the Emperor Rajaat and the furthest places of Athas.
Anshe was lost to the wastes, said to have taken With the Minotaurs’ numbers dwindling after
her most loyal followers into a twisting labyrinth centuries lost to war and the endless search for
that would lead to a green land far from the wars Anshe, family is more important than ever.
which had stolen her love. Regional councils are called each season, where
Their legacies define the Minotaurs to this day, a those wishing to settle and raise children can
few scant survivors split into two clans. The Kavar gather and set off together. When a Minotaur grows
Legion, unmatched warriors whose keen tactical too old to fight or wander, they are dutybound to
acumen belies a simmering rage said to be Kavar’s care for the young and teach future generations. To
final bellow roaring through the ages, and the be a Minotaur is to seek the impossible, and watch
Anshe Wanderers, blessed with a supernaturally it slip from you each day- then wake and go after it
strong sense of direction that guides their endless again with all your might.
quest to find Anshe’s final resting place.

38
Minotaur Names Roleplaying a Minotaur
The legends that recount the deeds of Kavar and In the city-states of Athas, Minotaurs are often
Anshe are full of other names as well: those of the found as wandering Kavar Legionnaires or Anshe
retainers, allies, lovers, servants, enemies, and Wanderer desert guides, but that’s not the only lives
they lead. Many have found glory as gladiators in the
others who played roles, however small, in the lives
arena, or work as muscle with the Veiled Alliance to
of the heroes. Almost every Minotaur name is seek justice against the Sorcerer-Kings for their role
drawn from that long list of minor characters of in Kavar’s defeat.
legend, so that those folk are never forgotten.
Male Names: Alovnek, Brogmir, Brozhdar, Minotaur culture is tied inextricably to their clan and
Dornik, Drakmir, Orazhan, Grozdan, Kalazmir, their family line, and it’s likely you grew up under
Klattic, Me-Jislek, Nirikov, Prezhlek, Radolak, heavy expectations. Dig into your character’s lineage
Rugilar, Sarovnek, Svarakov, Trovik. Vraslak, to find what they might value, or perhaps the legacy
Yarvem they’ve always felt suffocated by.
Feminine Names: Akra. Bolsa, Cica, Oakka,
Drakisla, Eleska, Enka, lrnaya, jaska, Kalka, Makla, Minotaur also tend to be well-traveled compared to
Noraka, Pesha, Raisha. Sokali, Takyat, Vrokya, other races, whether by moving from battle to battle
Veska, Yelka, Zarka, Zoka with the Kavar Legion or training in the desert lore
of the Anshe Wanderers. How have you been
Minotaur traits impacted by the different places you’ve been, and
Ability Score Increase. Your Strength score the different people you’ve met there?
increases by 2, and your Constitution score
increases by 1.
Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 300 years.
Alignment. Minotaurs tend towards lawful and
good alignments, bound to traditions urging
empathy and service.
Size. Minotaurs average over 6 feet in height, and
have stocky builds weighing around 200 pounds.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Labyrinthine Recall. You always know which
direction is north, and you have advantage on any
Survival check you make to navigate or track.
Horns. Your horns are natural melee weapons,
which you can use to make unarmed strikes. If you
hit with them, you deal piercing damage equal to
1d6 + your Strength modifier. instead of the
bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash
action on your turn and move at least 20 feet, you
can make one melee attack with your horns as a
bonus action.
Hammering Horns. Immediately after you hit a
creature with a melee attack as part of the Attack
action on your turn, you can use a bonus action to
attempt to shove that target with your horns. The
target must be no more than one size larger than
you and within 5 feet of you. Unless it succeeds on
a Strength saving throw against a DC equal to 8 +
your proficiency bonus + your Strength modifier,
you push it up to 10 feet away from you.
Imposing Presence. You have proficiency in one
of the following skills of your choice: Intimidation
or Persuasion.
Languages. You can speak, read, and write
Common and Minotaur.

39
Seedling
Ancient culture
Seedling culture dominates their relations with
others and predates Human civilization. Rarely will
they ever draw the blood of another Seedling.
Seedlings of different tribes share a tradition of
song, art and poetry, which serves as a basis of
communication. Creatures that do not know these
cultural expressions are often at a loss to
understand a Seedling’s expressions, analogies and
allusions to well–known tales. Seedlings can easily
become frustrated with such “uncultured”
creatures and lose patience with outsider
intolerance of their ways, such as eating other
humanoids. They abhor slavery and most Seedlings
will starve themselves or die killing their jailers
than rather than accept being chained.
Fear of outsiders
Seedlings have no desire to see their home become
like the rest of Athas. They are fierce and merciless
in its defense, uncaring about the struggles and
excuses of other races. Seedlings’ bond with nature
extends into most aspects of their culture. A
Chieftain, who also acts as a spiritual leader, often
rules their clans. This leader is obeyed without
question. Seedling fighters willingly sacrifice
themselves to obey their leader, leaving outsiders
to perceive them as blood-letting fanatics though
“Be wary of the forest ridge. The seedlings who live Seedlings dearly love and enjoy life.
there would as soon feed you to the trees as look at Exploring the Tablelands gives curious Seedlings
you. Chances are you won’t even notice them until the opportunity to learn other customs. Although
you’re stuck by a spear.” ―Mo’rune, Elvhen Nomad they may at first have difficulty in understanding
Seedlings are the masters of the Ringing the numerous practices of the races of the
Mountains’ jungles. They are small, quick, and Tablelands, their natural curiosity enables them to
agile creatures steeped in an ancient and rich learn and interact with others. Other Seedlings
culture that goes back far into Athas’ past. may be criminals, renegades, or other tribal
Although they are not common in the Tablelands, outcasts, venturing into the Tablelands to escape
some leave their homes in the forests to adventure persecution by their kin. Most tribes reject arcane
under the dark sun. While omnivores, Seedlings magic entirely, and even the few with preserver
prefer a meat-based diet and let no flesh go to Chieftains would sacrifice an entire tribe to keep
waste, often growing the trees of their jungle by one defiler out.
planting seeds within the carcasses of trespassers. Seedling names
Seedlings have difficulty understanding others’
customs or points of view, but curiosity helps some Seedlings have only one name assigned at birth.
overcome their xenophobia. Little concerned with Male Names: Basha, Cerk, Derlan, Drassu,
material wealth, Seedlings are more concerned Entrok, Kakzim, Lokee, Nok, Pauk, Plool, Sala,
with how their actions will affect other Seedlings. Tanuka, Ukos, Zol.
Feminine Names: Alansa, Anezka, Dokala,
Small and savage Grelzen, Horga, Jikx, Joura, Nasaha, Vensa.
Seedlings are small creatures, standing only about
3 1/2 feet tall and weighing 50 to 60 pounds. Rarely
affected by age, Seedling faces are often mistaken
for the faces of human children, even the elderly
among them. They dress in loincloths, sometimes
with a shirt or vest, and paint their skins with bright
reds and greens. Forest Seedlings often let their
hair grow to great lengths in intricate, beaded
braids.

40
Seedling traits Roleplaying a Seedling
Seedling traits reflect their feral nature. Remember to consistently take your height into
Ability Score Increase. Your Dexterity score account. Role-play the Seedling culture described
increases by 2 and your Wisdom or Charisma score above: feeding foes to the land, wasting no resouce,
increases by 1. treating fellow Seedlings with trust and kindness,
Age. A Seedling reaches adulthood at the age of showing suspicion for big people, and having a
general lack of interest in money. Conquest and
30 and generally lives into the middle of their plundering have no place in your society; rather the
second century. most important value is the ability of the inner self
Alignment. Seedlings tend towards law and can to harmonize with its environment.
be described as neutral or evil, depending on the
situation. Uncomfortable with change, Seedlings You should be sickened by the landscape of the
tend to rely on intangible constants, such as racial Tablelands and desperately want to avoid any risk of
identity, family, clan ties, and personal honor. that devastation ever spreading to your homelands
Seedlings generally have little respect for the laws in the Forest Ridge. You will learn about other
of the big people. cultures, but you should firmly believe Seedling
Size. Seedlings average around 3 1/2 feet tall and culture to be innately superior to all others.
50 to 60 pounds. Your size is Small. However, you don’t try to change others’ cultures,
Speed. Your base walking speed is 25 feet. no more than you would try to convince a tembo to
Lucky. When you roll a 1 on the d20 for an attack change its diet.
roll, ability check, or saving throw, you can reroll
the die once and must use the new roll. You can While omnivorous, you vastly prefer meat, and
use this ability three times before all uses are everything is a source of food. You should presume
expended, and regain all uses after a long rest. most other races will eat anything, including
Brave. You have advantage on saving throws Seedlings, if they are hungry enough, and this
against being frightened. makes it hard to trust them.
Seedling Nimbleness. You can move through the
space of any creature that is of larger size than
yours.
Hunter’s Lore. You gain proficiency with two of
the following skills of your choice: Animal
Handling, Nature, Perception, Stealth, and
Survival.
Cunning Artisan. As part of a short rest, you can
harvest bone and hide from a slain beast, construct,
humanoid, monstrosity, or plant creature of size
Small or larger to create one of the following items:
a shield, a club, a javelin, or 1d4 darts or blowgun
needles. To use this trait, you need a blade, such as
a dagger, or appropriate artisan’s tools, such as
leatherworker’s tools.
Fury of the Small. When you damage a creature
with an attack or spell and the creature’s size is
larger than yours, you can cause the attack or spell
to deal extra damage to the creature. The extra
damage equals your proficiency bonus. You can use
this trait a number of times equal to your
proficiency bonus, and you regain all uses after a
long rest.
Languages. You can speak Seedling and
Common. With DM permission, your character
might be able to read and write with an appropriate
background. Your culture uses drawings and tales
rather than a written language. Seedlings rarely
teach others their language, but some individuals of
the Tablelands have learned the wild speech.
Seedlings found in the Tablelands learn Common
to survive, but it is generally unknown past the
Ringing Mountains.

41
Tarek
Big and strong
Tareks are enormous individuals, generally 8 to 9
feet high and weighing upwards of 500 pounds.
Though they have features harkening back to the
Giants and Orcs of their origin, these tend to be
exaggerated in some ways. Skin tones range from
light brown to deep tan, like sand. They vary in hair
color and tend to wear whatever hair style or
fashion they currently are emulating. A tavern
would charge extra for filling enough plates for a
Tarek-sized appetite, and any armor would have to
be specially crafted. Most nobles, Templars, and
merchant houses feel the investment is worth the
return when they have 500 pounds of enforcement
at their command.
Impressionable
The most powerful warriors on Athas, Tarek seem
content to dwell in humanity’s shadow and drift
towards charismatic leaders of all races. For
example, if a Tarek village is near Elvhen raiders,
they are likely to emulate the guerilla tactics of the
elves. A Tarek farmer’s village might be raided, and
he may soon adopt the morals of the invaders
because they seem to know what they’re doing, and
the Tarek finds he’s pretty good at smashing heads
too. Many believe this innate whim derives from
“Mind of a child, strength of three grown men. I’ve early Tareks’ need to assimilate in order to survive
seen a Tarek tear the walls out of a building in Athasian society.
because he wanted a better look at the tattoos on a
Dul inside.” – Daro, human trader Alignment on a Whim
Once, the Ringing Mountains bore more than One axis of your alignment will be fixed and the
Seedlings and death- Giants and Orcs strode other subject to change, even daily, based on
together, cousins of a kind. When Athas’ oceans influential events or persons around you that you
turned to silt and the Sorcerer-Kings came to the find a reason to emulate or admire. You will try out
their morals or philosophies and perhaps stick with
Tablelands, however, the Mountain Folk were
it for a time if you’re good at it. This does not mean
pushed high into the peaks where food was scarce. Tareks are unreliable - the influence must be strong
Their populations intertwined into the Tareks, and for them to change, and they have a core philosophy
over the centuries dwindled. Eventually, most that is fairly unchanging.
lowlanders forgot the Mountain Folk entirely.
Until the Seedlings forced them from their last A Tarek soldier might see a Dwarven Cleric of the
bastions, sending Tareks tumbling down to crash sun and be impressed by her unflappable devotions.
against the city-states’ gates. The Sorcerer-Kings He may try shaving himself and praying to the sun,
found them sun-addled, degenerated- and good at until he finds he cannot stare at the sun without
taking orders. It didn’t take long for the shackles to hurting his eyes and cannot make fire appear.
fall, the Sorcerer-Kings’ tyrannical dogma forced
upon them like ink to fresh parchment. This can make role-playing a Tarek a challenge.
The dark sun has scorched away all memory of
their old traditions, and so they readily imitate
customs and cultures of those they admire or Tarek Names
associate with. They are very imitative, eager to fit Enslaved Tareks often have Human names
into a world that is not built for their size. One matching the city-state they’re in, and because of
observing a Dwarf mine might decide to try their this they vary greatly. Free Tareks are likely to
hand at it, then move on if they do not excel at it. borrow the naming conventions of the race or
Many find they excel at breaking bones and imitate people they are imitating at the time their child is
those who are also skilled at this practice, making born. See other races for name suggestions.
them widely sought out as gladiators, guards, and
mercenaries across the Tablelands.

42
Tarek traits
Roleplaying a Tarek
The Tarek have lost much, but not their strength. Always remember you are the largest humanoid race
Ability Score Increase. You have 4 points to split in Athas, far bigger and heavier than everyone else.
between your Strength and Constitution scores. Take advantage of your height, but also remember
Your Strength score can reach a maximum of 22 the disadvantages. Between your size and your
instead of 20. Your Intelligence and Wisdom scores lesser wits (even if you are a relatively intelligent
are decreased by 2 each. Tarek, people will assume you to be dull), you find
Age. Tareks mature around 24 years of age and yourself an object of comic relief, mistreated and
can live up to 220 years. ignored. You are used to being teased and will
Alignment. Your alignment may fluctuate as endure more witty remarks than most people, but
described in Alignment on a Whim. You begin with when you have been pushed too far your personality
one fixed alignment axis (Good - Neutral - Evil or can suddenly shift, and you can unleash astonishing
Lawful - Neutral - Chaotic) that will never change. violence on your tormentors and any who stand in
The other axis may change depending on who you your way.
are emulating. Subject to DM approval, when
imitating a charismatic leader, select an Less frequently, these shifts can happen to you
appropriate Ideal or Flaw and replace your current without provocation – you just wake up with a
one. If the new Ideal is tied to a non-fixed axis of different ethos and altered disposition, or adopt a
your alignment, change that aspect of your whole new outlook on life after hearing a particularly
alignment. convincing speech or display. Remember you are
Size. A typical Tarek stands 8 to 9 feet tall and influenced by powerful personalities, which can shift
weighs between 460 and 550 pounds. Your size is your own self and ethics. You tend to imitate the
Medium. tactics, clothes, and demeanor of those you travel
Speed. Your base walking speed is 30 feet. with, whether they be close friends or “little
Colossal Endurance. Your immense body mass masters”.
allows you to occasionally shrug off injury. When
you take damage, you can use your reaction to roll
a d12. Add your Constitution modifier to the
number rolled and reduce the damage by that total.
You can use this trait a number of times equal to
your proficiency bonus, and you regain all uses
after a long rest.
Giant’s Metabolism. You require more food and
water then the average humanoid. You require 2
pounds of food and 2 gallons of water per day or 4
gallons if the weather is hot.
Strength of Mountains. You have advantage on
Strength-based ability checks and Strength saving
throws. In addition, you count as one size larger
when determining your carrying capacity and the
weight you can push, drag, or lift.
Tight Fit. You cannot wear ordinary gear sized
for smaller creatures such as boots, gloves, and
backpacks. All armor, clothing, armor, meals, and
lodging cost double for you. You can have armor or
weapons resized by a trained crafter, the cost of
which which begins at 10 to 40% of the armor
price, reflecting the extra materials needed. The
DM can either roll 1d4 x 10 or determine the
increase in cost based on the extent of the
alterations required.
Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Languages. You can speak Common. Your voice
is always low, making it difficult for most to hear
and understand more than a rumble. With DM
permission, your character might be able to read
and write with an appropriate background.

43
Thri-kreen
Many wear leg or armbands, or bracelets. Some
attach rings on different places on their chitin,
though this requires careful work by a skilled
artisan. While most Thri-kreen appear identical to
non-kreen, their nuances of exoskeleton
development render them quite unique in their
view. Pheromone release modifies their eye
coloration: light for pleasant feelings and dark for
distress. They are carnivores and become sick if
eating plants, the only exception being a handful of
common spices and fruit-based potions.
No sleep required
Since Thri‐kreen do not require sleep, they have
difficulty understanding this state of “laziness” in
others. Other behaviors of humanoids seem
unnecessarily complex. A kreen’s life is simple:
hunt prey. Kreen live for the hunt, and own only
what they can carry. Their knowledge is largely
passed by an instinctual racial memory shared with
the clutch. At birth, they already know the best prey
and ways to catch them.
A different perspective
The pack mentality dominates a kreen’s relation
with others. Kreen hunt in small groups and will
move to other areas rather than depopulate an area
“This one does not speak with the quivering soft of prey. Thri‐kreen view humanoids as possible
shells that lay about all night. This one might eat sources of food but rarely hunt them as humanoids
you, but never speak.” ―Tu’tochuk are not simple prey. Many kreen have a particularly
fond taste for elves; as such, meetings between
Thri‐kreen (“kreen” for short) are the strangest of these two races are often tense. A kreen
the intelligent races of the Tablelands. These considering joining a war party will often try to
insectoid beings born from eggs possess a mindset establish dominance by making threatening
very different from any humanoid being gestures, which can disturb potential allies. To
encountered. They roam the wastes in packs, them, this is natural, and makes for a clear
hunting for food day and night, since they require heirarchy. Once the matter is settled, they will
no sleep. Thri‐kreen are quick and agile and make consider the humanoids part of their clutch and
fearsome fighters, feared throughout the wastes. never turn on them, no matter what comes.
They refer to Thri-kreen who have become city Kreen have a severe fear of any large body of
dwellers as “Tohr-kreen,” meaning “settled water, as they cannot swim or float. They have no
person,” whereas Thri-kreen means “wanderer- idea how to ride another creature and find the
person.” concept alien and nonsensical.
Insect body Racial memory
Mature Thri‐kreen stand about 7 feet tall, with a Contrary to the variety of humans, Thri-kreen are
rough body length of 11 feet. Their four arms end largely predisposed to certain roles due to their
in claws; their two legs are extremely powerful, racial memory. They typically have no Arcanists;
capable of incredible leaps. However, kreen are their lack of natural sleep and need to hunt makes
unable to jump backwards. Their body is covered it impractical, but kreen take to psionics as a way of
with a sandy–yellow chitin, a tough exoskeleton life and the hunt. They revere the elements and
that grants the Thri‐kreen protection from blows. ancestral memory causes them to revere the Great
Their head is topped with two antennae, and their One, a legendary leader from many clutches past.
two eyes are compound and multifaceted. The
kreen mouth consists of small pincers. Male and Thri-kreen names
female Thri‐kreen are physically indistinguishable. The kreen language is very different from those of
Thri‐kreen usually do not wear clothing, but wear the other intelligent races. They have no lips or
some sort of harness to carry weapons and food. tongues, and so cannot make the same sounds
humanoids make. Kreen language is made up of

44
clicks, pops, or grinding noises. They do not Natural Weapons. Your maw and claws can be
distinguish male and female names. used to make unarmed strikes.
Names: Cha’ka, Chuka-tet, Drasna, Drik-chkit, If you hit with one of your Claws, you deal
Hakka, Ka’cha, Ka’tho, Klik-chaka’da, Lakta-cho, slashing damage equal to 1d6 + your Strength
Qhak’cha, Qhik-ik-cha, Sa’Relka, T’Chai, Tak-tha. modifier, instead of the bludgeoning damage
normal for an unarmed strike.
Thri-kreen traits If you hit with your Bite, you deal piercing
Thri-kreen physiology gives it several natural damage equal to 1d4 + your Strength modifier,
advantages that compensate for not being able to instead of the bludgeoning damage normal for an
easily use items commonly worn by other races. unarmed strike.
Ability Score Increase. Your Dexterity score Starting at 5th level, you add Thri-keen venom to
increases by 2 and either your Strength or Wisdom your Bite attack. The DC for this saving throw
score increases by 1. equals 8 + your Constitution modifier + your
Age. A Thri-kreen is born from an egg and proficiency bonus. The target must succeed on a
becomes fully mature at 6 years. They demonstrate Constitution saving throw or become poisoned for
no effect of aging until they reach the end of their 1 minute; if failed by 5 or more, the target is
life cycle around 30 years. Sensing their death, paralyzed for the duration. The target repeats the
such Thri-kreen go on a final hunt. save at the beginning of its turn to end the effect. If
Alignment. Most Thri‐kreen are chaotic, acting in they succeed, they are immune to this effect for 24
whatever fashion benefits the pack mentality, and hours.
this rarely leads them to philosophies of good and Languages. You can speak Thri-kreen and
evil. Common. With DM permission, your character
Size. Thri-kreen height can range from 4 and a might be able to read and write with an appropriate
half to 7 feet tall and weight can range from 100 to background. Thri-kreen is a language composed of
375 lbs. You size is Medium. clicks and whirring, antennae movements, and
Speed. Your base walking speed is 35 feet. pheromone emissions that non-kreen find too
Creature Type. You are a Monstrosity. difficult to interpret and impossible to duplicate.
Carapace. While you aren’t wearing armor, your When you speak other languages, you use a high-
carapace gives you a base Armor Class of 13 + your pitched voice.
Dexterity modifier.
You can wear armor but it must be specially
made or altered to fit your frame. Such armor costs Roleplaying a Thri-kreen
twice the normal amount. These restrictions do not You tend to rely on your natural attacks and special
apply to shields. kreen weapons. Everything you kill is a potential
Thri-kreen Weapon Training. You are proficient dinner. You have a strong need for a party leader –
with the gythka, chatkcha, and your natural obedience to this leader in the party is important to
weapons. you. If you seem to be the most powerful and
Thri-kreen Physiology. You require half as much capable, then you will assume leadership; if
someone challenges your authority then you will
water as other races, needing only half a gallon of
water per day, or one gallon per day if the weather wish to test whether they are in fact stronger than
you. It is not a question of vanity; you won’t want to
is hot. fight to the death, but merely to ascertain who is
Sleepless Revitalization. You do not require worthy to lead the party.
sleep and are immune to sleep effects. You need
only 4 hours of light activity to gain the benefits of a You do not have the focus of a Dwarf to complete a
long rest. You are not required to make saves for a project, but you would give your life to protect your
Forced March. companions. If you did not trust and honor them as
Darkvision. You can see in dim light within 60 your own family, then you would not travel with
feet of you as if it were bright light, and in darkness them and work together with them. You do not
as if it were dim light. You can’t discern color in understand the concept of sleep. It disturbs you that
darkness, only shades of gray. your dra (sentient meat creatures like humans)
Secondary Arms. You have two slightly smaller companions lie unconscious for a third of their
secondary arms below your primary pair of arms. lifetimes. Spend your rest periods watching them in
The secondary arms can stow or retrieve one item this state.
each turn, open or close a door or container, pick
up or set down a Tiny object, or manipulate an You own only what you can carry, caring little for
object without using an action. They cannot be money or other items that other races consider as
used to wield weapons or shields. treasure. Your philosophy of ownership sometimes
Leap. Whenever you make a long or high jump, leads you into conflict with presumptuous dra who
you can roll a d8 and add the number rolled to the think they can own buildings, land, and even whole
number of feet you cover, even when making a herds of carru!
standing jump. This extra distance costs movement
as normal.

45
Ukoven
The Ukoven in Athas today are descended from
ancestors considered “purer” in their
manifestations. Stories abound in Ukoven
communities of those predecessors manifesting the
elements of air, fire, earth, and water. Mingled
bloodlines combined with the ever-changing world
have resulted in new elemental manifestations.
Elemental manifestations are what give Ukoven
their distinctive appearance. Instead of hair, all
Ukoven possess a corona corresponding to their
elemental heritage. Examples include wreaths of
smoke, flames, or crystalline growths.
Ukoven also display glowing patterns in their
skin, appearing similar to lines and whorls. Soft
light in a color associated with a Ukoven’s
elemental manifestation shines from their patterns.
Ukoven from the same tribe have the same color
and shape of pattern, which is a useful identifier of
origin. Facial patterns are unique to each
individual.
Ukoven Names
The reclusive Ukoven, also known as half-
elementals, are little more than legend, and tales Ukoven assume distinctive names to capture their
from those who encounter them are often heritage, such as Basin, Eddy, Breeze, or
dismissed as outright lies. The Ukoven are Malachite. Some will adopt new names in the
unknown to most people inhabiting the Tablelands, tongues of those they travel among.
and for good reason. They make their homes on the Ukoven Traits
tiny islands rising from the vast Silt Sea spreading
out to the east, far from the city-states and their Your Ukoven character has certain characteristics
trade routes. The Ukoven have nothing but disdain in common with all other Ukoven.
for civilization, sneering at the Sorcerer-Kings and Ability Score Increase. Your Constitution score
their despotic rule. They have no love for the mortal increases by 2.
races, and their arrogance is equaled only by their Age. Ukoven mature at about the same rate as
mercurial temperaments. They are a people apart, Humans and reach adulthood in their late teens.
content to struggle in the swirling dust storms and They live somewhat longer than Humans, up to
having no part in the plight faced by the despotic 120 years.
regimes that define the Tablelands. Alignment. Independent and self-reliant, Ukoven
Or so people have believed until now. For the tend toward a neutral alignment.
first time in memory, the Ukoven have begun an Size. Ukoven are as varied as their respective
exodus from their hidden redoubts and are now elements but are generally built like Humans,
exploring the lands they abandoned years ago. standing anywhere from 5 feet to over 6 feet tall.
What they seek, and why they have chosen this Your size is Medium.
time to venture into the realms of the Sorcerer- Speed. Your base walking speed is 30 feet.
Kings, no one knows. But their emergence is Darkvision. You can see in dim light within 60
unmistakable, and those who live along the shores feet of you as if it were bright light, and in darkness
of the Silt Sea wonder if this trickle presages a as if it were dim light. You can’t discern color in
greater and more terrible flood. darkness, only shades of gray.
Languages. You can speak Common and
Children of the Elements Primordial. With DM permission, your character
The Ukoven are often called half-elementals might be able to read and write with an appropriate
because of their humanlike forms. They are the background. Primordial is a guttural language,
same size and shape as Humans, though they are filled with harsh syllables and hard consonants.
slightly bulkier, and thus they are mistaken for Subraces. Four major subraces of Ukoven are
having human ancestry. Their elemental nature, found among the Athas: air Ukoven, earth Ukoven,
however, is unmistakable, and the power of the fire Ukoven, and water Ukoven. Choose one of
Elemental Plane bleeds from them through their these subraces.
tempestuous personalities and the manifestations
in their flesh.

46
Air Ukoven Fire Ukoven
Air Ukoven typically have light blue skin, hair, and Nearly all fire Ukoven are feverishly hot as if
eyes. A faint but constant breeze accompanies burning inside, an impression reinforced by flaming
them, tousling the hair and stirring the clothing. red, coal-black, or ash-gray skin tones. The more
Some air Ukoven speak with breathy voices, Human-looking have fiery red hair that writhes
marked by a faint echo. A few display odd patterns under extreme emotion, while more exotic
in their flesh or grow crystals from their scalps. specimens sport actual flames dancing on their
Ability Score Increase. Your Dexterity score heads. Fire Ukoven voices might sound like
increases by 1. crackling flames, and their eyes flare when
Speed. Your base walking speed increases to 35 angered. Some are accompanied by the faint scent
feet. of brimstone.
Unending Breath. You can hold your breath Ability Score Increase. Your Intelligence score
indefinitely while you’re not incapacitated. increases by 1.
Lightning Resistance. You have resistance to Fire Resistance. You have resistance to fire
lightning damage. damage.
Mingle with the Wind. You know the gust cantrip. Reach to the Blaze. You know the produce flame
Once you reach 3rd level, you can cast the feather cantrip. Once you reach 3rd level, you can cast the
fall spell once with this trait as a 1st-level spell, and burning hands spell once with this trait as a 1st-
at 5th level, you can cast the levitate spell once with level spell, and you regain the ability to cast it this
this trait as a 2nd-level spell, you regain the ability way when you finish a long rest. At 5th level, you
to cast these spells this way when you finish a long can cast flame blade once per long rest. You can
rest. You can also cast these spells using any spell also cast these spells using any spell slots you have
slots you have of the appropriate levels. of the appropriate levels. Constitution is your
Constitution is your spellcasting ability for these spellcasting ability for these spells.
spells.

Earth Ukoven Water Ukoven


Some earth Ukoven always have bits of dust falling Most water Ukoven look as if they just finished
from their bodies and mud clinging to their clothes, bathing, with beads of moisture collecting on their
never getting clean no matter how often they bathe. skin and hair. They smell of fresh rain and clean
Others are as shiny and polished as gemstones, water. Blue or green skin is common, and most
with skin tones of deep brown or black, eyes have somewhat overlarge eyes, blue-black in color.
sparkling like agates. Earth Ukoven can also have A water Ukoven’s hair might float freely, swaying
smooth metallic looking flesh, dull iron colored and waving as if underwater. Some have voices
skin spotted with rust, a pebbled and rough hide, or with undertones reminiscent of whale song or
even a coating of tiny embedded crystals. The most trickling streams.
arresting have fissures in their flesh, from which Ability Score Increase. Your Wisdom score
faint light shines. increases by 1.
Ability Score Increase. Your Strength score Acid Resistance. You have resistance to acid
increases by 1. damage.
Earth Walk. You can move across difficult terrain Amphibious. You can breathe air and water.
made of earth or stone without expending extra Swim. You have a swimming speed that matches
movement. your walking speed.
Poison Resistance. You have advantage on Call to the Wave. You know the shape water
saving throws against poison, and you have cantrip. When you reach 3rd level, you can cast the
resistance against poison damage create or destroy water spell as a 2nd-level spell
Merge with Stone. You know the mold earth once with this trait, when you reach 5th level, you
cantrip. Once you reach 3rd level, you can cast can cast the silt walk spell as a 3rd-level spell once
earth tremor as a 1st-level spell once per long rest. with this trait, and you regain the ability to cast
Once you reach 5th level, you can cast the pass these spells this way when you finish a long rest.
without trace spell as a 2nd-level spell, requiring no You can also cast these spells using any spell slots
material components, and you regain the ability to you have of the appropriate levels. Constitution is
cast it this way when you finish a long rest. You can your spellcasting ability for these spells.
also cast these spells using any spell slots you have
of the appropriate levels. Constitution is your
spellcasting ability for these spells.

47
CHAPTER 3
Classes

Classes of Athas
Hit Primary Saving Throw
Class Description Die Ability Proficiencies
Arcanist A powerful spellcaster who can call upon tremendous arcane d6 Intelligence Intelligence &
energies at the cost of destroying the environment around them. Wisdom
Barbarian A fierce warrior of the tribal wastes who can enter a battle rage d12 Strength Strength &
and lay waste to their foes in a maddened haze. Constitution
Cleric A priest who has pledged themselves to one of the Four d8 Wisdom Wisdom &
Elements, preserving what remains of their essence on Athas. Charisma
Crusader A zealous champion who carves a path of blood to fulfill an d10 Strength & Wisdom &
ironclad oath sworn to the great powers of Athas. Charisma Charisma
Druid A follower of the Old Faith, wielding the powers of nature and d8 Wisdom Intelligence &
adopting animal forms to combat those who would defile Athas. Wisdom
Empath Mentors and spiritual guides who realize their psionic potential d8 Wisdom Wisdom &
through intuition and emotion to aid and protect others. Charisma
Fighter A master of martial combat, unmatched on the battlefield and d10 Strength or Strength &
skilled with a wide variety of weapons and armor. Dexterity Constitution
Icon Champions of their inner id, ego, and the collective unconscious d10 Charisma Dexterity &
who adopt new traits and talents through psionic personas. Charisma
Monk Masters of the Way, harnessing the power of the mind to push d8 Dexterity & Strength &
their bodies to physical and spiritual perfection. Wisdom Dexterity
Nomad A warrior using martial prowess and psionics to tame strange d10 Dexterity & Strength &
beasts and combat threats on the edge of civilization. Wisdom Dexterity
Psion The quintessential mindbenders, capable of using psionics to d6 Intelligence Intelligence &
bend reality and reshape matter through sheer will. Wisdom
Rogue A scoundrel who uses shadow and trickery to overcome d8 Dexterity Dexterity &
obstacles, assassinate their enemies, and enter any place unseen. Intelligence
Templar A bound servant of the Sorcerer-Kings who hunts down rogue d8 Charisma Wisdom &
spellcasters and enemies of the state in exchange for power. Charisma

Forbidden Classes Sorcerer


The Artificer, Bard, and Sorcerer do not exist as Having innate arcane magic within yourself as the
player classes in Dark Sun. source does not work in the setting of Athas. Any
mention of Sorcerers in Dark Sun is simply
Artificer another name for powerful Arcanists (such as the
Athas is a barren, magic-starved world where the Sorcerer-Kings).
inventions and enchantments of artificers would
fundamentally clash with the characterization of Changes to Classes and their Archetypes
magic in this setting. Many of the classes represented on the following
Bard pages have a curated selection of archetypes, and
While bards exist, they are known better as may feature revisions to their class and archetype
entertainers leading double lives as spies and features. All changes were made in the name of
assassins who would not want the attention that both balance and consistency with the lore of Athas.
magic brings in Athas.

49
Arcanist

A
rcane magic is outlawed in every city-
state. Yet Arcanists still study the arcane
Creating an Arcanist
arts, whether rediscovering forbidden Creating an Arcanist demands a backstory
lore in study of ancient texts or dominated by at least one extraordinary event. How
apprenticing within ambitious cabals, did your character first come into contact with
drawn to the temptations of magic even magic? How did you discover you had an aptitude
at the risk of their lives. Arcanists are for it? Do you have a natural talent, or did you
universally distrusted, for it is they who Athas can simply study hard and practice incessantly? Did
blame for its barren, savage state. you encounter a magical creature or an ancient
Save those rare few independent spellcasters tome that taught you the basics of magic?
bound to the Sorcerer-Kings, Arcanists in Athas are What drew you forth from your life of study? Did
likely revolutionaries or exiles. They must take your first taste of magical knowledge leave you
extreme steps to hide their nature, even from those hungry for more? Have you received word of a
few they may trust. Many pretend at being Clerics secret repository of knowledge not yet plundered by
or psionicists, for fear of the reprisals that would any other Arcanist? Perhaps you’re simply eager to
visit not only them, but all known to have helped or put your newfound magical skills to the test in the
associated with their ilk. face of danger.

Arcane Masteries Class Features


The study of magic is ancient, stretching back to the As an Arcanist, you gain the following class
features.
earliest mortal discoveries. Once, Arcanists were
trained in vast academies with repositories of Hit Points
knowledge beyond the comprehension of any living Hit Dice: 1d6 per Arcanist level
Athasian. Today, Arcanists are defined by action Hit Points at 1st Level: 6 + your Constitution
more than philsophy, and the old schools have modifier
fallen in favor of titles which even the lowest slave Hit Points at Higher Levels: 1d6 (or 4) + your
can understand as both curse and warning. Constitution modifier per Arcanist level after 1st.
Proficiencies
Caller. Summon your whims to hand with spells Armor: None
focused on conjuring objects and creatures.
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Magus. Specialize in battle magic by empowering Tools: None
your spells and bolstering your defenses. Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception,
Mesmer. Hone your abilities to magically entrance History, Investigation, Medicine, Sleight of Hand,
and beguile other people and monsters. and Performance
Spellcasting Ability
Mirage. Dazzle their senses, befuddle their minds, Power save DC = 8 + your proficiency bonus + your
lead them astray- you are the mirage, the illusion. Intelligence modifier
Power attack modifier = your proficiency bonus +
Necromancer. Sap the strength of those who your Intelligence modifier
stand against you, and raise the dead as allies.
Equipment
Prophet. Master spells of discernment, remote You start with the following equipment, in addition
viewing, supernatural knowledge, and foresight. to the equipment granted by your background:

a simple weapon
Ravager. Use the spectacular power of the arcane (a) a quarterstaff or (b) a dagger
to rend, incinerate, and obliterate your enemies. (a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
Warder. Deny the blow, the curse, the enemy A spellbook
advance- yours is the art of defense and shielding.

51
Spellcasting Your Spellbook
As a student of arcane magic, you have a spellbook The spells that you add to your spellbook as you
containing the first glimmerings of your true power. gain levels reflect the magic you develop as your
See Chapter 9 for the rules of spellcasting and power grows, whether from instinctual insights or
Chapter 10 for the Arcanist spell list.
spells found recorded on scrolls stolen from
Cantrips Templar vaults or rediscovered in dusty tomes from
At 1st level, you know three cantrips of your choice ancient tombs.
from the Arcanist spell list. You learn additional Copying a Spell into the Book. When you find an
Arcanist cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Arcanist spell of 1st level or higher, you can add it to
Arcanist table. your spellbook if it is of a level for which you have
spell slots and if you can spare the time to decipher
Preparing and Casting Spells and copy it.
The Arcanist table shows how many spell slots you Copying a spell into your spellbook involves
have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of reproducing the basic form of the spell, then
the spell’s level or higher. You regain all expended deciphering the unique system of notation used by
spell slots when you finish a long rest. the Arcanist who wrote it. You must practice the
You prepare the list of Arcanist spells that are spell until you understand the verbal and somatic
available for you to cast. To do so. choose a number components, then transcribe it into your spellbook
of Arcanist spells from your spellbook equal to your
Intelligence modifier + your Arcanist level using your own notation.
(minimum of one spell). The spells must be of a For each level of the spell, the process takes 2
level for which you have spell slots. hours and costs 50 ct. The cost represents material
For example, if you’re a 3rd-level Arcanist, you components you expend as you experiment with the
have four 1st-level and two 2nd-level spell slots. spell to master it, as well as the fine inks needed to
With an Intelligence of 16, your list of prepared
spells can include six spells of 1st or 2nd level, in record it. Once you have spent this time and money,
any combination, chosen from your spellbook. If you can prepare the spell like other spells.
you prepare the 1st-level spell magic missile, you Replacing the Book. You can copy a spell from
can cast it using a 1st-level or a 2nd-level slot. your own spellbook into another book— for
Casting the spell doesn’t remove it from your list of example, if you want to make a backup copy of your
prepared spells.
You can change your list of prepared spells when spellbook. This follows the same rules as copying
you finish a long rest. Preparing a new list of another’s work, with the material costs reduced
Arcanist spells requires time spent studying your based on your familiarity. You need spend only 1
spellbook and memorizing the incantations and hour and 10 ct for each level of the copied spell.
gestures you must make to cast the spell: at least 1 If you lose your spellbook, you can use the same
minute per spell level for each spell on your list.
procedure to transcribe the spells that you have
Ritual Casting prepared into a new spellbook. Filling out the
You can cast Arcanist spells as rituals if that spell remainder of your spellbook requires you to find
has the ritual tag and you have the spell in your new spells to do so, as normal. For this reason,
spellbook. The spell does not have to be prepared. many Arcanists keep backup spellbooks in a safe
Spellcasting Focus place.
You can use an arcane focus (found in Chapter 5)
as a spellcasting focus for your Arcanist spells.
Hiding a Spellbook
Learning Spells of 1st Level and Higher Arcanists learn quickly to hide their spellbooks,
Each time you gain an Arcanist level, you can add keeping one step ahead of Templar searches. They
two Arcanist spells of your choice to your might write them on scrolls hidden within hollowed-
spellbook. Each of these spells must be of a level out walking sticks and weapons, sew each page
for which you have spell slots, as shown on the between the cloth of their cloaks and clothing, or
Arcanist table. On your adventures, you might find carve the symbols onto implements of wood and
other spells that you can add to your spellbook (see bone. The more daring or desperate may even tattoo
the “Your Spellbook” sidebar). their spells onto their own skin, trading subtlety for
the confidence of always having power at their
Spellbook fingertips. For most, it is best to find a careful hiding
At 1st level, you have a spellbook containing six 1st- spot (or several) wherever they make rest.
level Arcanist spells of your choice.

52
The Arcanist
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Arcane Mastery 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Arcane Mastery feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Arcane Mastery feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Mastery feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Arcane Recovery Spell Mastery


You have learned to regain some of your magical At 18th level, you have achieved such mastery over
energy by studying your spellbook. Once per day certain spells that you can cast them at will. Choose
when you finish a short rest, you can choose a 1st-level Arcanist spell and a 2nd-level Arcanist
expended spell slots to recover. The spell slots can spell that are in your spellbook. You can cast those
have a combined level that is equal to or less than spells at their lowest level without expending a
half your Arcanist level (rounded up), and none of spell slot when you have them prepared. If you
the slots can be 6th level or higher. For example, if want to cast either spell at a higher level, you must
you’re a 4th-level Arcanist, you can recover up to expend a spell slot as normal.
two levels worth of spell slots. You can recover By spending 8 hours in study, you can exchange
either a 2nd-level spell slot or two 1st-level spell one or both of the spells you chose for different
slots. spells of the same levels.

Arcane Masteries Signature Spells


When you reach 2nd level, you choose an arcane When you reach 20th level, you gain mastery over
mastery, shaping your practice of magic through two powerful spells and can cast them with little
one of eight archetypes: Caller, Magus, Mesmer, effort. Choose two 3rd-level Arcanist spells in your
Mirage, Necromancer, Prophet, Ravager, or spellbook as your signature spells. You always have
Warder, each detailed in the following pages. these spells prepared, they don’t count against the
Your choice grants you features at 2nd level and number of spells you have prepared, and you can
again at 6th, 10th, and 14th level. cast each of them once at 3rd level without
expending a spell slot. When you do so, you can’t
Ability Score Improvement do so again until you finish a short or long rest.
If you want to cast either spell at a higher level,
When you reach 4th level, and again at 8th, 12th,
you must expend a spell slot as normal.
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.

53
Caller
As a Caller, you favor spells that produce objects The Limits of Conjuration
and creatures out of thin air. You can conjure
Food and Drink. Despite what folk-lore the people of
billowing clouds of killing fog or summon creatures Athas might spread amongst themselves, Callers
from elsewhere to fight on your behalf. As your are not capable of creating nourishing food and
mastery grows, you learn spells of transportation drink from the aether. These items can certainly be
and can teleport yourself across vast distances in conjured, and perhaps even consumed, but would
an instant. be obvious fabrications and provide nothing of
nourishment or hydration unless specified otherwise
Conjuration Savant by a spell.
Beginning when you select this mastery at 2nd Items created by magic in this manner are
level, the ceramic tokens and time you must spend inherently magical, and while they may by all
to copy a conjuration spell into your spellbook is appearance and function appear as what they are
halved. duplicating, their essence remains false.

Minor Conjuration Durable Summons


Starting at 2nd level when you select this mastery, Starting at 14th level, any creature that you
you can use your action to conjure up an inanimate summon or create with a conjuration spell has 30
object in your hand or on the ground in an temporary hit points.
unoccupied space that you can see within 10 feet of
you. This object can be no larger than 3 feet on a
side and weigh no more than 10 pounds, and its
form must be that of a nonmagical object that you
have seen. The object is visibly magical, radiating
dim light out to 5 feet.
The object disappears after 1 hour, when you use
this feature again, or if it takes any damage.
Benign Transposition
Starting at 6th level, you can use your action to
teleport up to 30 feet to an unoccupied space that
you can see. Alternatively, you can choose a space
within range that is occupied by a Small or Medium
creature. If that creature is willing, you both
teleport, swapping places.
Once you use this feature, you can’t use it again
until you finish a long rest or you cast a conjuration
spell of 1st level or higher.
Focused Conjuration
Beginning at 10th level, while you are
concentrating on a conjuration spell, your
concentration can’t be broken as a result of taking
damage.

54
Magus
Magi, often pet weapons of the Sorcerer-Kings, see Deflecting Shroud
their magic as both weapon and armor, a resource At 14th level, your Arcane Deflection becomes
superior to any piece of steel. A Magus acts fast in
infused with deadly magic. When you use your
battle, using their magic to seize tactical control of Arcane Deflection feature, you can cause magical
a situation. Their spells strike hard, while their
energy to arc from you. Up to three creatures of
defensive skills foil their opponents“ attempts to your choice that you can see within 60 feet of you
counterattack. Magi are also adept at turning other
each take force damage equal to half your Arcanist
spellcasters’ magical energy against them, a talent level.
the Sorcerer-Kings value highly against their rivals.
Arcane Deflection
At 2nd level, you have learned to weave your magic
to fortify yourself against harm. When you are hit
by an attack or you fail a saving throw, you can use
your reaction to gain a +2 bonus to your AC against
that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells
other than cantrips until the end of your next turn.
Tactical Wit
Starting at 2nd level, your keen ability to assess
tactical situations allows you to act quickly in
battle. You can give yourself a bonus to your
initiative rolls equal to your Intelligence modifier.
Power Surge
Starting at 6th level, you can store magical energy
within yourself to later empower your damaging
spells. In its stored form, this energy is called a
power surge.
You can store a maximum number of power
surges equal to your Intelligence modifier
(minimum of one). Whenever you finish a long rest,
your number of power surges resets to one.
Whenever you successfully end a spell with dispel
magic or counterspell, you gain one power surge,
as you steal magic from the spell you foiled. If you
end a short rest with no power surges, you gain one
power surge.
Once per turn when you deal damage to a
creature or object with an Arcanist spell, you can
spend one power surge to deal extra force damage
to that target. The extra damage equals half your
Arcanist level.
Durable Magic
Beginning at 10th level, the magic you channel
helps ward off harm. While you maintain
concentration on a spell, you have a +2 bonus to AC
and all saving throws.

55
Mesmer Alter Memories
Mesmers practice the sorcery required to captivate
and beguile other people and creatures. Some are At 14th level, you gain the ability to make a
pacifists seeking only to calm the mobs that ever creature unaware of your magical influence on it.
wait on an Arcanist’s heels, while others are tyrants When you cast an enchantment spell to charm one
who magically bind the unwilling into their service. or more creatures, you can alter one creature’s
Most Mesmers fall somewhere in between, but rare understanding so that it remains unaware of being
are those who trust any Arcanist’s discretion. charmed.
Additionally, once before the spell expires, you
Enchantment Savant can use your action to try to make the chosen
creature forget some of the time it spent charmed.
Beginning when you select this mastery at 2nd The creature must succeed on an Intelligence
level, the ceramic tokens and time you must spend saving throw against your Arcanist spell save DC or
to copy an enchantment spell into your spellbook is lose a number of hours of its memories equal to 1 +
halved. your Charisma modifier (minimum 1). You can
Hypnotic Gaze make the creature forget less time, and the amount
of time can’t exceed the duration of your
Starting at 2nd level when you choose this mastery, enchantment spell.
your soft words and enchanting gaze can magically
enthrall another creature. As an action, choose one
creature that you can see within 5 feet of you. If the
target can see or hear you, it must succeed on a
Wisdom saving throw against your Arcanist spell
save DC or be charmed by you until the end of your
next turn. The charmed creature’s speed drops to
0, and the creature is incapacitated and visibly
dazed.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the
end of your next turn. However, the effect ends if
you move more than 5 feet away from the creature,
if the creature can neither see nor hear you, or if
the creature takes damage.
Once the effect ends, or if the creature succeeds
on its initial saving throw against this effect, you
can’t use this feature on that creature again until
you finish a long rest.
Instinctive Charm
Beginning at 6th level, when a creature you can see
within 30 feet of you makes an attack roll against
you, you can use your reaction to divert the attack,
provided that another creature is within the attack’s
range. The attacker must make a Wisdom saving
throw against your Arcanist spell save DC. On a
failed save, the attacker must target the creature
that is closest to it, not including you or itself. If
multiple creatures are closest, the attacker chooses
which one to target.
On a successful save, you can’t use this feature
on the attacker again until you finish a long rest.
You must choose to use this feature before
knowing whether the attack hits or misses.
Creatures that can’t be charmed are immune to this
effect.
Split Enchantment
Starting at 10th level, when you cast an
enchantment spell of 1st level or higher that targets
only one creature, you can have it target a second
creature.

56
Mirage Improved Minor Illusion
A Mirage’s magic is subtle, but the illusions crafted
by their imaginations make the impossible seem When you choose this mastery at 2nd level, you
real, bringing people’s greatest hopes and horrors learn the minor illusion cantrip. If you already
into reality. Some Mirages are benign tricksters know this cantrip, you learn a different Arcanist
who use their spells to entertain. Others are more cantrip of your choice. The cantrip doesn’t count
sinister masters of deception, using their illusions against your number of cantrips known.
to frighten and fool others for their personal gain. When you cast minor illusion, you can create
both a sound and an image with a single casting of
Illusion Savant the spell.
Beginning when you select this mastery at 2nd Malleable Illusions
level, the ceramic tokens and time you must spend
to copy an illusion spell into your spellbook is Starting at 6th level, when you cast an illusion spell
halved. that has a duration of 1 minute or longer, you can
use your action to change the nature of that illusion
(using the spell’s normal parameters for the
illusion), provided that you can see the illusion.
Illusory Self
Beginning at 10th level, you can create an illusory
duplicate of yourself as an instant, almost
instinctual reaction to danger. When a creature
makes an attack roll against you, you can use your
reaction to interpose the illusory duplicate between
the attacker and yourself. The attack automatically
misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Illusory Reality
By 14th level, you have learned the secret of
weaving shadow magic from the Black into your
illusions to give them a semi-reality. When you cast
an illusion spell of 1st level or higher, you can
choose one inanimate, nonmagical object that is
part of the illusion and make that object real. You
can do this on your turn as a bonus action while the
spell is ongoing. The object remains real for 1
minute. For example, you can create an illusion of a
bridge over a chasm and then make it real long
enough for your allies to cross.
The object can’t deal damage or otherwise
directly harm anyone.

57
Necromancer
Necromancers draw upon the ashen haze of the Command Undead
Gray Plane to command the dread forces of life, Starting at 14th level, you can use magic to bring
death, and undeath. Manipulating the thin trails undead under your control, even those created by
that tie all souls to Athas, you are able to sap the other Arcanists. As an action, you can choose one
life force of living things even as your magic turns undead that you can see within 60 feet of you. That
their bodies to dessicated corpses, transforming a creature must make a Charisma saving throw
foe to an ally through an utter corruption of its against your Arcanist spell save DC. If it succeeds,
mortal form. you can’t use this feature on it again. If it fails, it
Necromancy is the vilest of all arts in the eyes of becomes friendly to you and obeys your commands
Athasians, an inherent defilement that must be
until you use this feature again.
purged without question. Yet the magic is still Intelligent undead are harder to control in this
practiced in some dark places of the world, passed
way. If the target has an Intelligence of 8 or higher,
from master to pupil in a tradition that persists in it has advantage on the saving throw. If it fails the
the hands of those who see greater ends by such
saving throw and has an Intelligence of 12 or
means. higher, it can repeat the saving throw at the end of
Necromancy Savant every hour until it succeeds and breaks free.

Beginning when you select this mastery at 2nd


level, the ceramic tokens and time you must spend
to copy a necromancy spell into your spellbook is
halved.
Grim Harvest
At 2nd level, you gain the ability to reap life energy
from creatures you kill with your spells. Once per
turn when you kill one or more creatures with a
spell of 1st level or higher, you regain hit points
equal to twice the spell’s level, or three times its
level if the spell belongs to the school of
Necromancy. You don’t gain this benefit for killing
constructs or undead.
Undead Thralls
At 6th level, you add the animate dead spell to your
spellbook if it is not there already. When you cast
animate dead, you can target one additional corpse
or pile of bones, creating another zombie or
skeleton, as appropriate.
When you create an undead using a necromancy
spell, its hit point maximum is increased by an
amount equal to your Arcanist level, and it adds
your proficiency bonus to weapon damage rolls.

Inured to Undeath
Beginning at 10th level, you have resistance to
necrotic damage, and your hit point maximum can’t
be reduced. You have spent so much time dealing
with undead and the forces that animate them that
you have become inured to some of their worst
effects.

58
Prophet Expert Divination
The counsel of a Prophet is sought by Sorcerer- Beginning at 6th level, casting divination spells
King and slave alike, for all seek a clearer comes so easily to you that it expends only a
understanding of the past, present, and future. As a fraction of your spellcasting efforts. When you cast
Prophet, you strive to part the veils of space, time, a divination spell of 2nd level or higher using a
and consciousness so that you can see clearly. Not spell slot, you regain one expended spell slot. The
all will appreciate your insight– but of course, you slot you regain must be of a level lower than the
already knew that. spell you cast and can’t be higher than 5th level.

Divination Savant The Third Eye


Beginning when you select this mastery at 2nd Starting at 10th level, you can use your action to
level, the ceramic tokens and time you must spend increase your powers of perception. When you do
to copy a divination spell into your spellbook is so, choose one of the following benefits, which lasts
halved. until you are incapacitated or you take a short or
long rest. You can’t use the feature again until you
Portent finish a rest.
Darkvision. You gain darkvision out to a range of
Starting at 2nd level when you choose this mastery,
60 feet, as described in Chapter 7.
glimpses of the future begin to press in on your Greater Comprehension. You can read any
awareness. When you finish a long rest, roll two
language.
d20s and record the numbers rolled. You can See Invisibility. You can see invisible creatures
replace any attack roll, saving throw, or ability
and objects within 10 feet of you that are within
check made by you or a creature that you can see line of sight.
with one of these foretelling rolls. You must choose
to do so before the roll, and you can replace a roll Greater Portent
in this way only once per turn.
Each foretelling roll can be used only once. When Starting at 14th level, the visions in your dreams
you finish a long rest, you lose any unused intensify and paint a more accurate picture in your
foretelling rolls. mind of what is to come. You roll three d20s for
your Portent feature, rather than two.

59
Ravager Overchannel
Ravagers focus their magic on powerful elemental Starting at 14th level, you can increase the power
effects such as bitter cold, searing flame, rolling of your simpler spells. When you cast an Arcanist
thunder, crackling lightning, and burning acid. spell of 5th level or lower that deals damage, you
Some Ravagers find employment in the armies of can deal maximum damage with that spell.
Sorcerer-Kings, serving as artillery to blast enemy The first time you do so, you suffer no adverse
fortifications from afar. Others use their effect. If you use this feature again before you finish
spectacular power to seize territory of their own in a long rest, you take 2d12 necrotic damage for each
the Bandit Wastes, or wage war against the level of the spell, immediately after you cast it. Each
Templars that hunt them. time you use this feature again before finishing a
long rest, the necrotic damage per spell level
Evocation Savant increases by 1d12. This damage ignores resistance
and immunity.
Beginning when you select this mastery at 2nd
level, the ceramic tokens and time you must spend
to copy an evocation spell into your spellbook is
halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of
relative safety within the effects of your evocation
spells. When you cast an evocation spell that affects
other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level. The
chosen creatures automatically succeed on their
saving throws against the spell, and they take no
damage if they would normally take half damage on
a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect
even creatures that avoid the brunt of the effect.
When a creature succeeds on a saving throw
against your cantrip, the creature takes half the
cantrip’s damage (if any) but suffers no additional
effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your
Intelligence modifier to the damage roll of any
Arcanist evocation spell you cast.

60
Warder
Warders emphasize magic that blocks, banishes, or While the ward has 0 hit points, it can’t absorb
protects. In Athas, survival is often your most damage, but its magic remains. Whenever you cast
powerful weapon, and Warders ensure the survival an abjuration spell of 1st level or higher, the ward
of their charges against all threats. Whether regains a number of hit points equal to twice the
banishing curses, shielding allies, or unraveling the level of the spell.
ancient wards of lost ruins, Warders are invaluable Once you create the ward, you can’t create it
to any who wish to live and fight another day. The again until you finish a long rest.
best of them are in constant demand from those
with pockets deep enough to ignore the stain of an Projected Ward
Arcanist’s presence, and many Warders find Starting at 6th level, when a creature that you can
themselves curiously left out of the common see within 30 feet of you takes damage, you can use
prejudices levied towards other Arcanists. your reaction to cause your Arcane Ward to absorb
Abjuration Savant that damage. If this damage reduces the ward to 0
hit points, the warded creature takes any remaining
Beginning when you select this mastery at 2nd damage.
level, the ceramic tokens and time you must spend
to copy an abjuration spell into your spellbook is Improved Abjuration
halved. Beginning at 10th level, when you cast an
Arcane Ward abjuration spell that requires you to make an ability
check as a part of casting that spell (as in
Starting at 2nd level, you can weave magic around counterspell and dispel magic), you add your
yourself for protection. When you cast an proficiency bonus to that ability check.
abjuration spell of 1st level or higher, you can
simultaneously use a strand of the spell’s magic to Spell Resistance
create a magical ward on yourself that lasts until Starting at 14th level, you have advantage on
you finish a long rest. The ward has hit points equal saving throws against spells.
to twice your Arcanist level + your Intelligence Furthermore, you have resistance against the
modifier. Whenever you take damage, the ward damage of spells.
takes the damage instead. If this damage reduces
the ward to 0 hit points, you take any remaining
damage.

61
Barbarian

B
arbarians, different as they might be, are
defined by their rage: unbridled,
Creating a Barbarian
unquenchable, and unthinking fury. More When creating a Barbarian character, think about
than a mere emotion, their anger is the where your character comes from and their place
ferocity of a cornered predator, the in the world. Talk with your DM about an
unrelenting assault of a storm, the appropriate origin for your Barbarian. Did you
churning turmoil of the desert itself. come from a distant land, your outsider perspective
For some, their rage springs from a communion setting you apart from others in the Tablelands? Or
with fierce animal spirits. Others draw from a do you hail from the gladiator pits and border
roiling reservoir of anger at a world full of pain. For settlements of the city-states, where savagery is an
every Barbarian, rage is a power that fuels not just everyday reality?
a battle frenzy but also uncanny reflexes, resilience, What led you to take up the adventuring life?
and feats of strength. Were you lured to settled lands by the promise of
riches? Did you join forces with soldiers of those
lands to face a shared threat? Did monsters or an
Primal Instinct invading horde drive you out of your homeland,
People of the city-states and their client settlements making you a rootless refugee? Perhaps you were a
take pride in how their civilized ways set them prisoner of war, brought in chains to “civilized”
apart from animals, as if denying one’s own nature lands and only now able to win your freedom. Or
was a mark of superiority. To a Barbarian, though, you might have been cast out from your people
civilization is no virtue, but a sign of weakness. The because of a crime you committed, a taboo you
strong embrace their animal nature– keen instincts, violated, or a coup that removed you from a
primal physicality, and ferocious rage. position of authority.
Barbarians are uncomfortable when hedged in by
walls and crowds. They thrive in the wilds of their Primal Paths
homelands: the desert, jungle, or silt seas where
their tribes live and hunt. Rage burns in every Barbarian’s heart, a furnace
Barbarians come alive in the chaos of combat. that drives them toward greatness. Different
They can enter a berserk state where rage takes Barbarians attribute their rage to different sources,
over, giving them superhuman strength and however. For some, it is an internal reservoir where
resilience. A Barbarian can draw on this reservoir
of fury only a few times without resting, but those pain, grief, anger, or even psionics are forged into a
few rages are usually sufficient to defeat whatever fury hard as steel. Others see it as a spiritual
threats arise. blessing, the gift of a totem animal or elemental
force.
A Life of Danger Berserker. Thrill in the blood-slick chaos of battle,
Not every member of the tribes deemed heedless to your own mortality or exhaustion.
“barbarians” by scions of civilized society has the
Barbarian class. A true Barbarian among these
people is as uncommon as a skilled Fighter in a Flagellant. Channel pain into power, denying death
town, and they play a similar role as a protector of until it has first taken all who stand against you.
the people and a leader in times of war. Life in the
wild places of the world is fraught with peril: rival
tribes, deadly weather, and terrifying monsters. Storm Herald. Become the desert storm, charging
Barbarians charge headlong into that danger so into battle with stone, sand, and wind beside you.
that their people don’t have to.
Their courage in the face of danger makes Totem Warrior Empower your rage with the power
Barbarians perfectly suited for adventuring. of the wilds through a spirit animal’s guidance.
Wandering is often a way of life for their native
tribes, and the rootless life of the adventurer is little
hardship for a Barbarian. Some Barbarians miss Wild Will. Unleash your rage upon the world
the close-knit family structures of the tribe, but around you in a constant psionic onslaught.
eventually find them replaced by the bonds formed
among the members of their war parties.

63
Class Features
As a Barbarian, you gain the following class The Barbarian
features.
Proficiency Rage
Hit Points Level Bonus Features Rages Damage
Hit Dice: 1d12 per Barbarian level 1st +2 Rage, Unarmored 2 +2
Hit Points at 1st Level: 12 + your Constitution Defense
modifier 2nd +2 Reckless Attack, 2 +2
Hit Points at Higher Levels: 1d12 (or 7) + your Danger Sense
Constitution modifier per Barbarian level after 3rd +2 Primal Knowledge, 3 +2
1st. Primal Path
4th +2 Ability Score 3 +2
Proficiencies
Improvement
Armor: Light armor, medium armor, shields 5th +3 Extra Attack, Fast 3 +2
Weapons: Simple weapons, martial weapons Movement
Tools: None 6th +3 Path feature 4 +2
Saving Throws: Strength, Constitution 7th +3 Feral Instinct, 4 +2
Skills: Choose two from Animal Handling, Instinctive Pounce
Athletics, Intimidation, Nature, Perception, and 8th +3 Ability Score 4 +2
Survival Improvement
Equipment 9th +4 Brutal Critical (1) 4 +3
You start with the following equipment, in addition 10th +4 Path feature 4 +3
to the equipment granted by your background: 11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
a simple weapon Improvement
(a) a greataxe or (b) any one martial melee 13th +5 Brutal Critical (2) 5 +3
weapon 14th +5 Path feature 5 +3
(a) two handaxes or (b) any one simple weapon 15th +5 Persistent Rage 5 +3
An explorer’s pack and four javelins 16th +5 Ability Score 5 +4
Improvement
Rage 17th +6 Brutal Critical (3) 6 +4
In battle, you fight with primal ferocity. On your 18th +6 Indomitable 6 +4
turn, you can enter a rage as a bonus action. Might
While raging, you gain the following benefits if 19th +6 Ability Score 6 +4
you aren’t wearing heavy armor: Improvement
20th +6 Primal Champion ∞ +4
You have advantage on Strength checks and
Strength saving throws.
When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll
that increases as you gain levels as a Barbarian,
as shown in the Rage Damage column of the
Barbarian table.
You have resistance to bludgeoning, piercing,
and slashing damage.
If you are able to cast spells or manifest powers,
you can’t cast, manifest, or concentrate on them
while raging.
Your rage lasts for 1 minute. It ends early if you
are knocked unconscious or if your turn ends and
you haven’t attacked a hostile creature since your
last turn or taken damage since then. You can also
end your rage on your turn as a bonus action.
Once you have raged the number of times shown
for your Barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before
you can rage again.

64
Unarmored Defense Feral Instinct
While you are not wearing any armor, your Armor By 7th level, your instincts are so honed that you
Class equals 10 + your Dexterity modifier + your have advantage on initiative rolls.
Constitution modifier. You can use a shield and still Additionally, if you are surprised at the beginning
gain this benefit. of combat and aren’t incapacitated, you can act
normally on your first turn, but only if you enter
Reckless Attack your rage before doing anything else on that turn.
Starting at 2nd level, you can throw aside all
concern for defense to attack with fierce Brutal Critical
desperation. When you make your first attack on Beginning at 9th level, you can roll one additional
your turn, you can decide to attack recklessly. weapon damage die when determining the extra
Doing so gives you advantage on melee weapon damage for a critical hit with a melee attack.
attack rolls using Strength during this turn, but This increases to two additional dice at 13th level
attack rolls against you have advantage until your and three additional dice at 17th level.
next turn.
Relentless Rage
Danger Sense Starting at 11th level, your rage can keep you
At 2nd level, you gain an uncanny sense of when fighting despite grievous wounds. If you drop to 0
things nearby aren’t as they should be, giving you hit points while you’re raging and don’t die
an edge when you dodge away from danger. outright, you can make a DC 10 Constitution saving
You have advantage on Dexterity saving throws throw. If you succeed, you drop to 1 hit point
against effects that you can see, such as traps and instead.
spells. To gain this benefit, you can’t be blinded, Each time you use this feature after the first, the
deafened, or incapacitated. DC increases by 5. When you finish a short or long
rest, the DC resets to 10.
Primal Knowledge
When you reach 3rd level and again at 10th level, Persistent Rage
you gain proficiency in one skill of your choice from Beginning at 15th level, your rage is so fierce that it
the list of skills available to Barbarians at 1st level. ends early only if you fall unconscious or if you
choose to end it.
Primal Path
At 3rd level, you choose a path that shapes the Indomitable Might
nature of your rage. Choose one of five Primal Beginning at 18th level, if your total for a Strength
Paths– Berserker, Flagellant, Storm Herald, Totem check is less than your Strength score, you can use
Warrior, or Wild Will, each detailed on the that score in place of the total.
following pages. Your choice grants you features at
3rd level and again at 6th, 10th, and 14th levels. Primal Champion
At 20th level, you embody the power of the wilds.
Ability Score Improvement Your Strength and Constitution scores increase by
When you reach 4th level, and again at 8th, 12th, 4. Your maximum for those scores is now 24.
16th, and 19th level, you can increase one ability
score of your choice by 2, or two ability scores of
your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, when using the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10
feet while you aren’t wearing heavy armor.

Instinctive Pounce
Starting at 7th level, you can move up to half your
speed as part of the bonus action you take to enter
your rage.

65
Path of the Berserker Intimidating Presence
For some Barbarians, rage is merely a means to an Beginning at 10th level, you can use your action to
end– that end being violence. The Path of the frighten someone with your menacing presence.
Berserker is a path of untrammeled fury, slick with When you do so, choose one creature that you can
blood. As you enter the Berserker’s rage, you thrill see within 30 feet of you. If the creature can see or
in the chaos of battle, heedless of your own health hear you, it must succeed on a Wisdom saving
or well-being. throw (DC equal to 8 + your proficiency bonus +
your Constitution modifier) or be frightened of you
Frenzy until the end of your next turn. On subsequent
turns, you can use a bonus action to extend the
Starting when you choose this path at 3rd level, you duration of this effect on the frightened creature
can enter a frenzy as a bonus action whilst you are until the end of your next turn. This effect ends if
raging. If you do so, for the duration of your rage the creature ends its turn out of line of sight or
you can make a single melee weapon attack as a more than 60 feet away from you.
bonus action on each of your turns. You can make If the creature succeeds on its saving throw, you
this attack as part of the same bonus action used to can’t use this feature on that creature again for 24
enter a frenzy, and you can enter a frenzy as part of hours.
the same bonus action used to enter a rage.
If you enter a frenzy during your rage, you must Gory Retribution
make a DC 10 Constitution saving throw when
your rage ends. If you fail, you suffer one level of Starting at 14th level, when you take damage from
exhaustion. Each time you use this feature after the a creature that is within your reach, you can use
first, the DC increases by 3. When you finish a long your reaction to make a melee weapon attack
rest, the DC resets to 10. against that creature.
Additionally, your rage damage is doubled
Mindless Rage against that creature until the end of your next turn.
Beginning at 6th level, you ignore all effects of any
levels of exhaustion you have whilst you are raging.
Additionally, you can’t be charmed or frightened
while raging. If you are charmed or frightened
when you enter your rage, the effect is suspended
for the duration of the rage.

66
Path of the Flagellant
Athas has turned the will of countless souls to ash
and despair, but in the hearts of these Barbarians
burns an unquenchable flame. Pain is the rasp of
stone to the keen edge of their fervor, and blood is
the ink by which their creed is penned. The Path of
the Flagellant looks at all battles as a matter of
will– the strong shall outlast all others, and the
weak will perish.
Bloody Scorn
Starting when you choose this path at 3rd level, the
first creature you hit with an attack on each of your
turns while raging seeks vengeance against you.
Until the start of your next turn, that target has
disadvantage on any attack roll that isn’t against
you, and when the target hits a creature other than
you with an attack, that creature has resistance to
the damage dealt by the attack. The effect on the
target ends early if your rage ends.

Fight through the Pain


Starting at 6th level, the pain that fuels your rage
protects you. If you fail a saving throw while raging,
you can reroll it, and you must use the new roll.
You can use this ability only once per rage.
Zealous Presence
At 10th level, your relentless disregard towards
pain and risk inspires others to your example. As a
bonus action, you unleash a howl rippling with feral
rage. Up to ten other creatures of your choice
within 60 feet of you that can hear you gain
advantage on attack rolls and saving throws until
the start of your next turn.
Once you use this feature, you can’t use it again
until you finish a long rest.

Flames from the Ashes


By 14th level, your body can endure far beyond the
point others would fall.
While you’re raging, having 0 hit points doesn’t
knock you unconscious, cause you to become
staggered, or force you to gain death points. Future
damage still goes against your Vitality, however you
cannot die due to Vitality damage until your rage
ends, and you die then only if you still have 0 hit
points. Otherwise, you recover 1 point of Vitality
when your rage ends and also gain 1 death point.

67
Path of the Storm Herald
All Barbarians harbor a fury within. Their rage
grants them superior strength, durability, and
speed. Barbarians who follow the Path of the
Storm Herald learn to transform that rage into a
mantle of elemental magic, which swirls around
them. When in a fury, a Barbarian of this path taps
into the forces of nature to create powerful magical
effects.
Storm Heralds are typically elite champions who
train alongside Clerics, Druids, and others sworn to
protect nature. Other Storm Heralds hone their
craft in regions wracked by sandstorms, in the lost
reaches of the silt seas at the edge of the known
world, or deep in the hottest desert wastes.
Storm Aura
Starting at 3rd level, you emanate a stormy,
magical aura while you rage. The aura extends 10
feet from you in every direction, but not through
total cover.
Your aura has an effect that activates when you
enter your rage, and you can activate the effect
again on each of your turns as a bonus action.
Choose air, desert, or mountains. Your aura’s effect
depends on that chosen environment, as detailed
below. You can change your environment choice
whenever you gain a level in this class.
If your aura’s effects require a saving throw, the
DC equals 8 + your proficiency bonus + your
Constitution modifier.
Air. When this effect is activated, you can choose
one other creature you can see in your aura. The
target must make a Dexterity saving throw. The
target takes 1d6 lightning damage on a failed save,
or half as much damage on a successful one. The
damage increases when you reach certain levels in
this class, increasing to 2d6 at 10th level, 3d6 at
15th level, and 4d6 at 20th level.
Desert. When this effect is activated, all other
creatures in your aura take 2 fire damage each. The
damage increases when you reach certain levels in
this class, increasing to 3 at 5th level, 4 at 10th
level, 5 at 15th level, and 6 at 20th level.
Mountains. When this effect is activated, each
creature of your choice in your aura gains 2
temporary hit points, as earthen spirits inure them
to suffering. The temporary hit points increase
when you reach certain levels in this class,
increasing to 3 at 5th level, 4 at 10th level, 5 at
15th level, and 6 at 20th level.

68
Storm Soul Raging Storm
At 6th level, the storm grants you benefits even At 14th level, the power of the storm you channel
when your aura isn’t active. The benefits are based grows mightier, lashing out at your foes. The effect
on the environment you chose for your Storm Aura. is based on the environment you chose for your
Air. You gain resistance to lightning damage, and Storm Aura.
you take half damage from falling. Air. When you hit a creature in your aura with an
Desert. You gain resistance to fire damage, and attack, you can use your reaction to force that
you don’t suffer the effects of extreme heat as creature to make a Strength saving throw. On a
described in Chapter 7. Moreover, as an action, you failed save, the creature is knocked prone, as if
can touch a flammable object that isn’t being worn struck by a gust.
or carried by anyone else and set it on fire. Desert. Immediately after a creature in your aura
Mountains. You gain resistance to force damage, hits you with an attack, you can use your reaction to
and you gain advantage against effects that would force that creature to make a Dexterity saving
knock you prone. Moreover, as an action, you can throw. On a failed save, the creature takes fire
touch sand or silt and turn a 5 foot square of it into damage equal to half your Barbarian level.
a solid, non-difficult terrain that can support any Mountains. Whenever the effect of your Storm
amount of weight for 1 minute. Aura is activated, you can choose one creature you
can see in the aura. That creature must succeed on
Shielding Storm a Strength saving throw, or its speed is reduced to
At 10th level, you learn to use your mastery of the 0 until the start of your next turn, as magical stone
storm to protect others. Each creature of your covers it.
choice has the damage resistance you gained from
the Storm Soul feature while the creature is in your
Storm Aura.
Path of the Totem Warrior Animals of Athas
The Path of the Totem Warrior is a spiritual Crodlu. A 10-12 foot tall flightless, scaled avian-like
journey, where the Barbarian accepts a spirit creature that roams the wilderness in herds.
animal as guide, protector, and inspiration. In
battle, your totem spirit fills you with supernatural Dagorran. A fearsome frog-like reptilian pack
might, adding magical fuel to your Barbarian rage. hunter able to track prey psionically for days or
Most Barbarian tribes consider a totem animal to weeks without relenting.
be kin to a particular clan. In such cases, it is
unusual for an individual to have more than one
totem animal spirit, though exceptions exist. Kes’trekel. A deadly carrion bird with black
plumage and a crimson red head whose croak is
Spirit Seeker considered a harbinger of death.
Yours is a path that seeks attunement with the
natural world, giving you a kinship with beasts. At Klar. A massive bear with chitinous plate on the
3rd level when you adopt this path, you gain the back, a stub tail that helps it balance when
ability to cast the beast sense and speak with standing, and a hide covered in thick sandy fur. It
animals spells, but only as rituals, as described in is one of the most feared predators in the land.
Chapter 9.
Tigone. A massive tiger with psionic abilities.
Totem Spirit
At 3rd level, when you adopt this path, you choose
a totem spirit and gain its feature. You must make Aspect of the Beast
or acquire a physical totem object – an amulet or At 6th level, you gain a magical benefit based on
similar adornment – that incorporates the fur, the totem animal of your choice. You can choose
feathers, claws, teeth, or bones of the totem animal. the same animal you selected at 3rd level or a
At your option, you also gain minor physical different one.
attributes that are reminiscent of your totem spirit. Crodlu. Whether mounted or on foot, your travel
Crodlu. While you’re raging and aren’t wearing pace is doubled, as is the travel pace of up to ten
heavy armor, your walking speed increases by 15 companions while they’re within 60 feet of you and
feet. The spirit of the crodlu makes you you’re not incapacitated (see Chapter 7 for more
extraordinarily swift. information about travel pace). The crodlu spirit
Dagorran. While you’re raging, your allies have helps you roam far and fast.
advantage on melee attack rolls against any Dagorran. You gain the hunting sensibilities of a
creature within 5 feet of you that is hostile to you. dagorran. You can track other creatures while
The spirit of the dagorran makes you a leader of traveling at a fast pace, and you can move stealthily
hunters. while traveling at a normal pace (see Chapter 7 for
Kes’trekel. While you’re raging and aren’t rules on travel pace).
wearing heavy armor, other creatures have Kes’trekel. You gain the eyesight of a kes’trekel.
disadvantage on opportunity attack rolls against You can see up to 1 mile away with no difficulty,
you, and you can use the Dash action as a bonus able to discern even fine details as though looking
action on your turn. The spirit of the kes’trekel at something no more than 100 feet away from you.
makes you into a predator who can weave through Additionally, dim light doesn’t impose disadvantage
the fray with ease. on your Wisdom (Perception) checks.
Klar. While raging, you have resistance to all Klar. You gain the might of a klar. Your carrying
damage except psychic damage. The spirit of the capacity (including maximum load and maximum
klar makes you tough enough to stand up to any lift) is doubled, and you have advantage on
punishment. Strength checks made to push, pull, lift, or break
Tigone. While raging, you can add 10 feet to your objects.
long jump distance and 3 feet to your high jump Tigone. You gain proficiency in two skills from
distance. The spirit of the tigone empowers your the following list: Athletics, Acrobatics, Stealth, and
leaps. Survival. The tigone spirit hones your survival
instincts.

Spirit Walker
At 10th level, you can cast the commune with
nature spell, but only as a ritual. When you do so, a
spiritual version of one of the animals you chose for
Totem Spirit or Aspect of the Beast appears to you
to convey the information you seek.

70
Totemic Attunement
At 14th level, you gain a magical benefit based on a Kes’trekel. While raging, you have a flying speed
totem animal of your choice. You can choose the equal to your current walking speed. This benefit
same animal you selected previously or a different works only in short bursts; you fall if you end your
one. turn in the air and nothing else is holding you aloft.
Crodlu. While raging, you can use a bonus action Klar. While you’re raging, any creature within 5
during your move to pass through the space of a feet of you that’s hostile to you has disadvantage on
Large or smaller creature. That creature must attack rolls against targets other than you or
succeed on a Strength saving throw (DC 8 + your another character with this feature. An enemy is
Strength bonus + your proficiency bonus) or be immune to this effect if it can’t see or hear you or if
knocked prone and take bludgeoning damage equal it can’t be frightened.
to ld12 + your Strength modifier. Tigone. While you’re raging, if you move at least
Dagorran. While you’re raging, you can use a 20 feet in a straight line toward a Large or smaller
bonus action on your turn to knock a Large or target right before making a melee weapon attack
smaller creature prone when you hit it with a melee against it, you can use a bonus action to make an
weapon attack. additional melee weapon attack against it.

71
Path of the Wild Will
Many in Athas are considered Wild Talents- those
born with psionic talents that manifest instinctually Wild Will Effects
and uncontrollably. Some with greater power
choose to walk the Way, practicing a lifetime of d8 Psionic Effect
restraint and measured release- others never 1 Torpor radiates around you. Each creature of your
develop such control, becoming wandering choice that you can see within 30 feet of you must
maelstroms of raw psionic power that others call succeed on a Constitution saving throw or take
Barbarians of the Wild Will. 1d12 psychic damage. You also gain 1d12
temporary hit points.
Psionic Awareness 2 You teleport to an unoccupied space you can see
After taking this path at 3rd level, you can open within 30 feet. Until your rage ends, you can
your awareness to the presence of concentrated use·this effect each turn as a bonus action.
psionics as an action. Until the end of your next 3 An intangible manifestation of your Will appears
turn, you know the location or origin of any psionic within 5 feet of one creature of your choice that
power or item within 60 feet of you that isn’t you can see within 30 feet of you. At the end of
behind total cover. When you sense psionics, you the current turn, the projection explodes, and
learn which school of psionics they belong to. each creature within 5 feet of it must succeed on
You can use this feature a number of times equal a Dexterity saving throw or take 1d6 psychic
to your proficiency bonus, and you regain all damage. Until your rage ends, you can use this
expended uses when you finish a long rest. effect again and create another manifestation on
Wild Surge each of your turns as a bonus action.
4 You become hyperfocused on the weapon in your
When you choose this path at 3rd level, the psionic hand. Until your rage ends, the weapon’s damage
energy roiling inside you sometimes erupts from type changes to psychic, and it gains the light and
you. When you enter your rage, roll on the Wild thrown properties, with a normal range of 20 feet
Will Effects table to determine the magical effect and a long range of 60 feet. If the weapon leaves
produced. your hand, the weapon reappears in your hand at
If the effect requires a saving throw, the DC
equals 8 + your proficiency bonus + your the end of the current turn.
Constitution modifier. 5 Whenever a creature hits you with an attack roll
before your rage ends, that creature takes 1d6
Bolstering Will psychic damage as your mind lashes out.
6 Until your rage ends, you are surrounded by a
Starting at 6th level, you can harness your wild
dense aura of psionic force; you gain a +1 bonus
psionics to bolster yourself or a companion. As an
action, you can touch one creature (which can be to AC, and while within 10 feet of you, your allies
yourself) and confer one of the following benefits of gain the same bonus.
your choice to that creature: 7 The matter at your feet begins to warp upon itself;
until your rage ends, the ground within 15 feet of
For 10 minutes, the creature can roll a d3 you is difficult terrain for your enemies.
whenever making an attack roll or an ability 8 A lance of spiking pain strikes out from you. One
check and add the number rolled to the d20 roll. creature of your choice that you can see within 30
Roll a d3. The creature regains one expended feet of you must succeed on a Constitution saving
spell slot, the level of which equals the number throw or take 1d6 psychic damage and be blinded
rolled or lower (the creature’s choice). Once a until the start of your next turn. Until your rage
creature receives this benefit, that creature can’t ends, you can use this effect again on each of
receive it again until after a long rest. your turns as a bonus action.
You can take this action a number of times equal
to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Unstable Backlash Controlled Surge


Beginning at 10th level, your mind lashes out Starting at 14th level, whenever you roll on the
against attackers. Immediately after you take Wild Will Effects table, you can roll the die twice
damage or fail a saving throw while raging, you can and choose which of the two effects to unleash. If
use your reaction to roll on the Wild Will Effects both rolls are the same, ignore the number and
table and immediately produce the effect rolled. choose any effect on the table.
This effect replaces your current Wild Will effect.

72
Cleric

T
he Clerics of Athas act as Elemental Affinities
intermediaries between the decaying
planet and the elemental powers A Cleric’s rites of intiation are brutal, often fatal
warring over the scraps that remain. lessons– but those who survive come to embody
They do not pray to these forces, for the their chosen element, wielding fearsome power.
elements are not beings that give power
in exchange for petty flattery– they are Air. The element of storms, free and tempestuous.
neither benevolent nor malevolent, caring only that
their natural forms are preserved in the material
world. Clerics beneath the dark sun pledge Earth. The element of sand, fixed and steadfast.
themselves to the primordial aspects of sand,
storm, sun–even, for those rare few able to forge Fire. The element of the sun, fierce and relentless.
such pacts, the rain itself.

Elemental Practices Water. The element of rain, precious and


soothing.
Clerics do not generally congregate at temples or
churches, nor do they participate in a uniform, For more information on the Elemental Plane and
organized religion. Each Cleric’s calling to the raw its Realms, see Appendix A near the end of this
energy of the elements is personal, individual. book.
Some Clerics believe that their rites of initiation
draw the attention of elemental lords who grant
them their powers- others believe the rites simply
create a connection to the elements, a conduit by Class Features
which they can channel such primordial forces. As a Cleric, you gain the following class features.
Whatever their beliefs, each Cleric is bound and Hit Points
sworn to preserve their patron element in the
physical world. Few ever renounce the solemn Hit Dice: 1d8 per Cleric level
agreement: to forsake the Pact is to incur the wrath Hit Points at 1st Level: 8 + your Constitution
of Athas itself. modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Wanderers and Heretics Constitution modifier per Cleric level after 1st.
Clerics are found everywhere on Athas. Most are Proficiencies
wanderers, generally well received by the villagers Armor: Light armor, medium armor, shields
and slave tribes of the deserts, who spread the Weapons: All simple weapons
message of preservation with the hope of restoring
Tools: None
Athas. They teach crop rotation, cure the sick, and
heal the wounded, sometimes even aiding in Saving Throws: Wisdom, Charisma
defeating local threats. Other Clerics act as Skills: Skills: Choose two from History, Insight,
wardens of small, hidden shrines, which they hope Medicine, Nature, Religion and Survival
creates a clearer channel to the elemental plane Spellcasting Ability
they worship, fortifying their powers and spells.
Power save DC = 8 + your proficiency bonus + your
Tribal societies include shamans, who see to the
spiritual needs of their groups. Lastly, some Clerics Wisdom modifier
stay in the cities, where they defy the Sorcerer‐ Power attack modifier = your proficiency bonus +
Kings and their Templars by teaching the citizenry your Wisdom modifier
of preservation, perhaps even working with the
Veiled Alliance. Equipment
You start with the following equipment, in addition
Creating a Cleric to the equipment granted by your background:
When creating a Cleric character, think about what (a) a mace or (b) a warhammer (if proficient)
drew them to their element, what would inspire
such devotion that all else would be sacrificed upon (a) scale mail, (b) leather armor, or (c) so-ut mail
the altar of their lives. Were they lost in the wastes, (if proficient)
forced to commune with the scorched desolation (a) a light crossbow and 20 bolts or (b) any
around them to survive? Or were they taught from a simple weapon
young age to believe in the hope for a restored (a) a priest’s pack or (b) an explorer’s pack
Athas? Furthermore, how does their chosen A buckler and a holy symbol
element express itself through them?

75
The Cleric
Proficiency Cantrips — Spell Slots Per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Elemental Affinity 3 2 — — — — — — — —
2nd +2 Channel Affinity (1/rest), Elemental Affinity 3 3 — — — — — — — —
feature
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Affinity (2/rest), Elemental Affinity 4 4 3 3 — — — — — —
feature
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —
(CR 1), Elemental Affinity feature
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Elemental Intervention 5 4 3 3 3 1 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 1 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 1 1 — — —
13th +5 — 5 4 3 3 3 1 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 1 1 1 — —
15th +5 — 5 4 3 3 3 1 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 1 1 1 1 —
17th +6 Destroy Undead (CR 4), Elemental Affinity 5 4 3 3 3 1 1 1 1 1
feature
18th +6 Channel Affinity (3/rest) 5 4 3 3 3 1 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 2 2 1 1 1
20th +6 Elemental Intervention improvement 5 4 3 3 3 2 2 2 1 1

Spellcasting wounds, you can cast it using a 1st-level or 2nd-


level slot. Casting the spell doesn’t remove it from
As a conduit for elemental power, you can cast your list of prepared spells.
Cleric spells. See Chapter 9 for the general rules of You can change your list of prepared spells when
spellcasting and Chapter 10 for the Cleric spell list. you finish a long rest. Preparing a new list of Cleric
Cantrips spells requires time spent in prayer and meditation:
at least 1 minute per spell level for each spell on
At 1st level, you know three cantrips of your choice your list.
from the Cleric spell list. You learn additional
Cleric cantrips of your choice at higher levels, as Ritual Casting
shown in the Cantrips Known column of the Cleric You can cast a Cleric spell as a ritual if that spell
table. has the ritual tag and you have the spell prepared.
Preparing and Casting Spells Spellcasting Focus
The Cleric table shows how many spell slots you You can use a holy symbol as a spellcasting focus
have to cast your spells of 1st level and higher. To for your Cleric spells.
cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended Holy Symbols
spell slots when you finish a long rest.
You prepare the list of Cleric spells that are An Athasian Cleric’s holy symbol is a physical
available for you to cast, choosing from the Cleric embodiment of your element. Earth clerics
commonly use small chunks of granite, quartz, or
spell list. When you do so, choose a number of precious metal, and those with resources may
Cleric spells equal to your Wisdom modifier + your mount it in a staff or medallion. A water cleric likely
Cleric level (minimum of one spell). The spells has a vial of pure water worn around the neck,
must be of a level for which you have spell slots. though a waterskin of untainted water could suffice.
For example, if you are a 3rd-level Cleric, you Fire clerics prefer obsidian stone, often carved into
have four 1st-level and two 2nd-level spell slots. the shape of flames. Air clerics are not tied by
With a Wisdom of 16, your list of prepared spells material possessions, and may use a gentle puff of
can include six spells of 1st or 2nd level, in any their own breath as a holy symbol.
combination. If you prepare the 1st-level spell cure

76
Spellcasting Ability
A turned creature must spend its turns trying to
Wisdom is your spellcasting ability for your Cleric move as far away from you as it can, and it can’t
spells. The power of your spells comes from your willingly move to a space within 30 feet of you. It
devotion to your element. You use your Wisdom also can’t take reactions. For its action, it can use
whenever a Cleric spell refers to your spellcasting only the Dash action or try to escape from an effect
ability. that prevents it from moving. If there’s nowhere to
In addition, you use your Wisdom modifier when move, the creature can use the Dodge action.
setting the saving throw DC for a Cleric spell you
cast and when making an attack roll with one. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
Elemental Affinity 16th, and 19th level, you can increase one ability
Choose one affinity matching your element: Air score of your choice by 2, or you can increase two
(also known as storm), Earth (sand), Fire (sun), and ability scores of your choice by 1. As normal, you
Water (rain). Each affinity is detailed on the can’t increase an ability score above 20 using this
following pages. feature.
Your choice grants you affinity spells and other
features when you choose it at 1st level. It also
grants you additional ways to use Channel Affinity
Destroy Undead
when you gain that feature at 2nd level, and Starting at 5th level, when an undead fails its
additional benefits at 6th, 8th, and 17th levels. saving throw against your Turn Undead feature, the
creature is instantly destroyed if its challenge rating
Affinity Spells is at or below a certain threshold.
Each affinity has a list of spells—its affinity spells–
that you gain at the Cleric levels noted in the Cleric Level Destroys Undead of CR…
affinity description. Once you gain an affinity spell, 5th 1/2 or lower
you always have it prepared, and it doesn’t count 8th 1 or lower
against the number of spells you can prepare each
day. 11th 2 or lower
If you have an affinity spell that doesn’t appear on 14th 3 or lower
the Cleric spell list, the spell is nonetheless a Cleric 17th 4 or lower
spell for you.

Channel Affinity Elemental Intervention


At 2nd level, you gain the ability to channel energy
Beginning at 10th level, you can call on your
directly from your element’s realm, using that
energy to fuel magical effects. You start with two element to intervene on your behalf when your
need is great. You must use an action to describe
such effects: Turn Undead and an effect
determined by your affinity. Some affinities grant the assistance you seek, and roll percentile dice. If
you roll a number equal to or lower than your
you additional effects as you advance in levels, as
noted in the affinity description. Cleric level, your element intervenes. The DM
chooses the nature of the intervention; the effect of
When you use your Channel Affinity, you choose
which effect to create. You must then finish a short any Cleric spell or Cleric affinity spell would be
appropriate.
or long rest to use your Channel Affinity again.
Some Channel Affinity effects require saving If your element intervenes, you can’t use this
feature again for 7 days. Otherwise, you can use it
throws. When you use such an effect from this
class, the DC equals your Cleric spell save DC. again after you finish a long rest.
At 20th level, your call for intervention succeeds
Beginning at 6th level, you can use your Channel
Affinity twice between rests, and beginning at 18th automatically, no roll required.
level, you can use it three times between rests.
When you finish a short or long rest, you regain
your expended uses.
Channel Affinity: Turn Undead
As an action, you present your holy symbol and
speak a malediction censuring the undead. Each
undead that can see or hear you within 30 feet of
you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
minute or until it takes any damage.

77
Air
Clerics who find affinity with the element of Air are Air Initiation
perhaps the most misunderstood of all the The test of the Air Cleric is perhaps the most
elemental clerics. They are wanderers, diviners, terrifying of the elemental initiations. A Cleric and
travelers, and priests. Like the winds, their minds their mentor meditate for up to two weeks atop the
are constantly wandering, and they rarely seem highest mountain they can find. When they feel
focused on a current problem or situation. ready, the initiate walks to a ledge and leaps from
Air Clerics prize freedom over all. They loathe the precipice, throwing off the shackles of the earth
restriction in movement, personalities, beliefs, and giving themselves completely to the wind. As
practices, clothing, and any attempt to impose they fall, the air spirits may speak with them and
limitations. This makes them enemies of bondage forge a pact of air, lowering them softly to the
and slavery. The growing power of the sun has ground. If not, they likely die.
made the air angry, dry, and lifeless, unable to
power hurricanes and typhoons. Air Clerics are
obligated to protect earth and water in the hopes Channel Affinity: Thundercrack
mighty forests might sway again and raging oceans Starting at 2nd level, you can use your Channel
fill the silt basins, bringing back unbridled freedom. Affinity to wield the power of the storm with
unchecked ferocity.
Air Affinity Spells When you roll lightning or thunder damage, you
can use your Channel Affinity to deal maximum
Cleric Level Spells damage, instead of rolling.
1st fog cloud, thunderwave
3rd gust of wind, shatter
Thunderbolt Strike
5th call lightning, gaseous form At 6th level, when you deal lightning damage to a
7th storm sphere, summon elemental (air only) Large or smaller creature, you can also push it up
9th destruction wave, control winds to 10 feet away from you.
Blessed Strike
At 8th level, you gain the ability to infuse your
Raging Winds attacks with elemental energy. Once on each of
At 1st level you are imbued with the fury and your turns when a creature takes damage from one
persistence of the battering winds. This grants of your cantrips or weapon attacks, you can cause
several benefits: the attack to deal an extra 1d8 thunder damage to
the target. When you reach 14th level, the extra
You gain proficiency with martial weapons. damage increases to 2d8.
You learn the gust or thunderclap cantrip, your Stormborn
choice. The cantrip you selected counts as a
Cleric cantrip for you and doesn’t count against At 17th level, you have a flying speed equal to your
the number of Cleric cantrips you know. current walking speed whenever you are not
When you use your Turn Undead channel underground or indoors.
affinity, you can also effect non-air elementals.
Wrath of the Storm
Also at 1st level, you can thunderously rebuke
attackers. When a creature within 5 feet of you that
you can see hits you with an attack, you can use
your reaction to cause the creature to make a
Dexterity saving throw.
The creature takes 2d8 lightning or thunder
damage (your choice) on a failed saving throw, and
half as much damage on a successful one.
You can use this feature a number of times equal
to your Wisdom modifier (a minimum of once). You
regain all expended uses when you finish a long
rest.

78
Earth
Closely tied to nature, Earth Clerics understand the Earth Initiation
true nature of the cycle of life. When something
When a mentor believes that a disciple is ready, after
dies, its organic material is returned to the soil to meditation, the initiate is buried alive in a fertile
provide life for another, and in another form. land at dawn and must commune with the spirits of
Therefore, the Earth Cleric’s outlook on life is a the earth to sustain themselves. When the sun goes
utilitarian one. The death of a comrade, though down, the novice either emerges, unscathed and
tragic, is simply one stage in nature’s endless chain empowered, or likely dies and feeds the earth.
of creation and annihilation.
Because air, fire, and water all depend on
growing things for their enrichment, while earth Stone Ward
alone must sustain itself, it is the Earth Clerics who
must carry on the burden of preventing the At 6th level, you gain the ability to impart the
environmental holocaust looming over Athas, such sturdiness of the earth to those around you. As a
as teaching proper agricultural techniques and reaction when you or a creature you can see within
slaying defilers who would turn usable elements to 30 feet of you suffers a critical hit, you can turn that
ash. For, if they do not preserve the land, will not hit into a normal hit. Any effects triggered by a
the death of Athas weigh upon their shoulders? critical hit are canceled.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once). You
Earth Affinity Spells regain all expended uses when you finish a long
rest.
Cleric Level Spells
1st earth tremor, longstrider Blessed Strike
3rd earthbind, dust devil At 8th level, you gain the ability to infuse your
5th earthen grasp, wall of sand attacks with earthen energy. Once on each of your
7th stoneskin, summon elemental (earth only) turns when a creature takes damage from one of
9th transmute rock, wall of stone your cantrips or weapon attacks, you can cause the
attack to deal an extra 1d8 damage of the same
type first dealt to the target. When you reach 14th
level, the extra damage increases to 2d8.
Mountain’s Resilience
Avatar of the Earth
At 1st level you are imbued with the strength and
fortitude of the earth. This grants several benefits: At 17th level, you gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical
You gain proficiency with martial weapons and attacks.
heavy armor.
Your hit points maximum increases by 1, and it
increases by one every time you gain a level.
You learn the mold earth or magic stone cantrip,
your choice. The cantrip you selected counts as
a Cleric cantrip for you and doesn’t count
against the number of Cleric cantrips you know.
When you use your Turn Undead channel
affinity, you can also effect non-earth elementals.
Channel Affinity: Unstoppable
At 2nd level, the Cleric may use their Channel
Affinity as a reaction when struck by any effect that
causes them to become paralyzed, prone, or
restrained, or when affected by any force or ability
that would move them against their will. The Cleric
immediately shakes off the effect as if it never
happened.

79
Fire
Fire is the feared domain of destructive power, Fire Initiation
rarely seen as nurturing and life-giving. Yet, fire When a mentor feels their student is ready, they take
wipes away the old so the land can grow back the initiate to a clearing and burn them in a massive
stronger. Most Fire Clerics are impulsive and bonfire at nightfall. If accepted, the novice remains
destructive like their element, and seen as madmen in the inferno through the night as it burns and
who randomly destroy precious organic material. infuses them with flame. Their hair, if any, turns fiery
They sometimes jest “to destroy the world is to red and their eyes coal black, known as “the badge
destroy the defilers,” and no one is quite sure if of flame.” If not accepted, they are consumed as
they are truly joking. mere kindling to the elements.
Fire Clerics are expected to preserve Athas so it
can be destroyed again and grow back stronger.
They encourage the growth of forests, cities, and As an action, you present your holy symbol, and
fields. This pact leads them to directly oppose all any magical darkness within 30 feet of you is
defilers and Sorcerer-Kings, but their ways are too dispelled. Additionally, each hostile creature within
eccentric to form lasting alliances with Druids, who 30 feet of you must make a Constitution saving
share the same goal. throw. A creature takes radiant damage equal to
2d10 + your Cleric level on a failed saving throw,
and half as much damage on a successful one. A
Fire Affinity Spells creature that has total cover from you is not
affected.
Cleric Level Spells
1st burning hands, faerie fire Improved Flare
3rd flaming sphere, scorching ray Starting at 6th level, you can also use Warding
5th daylight, fireball Flare when a creature that you can see within 30
7th summon elemental (fire only), wall of fire feet of you attacks a creature other than you.
9th flame strike, scrying
Blessed Strike
At 8th level, you gain the ability to infuse your
Fire’s Fury attacks with elemental energy. Once on each of
your turns when a creature takes damage from one
At 1st level you are imbued with the power and of your cantrips or weapon attacks, you can cause
ferocity of the flame. This grants several benefits: the attack to deal an extra 1d8 fire damage to the
target. When you reach 14th level, the extra
You gain either the produce flame or control damage increases to 2d8.
flames cantrip. The cantrip you selected counts
as a Cleric cantrip for you and doesn’t count
Corona of Light
against the number of Cleric cantrips you know. Starting at 17th level, you can use your action to
When you use your Turn Undead channel activate an aura of sunlight that lasts for 1 minute
affinity, you can also effect non-fire elementals. or until you dismiss it using another action. You
emit bright light in a 60-foot radius and dim light
Warding Flare 30 feet beyond that. Your enemies in the bright
light have disadvantage on saving throws against
Also at 1st level, you can interpose elemental light any spell that deals fire or radiant damage.
between yourself and an attacking enemy. When
you are attacked by a creature within 30 feet of you
that you can see, you can use your reaction to
impose disadvantage on the attack roll, causing
light to flare before the attacker before it hits or
misses. An attacker that can’t be blinded is immune
to this feature.
You can use this feature a number of times equal
to your Wisdom modifier (a minimum of once). You
regain all expended uses when you finish a long
rest.
Channel Affinity: Sunburst
Starting at 2nd level, you can use your Channel
Affinity to harness sunlight, banishing darkness
and dealing radiant damage to your foes.

80
Water
Water is the rarest of elements, life-giving and life- can restore a creature to no more than half of its hit
taking, with a severe and unforgiving animosity to point maximum. You can’t use this feature on an
any who would defile a well or plants. Water undead or a construct.
Clerics instinctively sense a duty to perform an age-
old function of being healer and bringer of life Water Initiation
regardless of the morals of the target, and they bear When a mentor feels a student is ready, they begin
a sadness to the moisture that has been lost by the long journey to a rare body of water such as Lake
defilement. Some eventually go insane, consumed Island or the Lake of the Golden Dreams. For a day
by their inability to quench the thirst of this land. they meditate on the lake’s edge, and at dusk, the
They worship by finding the dew of the morning student enters the water and surrenders to the
and encouraging it, or keeping lifeblood from depths. If accepted, the initiate spends the night in
needlessly spilling onto barren land (if it falls on the dark water forging a pact with babbling spirits. If
fertile land, that is another matter). Because water not, the student likely drowns.
can be found in all living things, they have access to
powers that can restore, or manipulate, beings.
Dampen Elements
Starting at 6th level, when you or a creature within
Water Affinity Spells 30 feet of you takes acid, cold, fire, lightning or
Cleric thunder damage, you can use your reaction to grant
Level Spells resistance to the creature against that instance of
1st create or destroy water (create only), fog the damage. If it is acid or other water related
cloud damage, you or the creature take no damage.
3rd lesser restoration, misty step Blessed Strike
5th ice storm, water breathing
7th control water, summon elemental (water At 8th level, you gain the ability to infuse your
only) attacks with elemental energy. Once on each of
9th cone of cold, maelstrom your turns when a creature takes damage from one
of your cantrips or weapon attacks, you can cause
the attack to deal an extra 1d8 cold damage to the
target. When you reach 14th level, the extra
Disciple of the Oasis damage increases to 2d8.
Also at 1st level you are imbued with the life giving Supreme Healing
power of water. This grants several benefits:
Starting at 17th level, when you would normally
You gain a swimming speed equal to your roll one or more dice to restore hit points with a
walking speed. If you already have a swimming spell, you instead use the highest number possible
for each die. For example, instead of restoring 2d6
speed, it instead increases by 10 feet. hit points to a creature, you restore 12.
When you cast a spell that creates water, you
produce double the amount you normally would.
Whenever you use a spell of 1st level or higher
to restore HP, the creature regains additional
HP equal to 2 + the spell’s level.
You learn the shape water or ray of frost cantrip,
your choice. The cantrip you selected counts as
a Cleric cantrip for you and doesn’t count
against the number of Cleric cantrips you know.
When you use your Turn Undead channel
affinity, you can also effect non-water
elementals.

Channel Affinity: Preserve Life


Starting at 2nd level, you can use your Channel
Affinity to heal the badly injured.
As an action, you present your holy symbol and
evoke healing energy that can restore a number of
hit points equal to five times your Cleric level.
Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature

81
Crusader

T
he Crusaders of Athas live only for Crusader Vows
their vows, the binding allegiances
which grant them powers great and A Crusader’s vows are the source of all their power,
terrible in exchange for unflinching the unwavering tenets which guide every action.
devotion and tireless service. Tread
carefully among zealots– one man’s Vow of Conquest. Slay and seize all the world
gallant guardian is another’s butcher. before you, letting none limit your dominion.

Servants to Slaughter Vow of the Crown. Crush the enemies of your King
These dread knights are often indoctrinated early and enforce their laws upon the masses.
in the tenets of war and vow alike, whether fostered
as foundlings by the Templars of Sorcerer-Kings or Vow of Glory. Shy from no trial, hide no trophy,
raised as revolutionaries against the city-states’ and forge your legend in boasts and bloodshed.
tyranny. Others are molded by their own callings,
seeking glory or vengeance with a single-minded
determination that pushes them to fanatical Vow of the Preserver. Cleanse the Sorcerer-Kings’
extremes. corruption from Athas and restore what was lost.
No matter what banner they march under,
Crusaders serve missions of death. Others’ at first, Vow of Vengeance. What was done cannot be
for the forces of Athas do not bend lightly, and forgiven, nor forgotten. See that the price is paid.
eventually their own, for even the strongest wills
find their strength weakening under the scars of
age and battle.
Class Features
Feared and Honored As a Crusader, you gain the following class
features.
Crusaders are viewed with suspicion by most upon
arrival. There’s no telling the target of their crusade Hit Points
by sight alone, nor how many bystanders might find Hit Dice: 1d10 per Crusader level
themselves cut down as collateral damage. The Hit Points at 1st Level: 10 + your Constitution
daring and desperate might risk drawing a modifier
Crusader’s attention for the chance of aid, but it’s Hit Points at Higher Levels: 1d10 (or 6) + your
far more likely to see all conversation evaporate the
moment they enter the room. Constitution modifier per Crusader level after
Moreover, it’s well known that most Crusaders 1st.
the common folk might encounter will be in service Proficiencies
of the Sorcerer-Kings. Unlike the Templars, whose Armor: All armor, shields
greed and ambition can be relied upon for more Weapons: Simple weapons, martial weapons
creative interpretations of city-state law, Crusaders
Tools: None
must follow it exactly or risk losing everything by
breaking their vow. Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight,
Creating a Crusader Intimidation, Medicine, Persuasion, and Religion
When creating a Crusader character, there are two Spellcasting Ability
important questions to consider – what mission Power save DC = 8 + your proficiency bonus + your
have you dedicated your life to, and why? Charisma modifier
Depending on the vow you choose, your Crusader
could be a rebel champion shining bright against Power attack modifier = your proficiency bonus +
the backdrop of this dark world, an indoctrinated your Charisma modifier
solider in the Sorcerer-King’s armies, or anything Equipment
in between. Perhaps you’ve never even had formal
training in war or power, but ride forth into the You start with the following equipment, in addition
wasteland purely on will and determination after to the equipment granted by your background:
everything else was stolen from you.
(a) a martial weapon and a shield or (b) two
Determining what the turning point of your martial weapons
character’s life was– the moment that put them
onto this path forevermore, for better or worse– (a) five javelins or (b) any simple melee weapon
will form the foundation of your Crusader’s entire (a) a priest’s pack or (b) an explorer’s pack
belief system and driving motivations. So-ut mail and a holy symbol

83
The Crusader
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Sorcerous Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Sorcerous Smite 2 — — — —
3rd +2 Arcane Fortitude, Binding Vow, Harness Power 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Binding Vow feature 4 3 — — —
8th +3 Ability Score Improvement, Martial Versatility 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Sorcerous Smite 4 3 3 — —
12th +4 Ability Score Improvement, Martial Versatility 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Binding Vow feature 4 3 3 2 —
16th +5 Ability Score Improvement, Martial Versatility 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 4 3 3 3 2
20th +6 Binding Vow feature 4 3 3 3 2

Sorcerous Sense
The presence of strong magic appears to you as an
illuminated haze. As an action, you can open your
awareness to detect such forces. Until the end of
your next turn, you know the location of any
elemental, monstrosity, or undead creature within
60 feet of you that is not behind total cover. You
know the type of any being whose presence you
sense, but not its identity. Within the same radius,
you also detect the presence of any place or object
that has been defiled.
You can use this feature a number of times equal
to 1 + your Charisma modifier. When you finish a
long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. You have a
pool of healing power that replenishes when you
take a long rest. With that pool, you can restore a
total number of hit points equal to your Crusader
level x 5.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit
points to that creature, up to the maximum amount
remaining in your pool.
Alternatively, you can expend 5 hit points from
your pool of healing to cure the target of one
disease or neutralize one poison affecting it. You
can cure multiple diseases and neutralize multiple
poisons with a single use of Lay on Hands,
expending hit points separately for each one.
This feature has no effect on undead and
constructs.

84
Fighting Style Spellcasting
At 2nd level, you adopt a style of fighting as your By 2nd level, you have learned to draw on arcane
specialty. Choose one of the following options. You magic through meditation and incantation to cast
can’t stack the effects of a Fighting Style option, spells. See Chapter 9 for the general rules of
even if you later get to choose again. spellcasting and Chapter 10 for the Crusader spell
list.
Blind Fighting
You have blind sight with a range of 10 feet. Within Preparing and Casting Spells
that range, you can effectively see anything that The Crusader table shows how many spell slots
isn’t behind total cover, even if you’re blinded or in you have to cast your spells. To cast one of your
darkness. Moreover, you can see an invisible Crusader spells of 1st level or higher, you must
creature within that range, unless the creature expend a slot of the spell’s level or higher. You
successfully hides from you. regain all expended spell slots when you finish a
long rest.
Defense You prepare the list of Crusader spells that are
While wearing armor, you gain a +1 bonus to AC. available for you to cast, choosing from the
Crusader spell list. When you do so, choose a
Dueling number of Crusader spells equal to your Charisma
When you are wielding a melee weapon in one modifier + half your Crusader level, rounded down
hand and no other weapons, you gain a +2 bonus to (minimum of one spell). The spells must be of a
damage rolls with that weapon. level for which you have spell slots.
Great Weapon Fighting For example, if you are a 5th-level Crusader, you
have four 1st-level and two 2nd-level spell slots.
When you roll a 1 or 2 on a damage die for an With a Charisma of 14, your list of prepared spells
attack you make with a melee weapon that you are can include four spells of 1st or 2nd level, in any
wielding with two hands, you can reroll the die and combination. If you prepare the 1st-level spell cure
must use the new roll. The weapon must have the wounds, you can cast it using a 1st-level or a 2nd-
two-handed or versatile property for you to gain this level slot. Casting the spell doesn’t remove it from
benefit. your list of prepared spells.
Interception You can change your list of prepared spells when
you finish a long rest. Preparing a new list of
When a creature you can see hits a target other Crusader spells requires time spent in meditation:
than you within 5 feet of you with an attack, you at least 1 minute per spell level for each spell on
can use your reaction to reduce the damage the your list.
target takes by 1d10 + your proficiency bonus (to a
minimum of 0). You must be wielding a simple or Spellcasting Ability
martial weapon or a shield to use this reaction. Charisma is your spellcasting ability for your
Protection Crusader spells, since their power derives from the
strength of your convictions. You use your
When a creature you can see attacks a target other Charisma whenever a spell refers to your
than you that is within 5 feet of you, you can use spellcasting ability. In addition, you use your
your reaction to impose disadvantage on the attack Charisma modifier when setting the saving throw
roll. You must be wielding a shield. DC for a Crusader spell you cast and when making
Thrown Weapon Fighting an attack roll with one.
You can draw a weapon that has the thrown Spellcasting Focus
property as part of the attack you make with the You can use a holy symbol (found in Chapter 5) as a
weapon. spellcasting focus for your Crusader spells.
In addition, when you hit with a ranged attack
using a thrown weapon, you gain a +2 bonus to the
damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning
damage equal to 1d6 + your Strength modifier on a
hit. If you aren’t wielding any weapons or a shield
when you make the attack roll, the d6 becomes a
d8.
At the start of each of your turns, you can deal
1d4 bludgeoning damage to one creature grappled
by you.

85
Sorcerous Smite Ability Score Improvement
Starting at 2nd level, when you hit a creature with a When you reach 4th level, and again at 8th, 12th,
melee weapon attack, you can expend one 16th, and 19th level, you can increase one ability
Crusader spell slot to deal radiant damage to the score of your choice by 2, or two ability scores of
target, in addition to the weapon’s damage. The your choice by 1. As normal, you can’t increase an
extra damage is 2d8 for a 1st-level spell slot, plus ability score above 20 using this feature.
1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if
the target is an undead or an elemental.
Martial Versatility
Whenever you reach a level in this class that grants
the Ability Score Improvement feature, you can
Arcane Fortitude replace a fighting style you know with another
By 3rd level, the magic flowing through you makes fighting style available to Crusaders. This
you immune to disease. replacement represents a shift of focus in your
martial practice.
Binding Vow
When you reach 3rd level, you swear the vow that Extra Attack
binds you as a Crusader forever. Up to this time Beginning at 5th level, you can attack twice, instead
you have been in a preparatory stage, committed to of once, whenever you take the Attack action on
the path but not yet sworn to it. Now you choose your turn.
the Vow of Conquest, the Vow of the Crown, the
Vow of Glory, the Vow of the Preserver, or the Vow
of Vengeance, each detailed in the following pages.
Aura of Protection
Starting at 6th level, whenever you or a friendly
Your choice grants you features at 3rd level and
creature within 10 feet of you must make a saving
again at 7th, 15th, and 20th level. Those features
include vow spells and the Channel Vow feature. throw, the creature gains a bonus to the saving
throw equal to your Charisma modifier (with a
Vow Spells minimum bonus of +1). You must be conscious to
Each vow has a list of associated spells. You gain grant this bonus.
access to these spells at the levels specified in the At 18th level, the range of this aura increases to
vow description. Once you gain access to a vow 30 feet.
spell, you always have it prepared. Vow spells don’t
count against the number of spells you can prepare Aura of Courage
each day. Starting at 10th level, you and friendly creatures
If you gain a vow spell that doesn’t appear on the within 10 feet of you can’t be frightened while you
Crusader spell list, the spell is nonetheless a are conscious.
Crusader spell for you. At 18th level, the range of this aura increases to
30 feet.
Channel Vow
Your vow allows you to channel energy to fuel
magical effects. Each Channel Vow option provided
Improved Sorcerous Smite
by your vow explains how to use it. By 11th level, you are so suffused with righteous
When you use your Channel Vow, you choose might that all your melee weapon strikes carry
which option to use. You must then finish a short or magical power with them. Whenever you hit a
long rest to use your Channel Vow again. creature with a melee weapon, the creature takes
Some Channel Vow effects require saving an extra 1d8 radiant damage. If you also use your
throws. When you use such an effect from this Sorcerous Smite with an attack, you add this
class, the DC equals your Crusader spell save DC. damage to the extra damage of your Sorcerous
Smite.
Harness Power Cleansing Touch
When you reach 3rd level, you can expend a use of
your Channel Vow to fuel your spells. As a bonus Beginning at 14th level, you can use your action to
action, you touch your holy symbol, utter a prayer, end one spell on yourself or on one willing creature
and regain one expended spell slot, the level of that you touch.
which can be no higher than half your proficiency You can use this feature a number of times equal
bonus (rounded up). The number of times you can to your Charisma modifier (a minimum of once).
use this feature is based on the level you’ve reached You regain expended uses when you finish a long
in this class: 3rd level, once; 7th level, twice; and rest.
15th level, thrice.
You regain all expended uses when you finish a
long rest.

86
Vow of Conquest Aura of Conquest
The Vow of Conquest calls to Crusaders who seek Starting at 7th level, you constantly emanate a
the favor of their Sorcerer-King by securing new menacing aura while you’re not incapacitated. The
lands and subjugating any who would question aura extends 10 feet from you in every direction,
their reign. Sometimes called knight–tyrants, those but not through total cover.
who swear this vow often form war bands that If a creature is frightened of you, its speed is
venture out to destroy threats along the city-state reduced to 0 while in the aura, and that creature
borders or demand tribute from passing tribes. takes psychic damage equal to half your Crusader
Many adorn their armor with trophies from fallen level if it starts its turn there.
enemies, a grim warning to any who dare oppose At 18th level, the range of this aura increases to
them or the decrees of their sovereigns. 30 feet.

Tenets of Conquest Scornful Rebuke


A Crusader who takes this vow has the tenets of Starting at 15th level, those who dare to strike you
conquest seared on the upper arm. are punished for their audacity. Whenever a
Douse the Flame of Hope. It is not enough to creature hits you with an attack, that creature takes
merely defeat an enemy in battle. Your victory must psychic damage equal to your Charisma modifier
be so overwhelming that your enemies’ will to fight (minimum of 1) if you’re not incapacitated.
is shattered forever. A blade can end a life. Fear
can end an empire. Invincible Conqueror
Rule with an Iron Fist. Once you have At 20th level, you gain the ability to harness
conquered, tolerate no dissent. Your word is law. extraordinary martial prowess. As an action, you
Those who obey it shall be favored. Those who defy can magically become an avatar of conquest,
it shall be punished as an example to all who might gaining the following benefits for 1 minute:
follow.
Strength Above All. You shall rule until a You have resistance to all damage.
stronger one arises. Then you must grow mightier When you take the Attack action on your turn,
and meet the challenge, or fall to your own ruin. you can make one additional attack as part of
that action.
Vow Spells Your melee weapon attacks score a critical hit
You gain vow spells at the Crusader level listed. on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again
Crusader Level Spells until you finish a long rest.
3rd armor of Sielba, command
5th hold person, spiritual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Vow
When you take this vow at 3rd level, you gain the
following two Channel Vow options.
Conquering Presence. You can use your
Channel Vow to exude a terrifying presence. As an
action, you force each creature of your choice that
you can see within 30 feet of you to make a
Wisdom saving throw. On a failed save, a creature
becomes frightened of you for 1 minute. The
frightened creature can repeat this saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Guided Strike. You can use your Channel Vow to
strike with supernatural accuracy. When you make
an attack roll, you can use your Channel Vow to
gain a +10 bonus to the roll. You make this choice
after you see the roll, but before the DM says
whether the attack hits or misses.

88
Vow of the Crown Sorcerous Allegiance
The Vow of the Crown is a commitment to the Starting at 7th level, when a creature within 5 feet
Sorcerer-Kings’ laws, often taken by Crusaders of you takes damage, you can use your reaction to
serving as shock troops for the nobles and take the blow, causing any damage the creature
Templars of a city-state. They are the ultimate would suffer to be dealt to you instead. This
enforcers, acting as judge, jury, and executioner to damage can’t be reduced or prevented in any way.
any who work against the rule of law and order.
Unyielding Spirit
Tenets of the Crown At 15th level, you have advantage on saving throws
The tenets of this vow vary depending on the to avoid becoming paralyzed or stunned.
Sorcerer-King, but generally emphasize:
Law. The law is paramount. It is the mortar that Exalted Champion
holds civilization together, and must be respected. At 20th level, your presence on the field of battle is
Loyalty. Your word is your bond. Without loyalty, an inspiration to your allies. You can use your
oaths and laws are meaningless. action to gain the following benefits for 1 hour:
Courage. You must be willing to do what needs
to be done for the sake of order, even in the face of You have resistance to bludgeoning, piercing,
overwhelming odds or anguished morality. and slashing damage from nonmagical weapons.
Responsibility. You are subject to the same laws Your allies can fight on at 0 Hit Points without
as any citizen, and suffer the same consequences. becoming staggered, but still take 1 Death Point.
You have advantage on Wisdom saving throws,
Vow Spells as do your allies within 30 feet of you.
You gain vow spells at the Crusader level listed.
This effect ends early if you are incapacitated or
die. Once you use this feature, you can’t use it again
Crusader Level Spells until you finish a long rest.
3rd command, compelled duel
5th warding bond, zone of truth
9th aura of vitality, spirit guardians
13th banishment, guardian of faith
17th circle of power, geas

Channel Vow
When you take this vow at 3rd level, you gain the
following Channel Vow options.
Champion Challenge. You issue a challenge that
compels other creatures to do battle with you. Each
creature of your choice that you can see within 30
feet of you must make a Wisdom saving throw. On
a failed save, a creature can’t willingly move more
than 30 feet away from you. This effect ends on the
creature if you are incapacitated or die, or if the
creature is moved more than 30 feet away from
you.
Turn the Faithless. You use your Channel Vow
as an action to utter ancient curses that defile the
earth, forcing each elemental or plant within 30
feet to make a Wisdom saving throw. On a failed
save, the creature is turned for 1 minute or until it
takes damage.
A turned creature must spend its turns trying to
flee from you, and cannot take reactions or willingly
move to a space within 30 feet of you. It can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
If the creature’s true form is concealed, that form
is revealed while it is turned.

89
Vow of Glory
Crusaders who take the Vow of Glory believe they Aura of Alacrity
and their companions are destined to achieve glory Starting at 7th level, you emanate an aura that fills
through deeds of heroism. They train diligently and you and your companions with supernatural speed,
encourage their companions so they’re all ready
allowing you to race across a battlefield in
when destiny calls. These Crusaders might be
formation. Your walking speed increases by 10 feet.
aligned with an organization whose goals support In addition, if you aren’t incapacitated, the walking
their own, or they may be independent adventurers speed of any ally who starts their turn within 10
seeking to blaze a new trail across Athas.
feet of you increases by 10 feet until the end of that
Tenets of Glory turn.
When you reach 18th level in this class, the range
The tenets of the Vow of Glory drive a Crusader to of the aura increases to 30 feet.
attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by Glorious Defense
glorious deeds, not words.
At 15th level, you can turn defense into a sudden
Challenges Are but Tests. Face hardships with
strike. When you or another creature you can see
courage, and encourage your allies to face them within 10 feet of you is hit by an attack roll, you can
with you. use your reaction to grant a bonus to the target’s
Hone the Body. Like raw stone, your body must
AC against that attack, potentially causing it to
be worked so its potential can be realized.
miss. The bonus equals your Charisma modifier
Discipline the Soul. You must marshal the (minimum of +1). If the attack misses, you can
discipline to overcome failings within yourself that make one weapon attack against the attacker as
threaten to dim the glory of you and your friends.
part of this reaction, provided the attacker is within
Vow Spells your weapon’s range.
You can use this feature a number of times equal
You gain vow spells at the Crusader level listed. to your Charisma modifier (minimum of once), and
you regain all expended uses when you finish a
long rest.
Crusader Level Spells
3rd guiding bolt, heroism Living Legend
5th enhance ability, magic weapon Upon reaching 20th level, you can empower
9th haste, protection from energy yourself with the legends–whether true or
13th compulsion, freedom of movement exaggerated– of your great deeds.
17th commune, flame strike As a bonus action, you gain the following benefits
for 1 minute:

You are blessed with an otherworldly presence,


Channel Vow gaining advantage on all Charisma checks.
You gain the following two Channel Vow options. Once on each of your turns when you make a
Peerless Athlete. As a bonus action, you can use weapon attack and miss, you can cause that
your Channel Vow to augment your athleticism. attack to hit instead.
For the next 10 minutes, you have advantage on If you fail a saving throw, you can use your
Strength (Athletics) and Dexterity (Acrobatics) reaction to reroll it. You must use this new roll.
checks; you can carry, push, drag, and lift twice as
much weight as normal; and the distance of your Once you use this bonus action, you can’t use it
long and high jumps increases by 10 feet (this extra again until you finish a long rest, unless you expend
distance costs movement as normal). a 5th-level spell slot to use it again.
Inspiring Smite. Immediately after you deal
damage to a creature with your Sorcerous Smite
feature, you can use your Channel Vow as a bonus
action and distribute temporary hit points to
creatures of your choice within 30 feet of you,
which can include you. The total number of
temporary hit points equals 2d8 + your level in this
class, divided among the chosen creatures however
you like.

90
91
Vow of the Preserver
The Vow of the Preserver is perhaps the most Channel Vow
dangerous of all, and the only one to denounce the
When you take this vow at 3rd level, you gain the
Sorcerer-Kings outright. Crusaders who take this
following two Channel Vow options.
vow are most often found among Seedling tribes or Nature’s Wrath. You can use your Channel Vow
Veiled Alliance auxiliaries, for few others could to invoke primeval forces to ensnare a foe. As an
speak such criticisms without fear of swift and fatal
action, you can cause spectral vines to spring up
reprisal. They live off the land, and never stay in
and reach for a creature within 10 feet of you that
settled places for longer than is necessary. you can see. The creature must succeed on a
Sometimes called green knights, Crusaders who Strength or Dexterity saving throw (its choice) or
swear this vow proclaim their faith in the old ways
be restrained. While restrained by the vines, the
of preservation, hoping to retain what is left of
creature repeats the saving throw at the end of
Athas and willing to destroy any who would defile it each of its turns. On a success, it frees itself and the
further. They do so not necessarily because they vines vanish.
believe in principles of honor or justice, but
Turn the Tide. As a bonus action, you can bolster
because it is the only way anyone shall survive this
injured creatures with your Channel Vow. Each
scorched wasteland. Subtle touches of natural creature of your choice that can hear you within 30
elements are often seen in their armament, such as feet of you regains hit points equal to 1d6 + your
hardy scrubgrass or desert flowers- anything to
Charisma modifier (minimum of 1) if it has no more
show that there is yet hope and life beyond the
than half of its hit points.
Defilers’ atrocities.
Tenets of the Preserver Sylvantongue
The tenets of the Vow of the Preserver have been Preservers have developed secret symbols and
protected for uncounted centuries. This vow hand gestures to communicate with other allies
emphasizes the principles of preservation above should they encounter by chance. You know
any concerns of law or self-interest. The three Druidic, the secret language of Druids. You can
central principles are simple. speak the language and use it to leave hidden
Grow the Green. In any possible opportunity, messages. You and others who know this language
foster the growth of the natural world, whether by automatically spot such a message. Others spot the
the planting of a seed or the defense of a Druid. message’s presence with a successful DC 15
Where you find open minds, teach them of Wisdom (Perception) check but can’t decipher it
preservation and the abominable consequences of without magic.
defilement.
Shelter the Hope. Where there is good, love, and Aura of Warding
hope in the world, stand against the wickedness Beginning at 7th level, ancient magic lies so heavily
that would swallow it. Where life flourishes, stand upon you that it forms a protective ward. You and
against the forces that would render it barren. friendly creatures within 10 feet of you have
Preserve your Light. The Sorcerer-Kings would resistance to damage from spells.
drown you in darkness, and leave the hope of At 18th level, the range of this aura increases to
preservation to wilt and perish in silence. Do 30 feet.
whatever is necessary to survive in this war, for
there are too few of your kind to throw your life Undying Sentinel
away over pride or vanity.
Starting at 15th level, when you are reduced to 0
Vow Spells hit points and are not killed outright, you can
choose to drop to 1 hit point instead. Once you use
You gain vow spells at the Crusader level listed. this ability, you can’t use it again until you finish a
long rest.
Additionally, you suffer none of the drawbacks of
Crusader Level Spells old age, and you can’t be aged magically.
3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

92
Green Champion
At 20th level, you can assume the form of an
ancient force of nature, taking on an appearance
you choose. For example, your skin might turn
green or take on a bark-like texture, your hair might
become leafy or moss-like, or you might sprout
antlers or a lion-like mane.
Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10
hit points.
Whenever you cast a Crusader spell that has a
casting time of 1 action, you can cast it using a
bonus action instead.
Enemy creatures within 10 feet of you have
disadvantage on saving throws against your
Crusader spells and Channel Vow options.
Once you use this feature, you can’t use it again
until you finish a long rest.

93
Vow of Vengeance Channel Vow
The Oath of Vengeance is a solemn commitment to When you take this vow at 3rd level, you gain the
punish those who have committed a grievous sin. following two Channel Vow options.
When raiding Elvhen slaughter helpless villagers, Abjure Enemy. As an action, you present your
when a Defiler destroys one of the last natural holy symbol and declare an edict of eradication,
spaces, when the Veiled Alliance bombs a Templar using your Channel Vow. Choose one creature
headquarters, when a Sorcerer-King massacres a within 60 feet of you that you can see. That
wandering tribe, when someone’s family is creature must make a Wisdom saving throw,
condemned to slavery for invented crimes– at times unless it is immune to being frightened. Beasts and
like these, Crusaders arise and swear a Vow of undead have disadvantage on this saving throw.
Vengeance to set right that which has gone wrong. On a failed save, the creature is frightened for 1
To these Crusaders— sometimes called justicars— minute or until it takes any damage. While
their own purity is not as important as delivering frightened, the creature’s speed is 0, and it can’t
justice. benefit from any bonus to its speed.
On a successful save, the creature’s speed is
Tenets of Vengeance halved for 1 minute or until the creature takes any
damage.
The tenets of the Vow of Vengeance vary by
Vow of Enmity. As a bonus action, you can utter a
Crusader, but all the tenets revolve around vow of enmity against a creature you can see within
punishing wrongdoers by any means necessary.
10 feet of you, using your Channel Vow. You gain
Crusaders who uphold these tenets are willing to
advantage on attack rolls against the creature for 1
sacrifice even their own righteousness to mete out
minute or until it drops to 0 hit points or falls
justice upon those who do evil, so the Crusaders unconscious.
are often neutral or lawful neutral in alignment.
The core principles of the tenets are brutally Relentless Avenger
simple.
Fight the Greater Evil. Faced with a choice of By 7th level, your supernatural focus helps you
fighting my sworn foes or combating a lesser evil, I close off a foe’s retreat. When you hit a creature
choose the greater evil. with an opportunity attack, you can move up to half
No Mercy for the Wicked. Ordinary foes might your speed immediately after the attack and as part
win my mercy, but my sworn enemies do not. of the same reaction. This movement doesn’t
By Any Means Necessary. Moral qualms cannot provoke opportunity attacks.
interfere with the extermination of my foes.
Restitution. If my foes wreak ruin on the world, it Soul of Vengeance
is because I failed to stop them. I must help those Starting at 15th level, the authority with which you
harmed by their misdeeds. speak your Vow of Enmity gives you greater power
over your foe. When a creature under the effect of
Vow Spells your Vow of Enmity makes an attack, you can use
You gain vow spells at the Crusader level listed. your reaction to make a melee weapon attack
against that creature if it is within range.

Crusader Level Spells Avatar of Vengeance


3rd bane, hunter’s mark At 20th level, you draw upon your power so
5th hold person, misty step strongly it transforms you into something of awe
9th haste, protection from energy and terror. Using your action, you undergo
13th banishment, dimension door ascension. For 1 hour, you gain the following
17th hold monster, scrying benefits:

Wings sprout from your back and grant you a


flying speed of 60 feet.
You emanate an aura of menace in a 30-foot
radius. The first time any enemy creature enters
the aura or starts its turn there during a battle,
the creature must succeed on a Wisdom saving
throw or become frightened of you for 1 minute
or until it takes any damage. Attack rolls against
the frightened creature have advantage.
Once you use this feature, you can’t use it again
until you finish a long rest.

94
95
Druid

T
he Druids of Athas are solitary Druidic Circles
creatures. They live off the land, within
the land, and they have sacrificed their To say the Druids of Athas have circles pays
entire lives for the land. But, unlike homage to a lost era, for present-day Druids are
Clerics, Druids concentrate their more often than not lonely hermits desperately
considerable abilities in a single area: seeking to pass down their arts before all
their guarded lands. A barren stretch of
knowledge dwindles away.
desert, a sparse section of scrub land, or perhaps a
sparkling oasis, that is the home of the Druid, and Circle of the Land. Keepers of forbidden lore.
their source of power. One small preserve,
protected at all costs from the dark magic of the
defilers. Circle of the Moon. Solitary shapeshifters.
They are the bane of Sorcerer-Kings, eternally at
war with them, but hunted to small enough
numbers to no longer be considered a viable threat. Circle of the Sands. Sentient sandstorms.
The few Druids bide their time, training and
rebuilding their ranks. It is said that one day the Circle of the Shepherd. Protectors to wildlife.
Druids will rise from the earth with their fallen
preservers and erase the Sorcerer-Kings from
Athas. Circle of Spores. Devotees to decomposition.

Trance of the Initiate Class Features


Unlike Clerics, Druids are not bound to the
elements’ demands but are instead tasked with As a Druid, you gain the following class features.
defending the raw elements of Athas itself. They do Hit Points
not undergo rites of initiation but instead
apprentice under other Druids. Months may pass Hit Dice: 1d8 per Druid level
before a mentor believes the initiate is ready to Hit Points at 1st Level: 8 + your Constitution
speak with the elements. At that time, the student modifier
is allowed to commune in a deep trance with the Hit Points at Higher Levels: 1d8 (or 5) + your
spirits. There are very few rejections as Druids tend Constitution modifier per Druid level after 1st.
to carefully weed and groom candidates before ever Proficiencies
allowing them to commune. To fail is to be taken by
the elements, split four ways and returned to the Armor: Light armor, medium armor, shields
earth. (Druids will not wear armor or use shields made
of metal)
Creating a Druid Weapons: Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears
Druids are defined by the lands they protect. Tools: Herbalism kit
Choose one specific geographic feature to be your
Saving Throws: Intelligence, Wisdom
Guarded Land. This may be a particular stretch of
desert, an oasis, a cave, a belt of scrub grass, and Skills: Choose two from Arcana, Animal Handling,
so on. While you are within the boundaries of your Insight, Medicine, Nature, Perception, Stealth,
Guarded Land, you are under a constant pass and Survival
without trace effect and can cast speak with Spellcasting Ability
animals and speak to plants at will. When you are a
7th level Druid, you no longer need to eat or drink Power save DC = 8 + your proficiency bonus + your
while in your guarded land. Wisdom modifier
Some possible guarded lands for the element of Power attack modifier = your proficiency bonus +
Earth include a particular mountain or hill, a rocky your Wisdom modifier
outcropping, or an expanse of steppes. For the
element of Air, a Druid might opt to protect the sky Equipment
over a particular area, the winds of a canyon, or any You start with the following equipment, in addition
prevailing wind pattern. For the element of Fire, to the equipment granted by your background:
dry grasslands, a volcanic vent, hot springs, or
boiling tar pits are appropriate guardian lands. (a) a buckler or (b) any simple melee weapon
Lastly, the element of Water might include a spring (a) a scimitar or (b) any simple melee weapon
or pool, an oasis, or a natural cistern. Leather armor, an explorer’s pack, and a druidic
focus

97
The Druid
Proficiency Cantrips — Spell Slots Per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle, Wild Companion 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, Ability Score 3 4 3 — — — — — — —
Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, Ability Score 3 4 3 3 2 — — — — —
Improvement
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Druid Circle feature 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 1 1 — —
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Druidic Ritual Casting


You know Druidic, the secret language of Druids. You can cast a Druid spell as a ritual if that spell
You can speak the language and use it to leave has the ritual tag and you have the spell prepared.
hidden messages. You and others who know this Spellcasting Focus
language automatically spot such a message.
Others spot the message’s presence with a You can use a druidic focus (found in Chapter 5) as
a spellcasting focus for your Druid spells.
successful DC 15 Wisdom (Perception) check but
can’t decipher it without magic. Preparing and Casting Spells
The Druid table shows how many spell slots you
Spellcasting have to cast your spells of 1st level and higher. To
Drawing on the essence of nature itself, you can cast one of these Druid spells, you must expend a
cast spells to shape that essence to your will. See slot of the spell’s level or higher. You regain all
Chapter 9 for the general rules of spellcasting and expended spell slots when you finish a long rest.
Chapter 10 for the Druid spell list. You prepare the list of Druid spells that are
available for you to cast, choosing from the Druid
Cantrips spell list. When you do so, choose a number of
At 1st level, you know two cantrips of your choice Druid spells equal to your Wisdom modifier + your
from the Druid spell list. You learn additional Druid Druid level (minimum of one spell). The spells
cantrips of your choice at higher levels, as shown in must be of a level for which you have spell slots.
the Cantrips Known column of the Druid table. For example, if you are a 3rd-level Druid, you
have four 1st-level and two 2nd-level spell slots.
Spellcasting Ability With a Wisdom of 16, your list of prepared spells
Wisdom is your spellcasting ability for your Druid can include six spells of 1st or 2nd level, in any
spells, since your magic draws upon your devotion combination. If you prepare the 1st-level spell cure
and attunement to nature. You use your Wisdom wounds, you can cast it using a 1st-level or 2nd-
whenever a spell refers to your spellcasting ability. level slot. Casting the spell doesn’t remove it from
In addition, you use your Wisdom modifier when your list of prepared spells.
setting the saving throw DC for a Druid spell you You can also change your list of prepared spells
cast and when making an attack roll with one. when you finish a long rest. Preparing a new list of
Druid spells requires at least 1 minute per spell
level for each spell on your list.

98
Wild Shape Beast Spells
Starting at 2nd level, you can use your action to Beginning at 18th level, you can cast many of your
magically assume the shape of a beast that you Druid spells in any shape you assume using Wild
have seen before. You can use this feature twice. Shape. You can perform the somatic and verbal
You regain expended uses when you finish a short components of a Druid spell while in a beast shape,
or long rest. but you aren’t able to provide material components.
Your Druid level determines the beasts you can
transform into, as shown in the Beast Shapes table. The Laws of Nature
At 2nd level, for example, you can transform into While using Wild Shape, the following rules apply:
any non-flying or swimming beast that has a
challenge rating of 1/4 or lower. Your game statistics are replaced by the statistics
of the beast, but you retain your alignment,
personality, and Intelligence, Wisdom, and
Beast Shapes Charisma scores. You also retain all of your skill
and saving throw proficiencies, in addition to
Level Max. CR Limitations Example gaining those of the creature. If the creature has
2nd 1/4 No flying or swimming speed Rasclinn the same proficiency as you, use the higher
4th 1/2 No flying speed Erdlu bonus. If the creature has any legendary or lair
8th 1 – Dagorran actions, you can’t use them.
When you transform, you assume the beast’s hit
points and Hit Dice. When you revert to your
You can stay in a beast shape for a number of hours normal form, you return to the number of hit
equal to half your Druid level (rounded down). You points you had before you transformed. However,
then revert to your normal form unless you expend if you revert as a result of dropping to 0 hit points,
another use of this feature. You can revert to your any excess damage carries over to your normal
normal form earlier by using a bonus action on form. As long as the excess damage doesn’t
your turn. You automatically revert if you fall reduce your normal form to 0 hit points, you
unconscious, drop to 0 hit points, or die. aren’t knocked unconscious.

Druid Circle You can’t cast spells, and your ability to speak or
perform actions requiring hands is limited to the
At 2nd level, you choose to identify with a circle of capabilities of your beast form. Transforming
Druids: the Circle of the Land, the Circle of the doesn’t break your concentration on a spell you’ve
Moon, the Circle of the Shepherd, the Circle of the already cast, however, or prevent you from taking
Sands, or the Circle of Spores, each detailed in the actions that are part of a spell that you’ve already
following pages. Your choice grants you features at cast.
2nd level and again at 6th, 10th, and 14th level.
You retain the benefit of any features from your
class, race, or other source and can use them if
Wild Companion the new form is physically capable of doing so.
At 2nd level, you gain the ability to summon a spirit However, you can’t use any of your special senses,
that assumes an animal form: as an action, you can such as darkvision, unless your new form also has
expend a use of your Wild Shape feature to cast the that sense.
find familiar spell, without material components.
When you cast the spell in this way, the familiar Your equipment must either fall to the ground in
is a fey instead of a beast, and the familiar your space, merge into your new form, or be worn
disappears after a number of hours equal to half by your new form if possible. Worn equipment
your Druid level. functions as normal, but does not change size or
shape. Any merged equipment has no effect until
you leave the new form.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Archdruid
score of your choice by 2, or you can increase two At 20th level, you can use your Wild Shape an
ability scores of your choice by 1. As normal, you unlimited number of times.
can’t increase an ability score above 20 using this Additionally, you can ignore the verbal and
feature. somatic components of your Druid spells, as well
as any material components that lack a cost and
Timeless Body aren’t consumed by a spell. You gain this benefit in
Starting at 18th level, the primal magic that you both your normal shape and your beast shape from
wield causes you to age more slowly. For every 10 Wild Shape.
years that pass, your body ages only 1 year.

99
Circle of the Land Cave (+ underground ruins)
The Circle of the Land is made up of mystics and Druid Level Spells
sages who safeguard ancient knowledge and rites 3rd spider climb, web
through a vast oral tradition. These Druids meet 5th gaseous form, stinking cloud
within sacred circles of trees or standing stones to 7th greater invisibility, stone shape
whisper primal secrets in Druidic. The circle’s 9th cloudkill, insect plague
wisest members preside as the chief priests of
communities that hold to the Old Faith and serve Desert
as advisors to the rulers of those folk. As a member
of this circle, your magic is influenced by the land Druid
where you were initiated into the circle’s Level Spells
mysterious rites. 3rd blur, silence
5th create food and water, protection from
Circle Spells energy
Your mystical connection to the land infuses you 7th blight, hallucinatory terrain
with the ability to cast certain spells. At 3rd, 5th, 9th insect plague, wall of stone
7th, and 9th level you gain access to circle spells
connected to the land where you became a Druid. Forest (+ jungles)
Choose that land— cave, desert, forest, grassland,
mountain, oasis, or swamp—and consult the Druid Level Spells
associated list of spells. 3rd barkskin, spider climb
Once you gain access to a circle spell, you always 5th call lightning, plant growth
have it prepared, and it doesn’t count against the 7th divination, freedom of movement
number of spells you can prepare each day. If you 9th commune with nature, tree stride
gain access to a spell that doesn’t appear on the
Druid spell list, the spell is nonetheless a Druid Grassland (+savannahs, etc)
spell for you.
Druid Level Spells
Bonus Cantrip 3rd invisibility, pass without trace
When you choose this circle at 2nd level, you learn 5th daylight, haste
one additional Druid cantrip of your choice. 7th divination, freedom of movement
9th dream, insect plague
Natural Recovery
Starting at 2nd level, you can regain some of your
Mountain
magical energy by sitting in meditation and Druid Level Spells
communing with nature. During a short rest, you 3rd spider climb, spike growth
choose expended spell slots to recover. The spell 5th lightning bolt, meld into stone
slots can have a combined level that is equal to or 7th stone shape, stoneskin
less than half your Druid level (rounded up), and 9th passwall, wall of stone
none of the slots can be 6th level or higher. You
can’t use this feature again until you finish a long Oasis
rest.
For example, when you are a 4th-level Druid, you Druid Level Spells
can recover up to two levels worth of spell slots. 3rd mirror image, misty step
You can recover either a 2nd-level slot or two 1st- 5th silt walk, water breathing
level slots. 7th control water, freedom of movement
Land’s Stride 9th legend lore, scrying

Starting at 6th level, moving through nonmagical Swamp (+ mud flats & salt marshes)
difficult terrain costs you no extra movement. You
can also pass through nonmagical plants without Druid Level Spells
being slowed by them and without taking damage 3rd darkness, acid arrow
from them if they have thorns, spines, or a similar 5th silt walk, stinking cloud
hazard. 7th freedom of movement, locate creature
In addition, you have advantage on saving throws 9th insect plague, scrying
against plants that are magically created or
manipulated to impede movement, such those
created by the entangle spell.

100
Nature’s Ward
When you reach 10th level, you can’t be charmed
or frightened by elementals or fey, and you are
immune to poison and disease.
Nature’s Sanctuary
When you reach 14th level, creatures of the natural
world sense your connection to nature and become
hesitant to attack you. When a beast or plant
creature attacks you, that creature must make a
Wisdom saving throw against your Druid spell save
DC. On a failed save, the creature must choose a
different target, or the attack automatically misses.
On a successful save, the creature is immune to
this effect for 24 hours.
The creature is aware of this effect before it
makes its attack against you.

101
Circle of the Moon
Druids of the Circle of the Moon are fierce
guardians of the wilds. Their order gathers under
the full moon to share news and trade warnings.
They haunt the deepest parts of the wilderness,
where they might go for weeks on end before
crossing paths with another humanoid creature, let
alone another Druid.
Changeable as the moon, a Druid of this circle
might prowl as a tigone one night, soar over the
desert as a kes’trekel the next day, and crash
through the Ringing Mountains’ undergrowth in
klar form to drive off a trespassing monster. The
wild is in the Druid’s blood.
Combat Wild Shape
When you choose this circle at 2nd level, you gain
the ability to use Wild Shape on your turn as a
bonus action, rather than as an action.
Additionally, while you are transformed by Wild
Shape, you can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the
spell slot expended.
Circle Forms
The rites of your circle grant you the ability to
transform into more dangerous animal forms.
Starting at 2nd level, you can use your Wild Shape
to transform into a beast with a challenge rating as
high as 1 (you ignore the Max. CR column of the
Beast Shapes table, but must abide by the other
limitations there).
Starting at 6th level, you can transform into a
beast with a challenge rating as high as your Druid
level divided by 3, rounded down.
Primal Strike
Starting at 6th level, your attacks in beast form
count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage.
Elemental Wild Shape
At 10th level, you can expend two uses of Wild
Shape at the same time to transform into a Shaped
Elemental of air, earth, fire, or water, each found
within the Athasian Bestiary.
Thousand Forms
By 14th level, you have learned to use magic to
alter your physical form in more subtle ways. You
can cast the alter self spell at will.

102
Circle of the Sands of Medium size or smaller ends its turn inside the
same space as you, it is considered to be
Druids that enter the Circle of the Sands strive to suffocating until it leaves the space you occupy.
protect the seemingly barren deserts of the world.
They understand that deserts have their own Sand Storm
ecosystems and life cycles that need to be
preserved from the encroachment of the civilized At 10th level, you can create a magical sandstorm.
worlds. As an action while in your sand form, you can
conjure a 20-foot radius whirlwind of sand and dust
Circle Spells that remains centered on you for one minute.
Creatures other than you inside this sandstorm
Your link to the desert and your affinity towards the make all attacks, Dexterity saving throws, and
sandy dunes grants you access to certain spells. At Wisdom (Perception) or Intelligence (Investigation)
2nd, 3rd, 5th, 7th, and 9th level you gain access to checks based on sight with disadvantage.
the spells listed for that level in the Circle of the You must concentrate on this effect as if it was a
Sands Spells table. spell. It ends early if you dismiss it or your sand
Once you gain access to one of these spells, you form (no action required), are incapacitated, or die.
always have it prepared, and it doesn’t count You must finish a short or long rest before you
against the number of spells you can prepare each can use this feature again.
day. If you gain access to a spell that doesn’t appear
on the Druid spell list, the spell is nonetheless a Dust Behemoth
Druid spell for you.
Starting at 14th level, your sand form becomes
more powerful. While in an area that has loose
Circle of the Sands Spells sand such as a desert or sandy beach, you can
increase your size category by one when entering
Druid Level Spells your sandy form. This also increases the range of
2nd earth tremor your Sand Storm ability by 5 feet.
3rd earthen grasp Additionally, while in your sandy form, you can
5th wall of sand use a bonus action to expend one spell slot to
7th stone shape regain 1d8 hit points per level of the spell slot
9th transmute rock expended.

Sand Form
Starting at 2nd level, you learn how to transform
your body into living sand. As a bonus action, you
can expend a use of your Wild Shape feature to
take on a form of sand, rather than transforming
into a beast.
While in your sand form, you retain your game
statistics, but your body becomes a collection of
sand and dust that loosely resembles your natural
form. This form lasts for 10 minutes. It ends early if
you dismiss it (no action required), are
incapacitated, die, or use this feature again.
Whenever you assume your sand form, you gain
the following characteristics:
You are immune to the grappled, prone, and
restrained conditions.
You can enter and occupy the space of another
creature.
You do not need to breathe.
You can pass through small holes, narrow
openings, and even mere cracks, but you treat
liquids as though they were solid surfaces.
Earthen Resilience
Upon reaching 6th level, you become resistant to
bludgeoning, piercing, and slashing damage
whenever you assume your sand form. If a creature

103
Circle of the Shepherd Spirit Totem
Druids of the Circle of the Shepherd commune Starting at 2nd level, you can call forth nature
with the spirits of nature, especially the spirits of spirits to influence the world around you. As a
beasts and the fey, and call to those spirits for aid. bonus action, you can magically summon an
These Druids recognize that all living things play a incorporeal spirit to a point you can see within 60
role in the natural world, yet they focus on feet of you. The spirit creates an aura in a 30-foot
protecting animals and fey creatures that have radius around that point. It counts as neither a
difficulty defending themselves. creature nor an object, though it has the spectral
Shepherds, as they are known, see such appearance of the creature it represents.
creatures as their charges. They ward off monsters As a bonus action, you can move the spirit up to
that threaten them, rebuke hunters who kill more 60 feet to a point you can see.
prey than necessary, and prevent civilization from The spirit persists for 1 minute or until you’re
encroaching on rare animal habitats and on sites incapacitated. Once you use this feature, you can’t
sacred to fey spirits. Many of these Druids are use it again until you finish a short or long rest. The
happiest far from cities and towns, content to effect of the spirit’s aura depends on the type of
spend their days in the company of animals and the spirit you summon from the options below.
fey creatures of the wilds.
Members of this circle become adventurers to Kes’trekel Totem. The kes’trekel spirit is a
oppose forces that threaten their charges or to seek consummate hunter, aiding you and your allies
knowledge and power that will help them with its keen sight. When a creature makes an
safeguard their charges better. Wherever these attack roll against a target in the spirit’s aura,
Druids go, the spirits of the wilderness are with you can use your reaction to grant advantage to
them. that attack roll. In addition, you and your allies
have advantage on Wisdom (Perception) checks
Speech of the Woods while in the aura.
Klar Totem. The klar spirit grants you and your
At 2nd level, you gain the ability to converse with allies its might and endurance. Each creature of
beasts and fey spirits. your choice in the aura when the spirit appears
You learn to speak, read, and write Sylvan. In gains temporary hit points equal to 5 + your
addition, beasts can understand your speech, and Druid level. In addition, you and your allies gain
you gain the ability to decipher their noises and advantage on Strength checks and Strength
motions. Most beasts lack the intelligence to saving throws while in the aura.
convey or understand sophisticated concepts, but a
Spirit of the Land Totem. A Spirit of the Land is
friendly beast could relay what it has seen or heard an enigmatic force that infuses particular lands.
in the recent past. This ability doesn’t grant you
Only a select few Druids know how to tap into
friendship with beasts, though you can combine
the energies of these silent, ancient powers.
this ability with gifts to curry favor with them as you
The spirit of the land lends its protection to
would with any nonplayer character. those nearby. You and your allies gain advantage
on all ability checks made to detect creatures in
the spirit’s aura. In addition, if you cast a spell
using a spell slot that restores hit points to any
creature inside or outside the aura, each
creature of your choice in the aura also regains
hit points equal to your Druid level.
Mighty Summoner
Starting at 6th level, beasts and fey that you
summon are more resilient than normal. Any beast
or fey summoned or created by a spell that you cast
gains the following benefits:
The creature appears with more hit points than
normal: 2 extra hit points per Hit Die it has, or
level of the spell used to summon it, whichever
is greater.
The damage from its natural weapons is
considered magical for the purpose of
overcoming immunity and resistance to
nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem
safeguards the beasts and fey that you call forth
with your magic. When a beast or fey that you
summoned or created with a spell ends its turn in
your Spirit Totem aura, that creature regains a
number of hit points equal to half your Druid level.
Faithful Summons
Starting at 14th level, the nature spirits you
commune with protect you when you are the most
defenseless. If you are reduced to 0 hit points or
are incapacitated against your will, four beasts of
your choice that are challenge rating 2 or lower are
summoned to your side. The conjured beasts
appear within 20 feet of you. If they receive no
commands from you, they protect you from harm
and attack your foes. The spell lasts for 1 hour,
requiring no concentration, or until you dismiss it
(no action required).
Once you use this feature, you can’t use it again
until you finish a long rest.

105
Circle of Spores Symbiotic Entity
Druids of the Circle of Spores find beauty in decay. Beginning at 2nd level, you gain the ability to
They see within mold and other fungi the ability to channel magic into your spores. As an action, you
transform lifeless material into abundant, albeit can expend a use of your Wild Shape feature to
somewhat strange, life. These Druids believe that awaken those spores, rather than transforming into
life and death are parts of a grand cycle, with one a beast form, and you gain 4 temporary hit points
leading to the other and then back again. Death for each level you have in this class. While this
isn’t the end of life, but instead a change of state feature is active, you gain the following benefits:
that sees life shift into a new form.
Druids of this circle have a complex relationship When you deal your Halo of Spores damage, roll
with the undead. They see nothing inherently the damage die a second time and add it to the
wrong with undeath, which they consider to be a total.
companion to life and death. But these Druids Your melee weapon attacks deal an extra ld6
believe that the natural cycle is healthiest when necrotic damage to any target they hit.
each segment of it is vibrant and changing. Undead
that seek to replace all life with undeath, or that try These benefits last for 10 minutes, until you lose
to avoid passing to a final rest, violate the cycle and all these temporary hit points, or until you use your
must be thwarted. Wild Shape again.

Circle Spells Fungal Infestation


Starting at 2nd level, your symbiotic link to fungi At 6th level, your spores gain the ability to infest a
and your ability to tap into the cycle of life and corpse and animate it. If a beast or a humanoid that
death grants you access to certain spells. is Small or Medium dies within 10 feet of you, you
At 2nd, 3rd, 5th, 7th, and 9th level you gain can use your reaction to animate it, causing it to
access to the spells listed for that level in the Circle stand up immediately with 1 hit point. The creature
of Spores Spells table. Once you gain access to one uses the Zombie stat block in the Athasian
of these spells, you always have it prepared, and it Bestiary. It remains animate for 1 hour, after which
doesn’t count against the number of spells you can time it collapses and dies.
prepare each day. If you gain access to a spell that In combat, the zombie’s turn comes immediately
doesn’t appear on the Druid spell list, the spell is after yours. It obeys your mental commands, and
nonetheless a Druid spell for you. the only action it can take is the Attack action,
making one melee attack.
You can use this feature a number of times equal
Circle of Spores to your Wisdom modifier (minimum of once), and
you regain all expended uses of it when you finish a
Druid Level Spells long rest.
2nd chill touch
3rd blindness/deafness, gentle repose Spreading Spores
5th animate dead, gaseous form At 10th level, you gain the ability to seed an area
7th blight, confusion with deadly spores. As a bonus action while your
9th cloudkill, contagion Symbiotic Entity feature is active, you can hurl
spores up to 30 feet away, where they swirl in a 10-
foot cube for 1 minute. The spores disappear early
Halo of Spores if you use this feature again, if you dismiss them as
a bonus action, or if your Symbiotic Entity feature
Upon reaching 2nd level, you are surrounded by is no longer active.
invisible, necrotic spores that are harmless until Whenever a creature moves into the cube or
you unleash them on a creature nearby. When a starts its turn there, that creature takes your Halo
creature you can see moves into a space within 10 of Spores damage, unless the creature succeeds on
feet of you or starts its turn there, you can use your a Constitution saving throw against your spell save
reaction to deal 1d4 necrotic damage to that DC. A creature can take this damage no more than
creature unless it succeeds on a Constitution once per turn.
saving throw against your spell save DC. The While the cube of spores persists, you can’t use
necrotic damage increases to 1d6 at 6th level, 1d8 your Halo of Spores reaction.
at 10th level, and 1d10 at 14th level.
Fungal Body
When you reach 14th level, the fungal spores in
your body alter you: you can’t be blinded, deafened,
frightened, or poisoned, and any critical hit against
you counts as a normal hit instead, unless you’re
incapacitated.

106
107
Empath

E
mpaths are mentors, therapists, and
Empathic Mantles
spiritual guides who realize their
psionic potential through intuition and Every Empath pursues a particular path by which
emotion. The nature of reality is often they use their psionic abilities to understand the
debated, and the Empath uses this cosmos, taking on a mantle that describes their
very debate as evidence of their own philosophy.
philosophy: Belief shapes reality. One
does not see an object, one only sees a reflection of Mystic. Guide your companions with beneficial
light bouncing off an object and believes it to still be auras and enhanced healing.
there. Likewise, one can never really know another
person, only believe in them or not. Belief is the
cornerstone of all existence, and if one believes in Occultist. Seek knowledge from psychic
something strongly enough, it becomes reality. impressions and spirits.
Thus, the Empath channels their belief into psionic
power. Wilder. Unleash your emotions to debilitate your
foes and channel psychic power into your attacks.
Guided Meditation
Empaths use their psionic abilities to aid and
protect their allies and friends. Their Class Features
transcendental understanding of the mind and its As an Empath, you gain the following class
place in the cosmos grants them the ability to features.
influence emotions, heal wounds, impart
knowledge, and even reshape reality. An Empath Hit Points
might recite confusing koans or pepper their Hit Dice: 1d8 per Empath level
speech with vague, esoteric terms that their Hit Points at 1st Level: 8 + your Constitution
companions don’t fully understand, but their modifier
usefulness cannot be denied. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Empath level after 1st.
Heart on your Sleeve Proficiencies
An Empath understands the cosmos and their
place in it in terms of feelings rather than facts. Armor: Shields
Though psionic power stems from the mind, the Weapons: Simple weapons
Empath channels this power through their heart. Tools: None
Logic and deduction, while important, reveal less Saving Throws: Wisdom, Charisma
truth to an Empath than how they feel about a Skills: Choose two from Arcana, Insight,
topic. To an Empath, one can be technically Intimidation, Medicine, Nature, Perception,
correct, but still lose an argument because of how it Persuasion, and Religion
was argued. Thus, the Empath seeks to resolve
conflicts by appealing to emotions rather than cold,
Psionic Ability
rational logic, either by using words or their psionic Power save DC = 8 + your proficiency bonus + your
abilities. Wisdom modifier
Power attack modifier = your proficiency bonus +
Creating an Empath your Wisdom modifier
When creating an Empath consider your personal
philosophy. Is all the world a dream? Is every living Equipment
thing connected, part of a greater whole? Where You start with the following equipment, in addition
did you learn this philosophy, or did you develop it to the equipment granted by your background:
on your own? Did your psionic powers come before
your philosophical outlook, driving you to find the a simple weapon
answers to life’s questions in order to explain your (a) a crystal, (b) orb, or (c) bell
psionic potential? Or were your mental abilities the (a) a diplomat’s pack, (b) an explorer’s pack, or
product of meditating on your understanding of the (c) a priest’s pack
cosmos and attaining enlightenment?

109
The Empath
Proficiency Talents Augments Psi Psi
Level Bonus Features Known Known Points Limit
1st +2 Psionics, Empathic Mantle, Focused Defense 3 5 4 2
2nd +2 Enlightenment (1/rest) 3 6 6 2
3rd +2 Empathic Mantle feature 3 7 16 4
4th +2 Ability Score Improvement 4 8 20 4
5th +3 — 4 9 32 6
6th +3 Empathic Mantle feature 4 10 38 6
7th +3 — 4 11 46 8
8th +3 Ability Score Improvement 4 12 54 8
9th +4 — 4 13 72 10
10th +4 Enlightenment (2/rest) 5 14 82 10
11th +4 Sublime Power (+2, 1/long rest) 5 15 94 10
12th +4 Ability Score Improvement 5 16 94 10
13th +5 Sublime Power (+4) 5 17 108 10
14th +5 Empathic Mantle feature 5 18 108 10
15th +5 Sublime Power (+6) 5 19 124 10
16th +5 Ability Score Improvement 5 20 124 10
17th +6 Sublime Power (+8) 5 21 142 10
18th +6 Enlightenment (3/rest) 5 22 152 10
19th +6 Ability Score Improvement, Sublime Power (2/long rest) 5 23 164 10
20th +6 Transcendence 5 24 178 10

Psionics augments an Empath talent you know, and the


power can be up to 2nd level.
You realize your psionic potential, gaining the use Additionally, when you gain a level in this class,
of talents and augments, the rules for which appear you can choose to replace one of your existing
in Chapter 11. Psionic powers are magical effects. powers that augments an Empath talent you know
Psionic Talents and replace it with another power that augments
any Empath talent you know. The new power can
A psionic talent is a psionic power that is a cantrip have a minimum power level no greater than half
spell. You know three psionic talents of your choice your levels in this class when you learn them
from the Empath talent list found later in this class (round up).
description, plus a bonus psionic talent determined
by your choice of empathic mantle (see Mantle Psi Points
Powers later in this section). You learn additional You have an internal reservoir of psionic energy
Empath talents of your choice at higher levels, as represented by psi points. You must spend psi
shown in the Talents Known column of the Empath points from this reserve to manifest a power that
table. augments a psionic talent.
Augments The number of psi points you have is based on
your Empath level, as shown in the Psi Points
An augment is a psionic power that augments a column of the Empath table. The number shown
psionic talent. You must be focusing on an for your level is your psi point maximum. When
augment’s corresponding psionic talent in order to expending psi points to manifest an augment, you
manifest it. You know five 1st-level powers that cannot reduce your current psi points to below 0.
augment the Empath talents you know. Your psi point total returns to your maximum when
The Augments Known column of the Empath you finish a long rest.
table shows when you learn more augments of your
choice. When the table indicates that you learn a Psi Limit
new augment, you may only choose a power that Though you have access to a potent amount of
augments one of the Empath talents you know. psionic energy, it takes training and practice to
Each of these augments must have a minimum channel that energy. There is a limit to the number
power level no greater than half your levels in this of psi points you can spend to manifest a power
class when you learn them (round up). that augments a psionic talent. The limit is based
For instance, when you reach 3rd level in this on your Empath level, as shown in the Psi Limit
class, you learn one new psionic power that column of the Empath table. For example, as a 3rd-

110
level Empath, you can spend no more than 4 psi
points when manifesting an augment, no matter
Empathic Mantle
how many psi points you have. Choose one of the following mantles: Mystic,
Occultist, or Wilder. Your choice grants you mantle
Psionic Ability powers and other features when you choose it at
1st level. It also grants you additional features at
Wisdom is your psionic ability for your Empath
3rd, 6th, and 14th level.
powers. You use your Wisdom modifier when
setting the saving throw DC for a psionic power or Mantle Powers
when making an attack roll with one.
Each mantle has a psionic talent and list of
augments –mantle powers– that you learn at the
Empath Talents Empath levels noted in the mantle description.
Below is a list of psionic talents available to Mantle powers do not count against the number of
Empaths. The descriptions of these powers can be Empath talents or augments you know.
found in Chapter 4.
aura beacon Focused Defense
autonomous vitality While you are focusing on a psionic talent and are
inertial transference not wearing any armor, your Armor Class equals
mindblade 10 + your Dexterity modifier + your Wisdom
mindlink modifier. You can use a shield and still gain this
mystic displacement benefit.
primal metabolism
psychic static
sixth sense
verve
wild technique

111
Enlightnment Transcendence
Beginning at 2nd level, you can guide another At 20th level, your psionically enhanced
creature through meditation and unlock their full understanding of the cosmos allows you to
potential. To do so, you and one other creature transcend mortal limits. You gain the following
within 5 feet of you must remain still, without benefits:
moving or taking any action and concentrate (as
though concentrating on a spell) for 1 minute. If You gain resistance to bludgeoning, piercing,
both you and the target remain still and and slashing damage.
concentrate for the full duration, the target may You no longer age and cannot be magically aged.
then add double their proficiency bonus to all You are immune to disease, poison damage, and
ability checks with one skill or one tool they are the poisoned condition.
already proficient in, instead of their normal You can add half your proficiency bonus,
proficiency bonus. rounded down, to any saving throw you make
This effect lasts until the creature finishes a short that doesn’t already include your proficiency
or long rest. You may use this feature once, and bonus.
must finish a short or long rest before you can do
so again.
Beginning at 10th level, you may use this feature
twice between rests, and, beginning at 18th level,
you can use it three times between rests. When you
finish a short or long rest, you regain all expended
uses.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.

Sublime Power
At 11th level, you gain the ability to glimpse eternity
and briefly increase your psi limit. As a bonus
action, you increase your psi limit by 2 for the next
power you manifest before the end of your next
turn. You may use this feature once, and must
finish a long rest before you can do so again.
The amount you increase your psi limit by grows
when you reach certain levels in this class. When
you use this feature, you increase your psi limit by 4
starting at 13th level, by 6 starting at 15th level,
and by 8 starting at 17th level.
Beginning at 19th level, you may use this feature
twice between long rests. When you finish a long
rest, you regain all expended uses.

112
Mystic Aura of Celerity
A mystic seeks, above all, to guide those around
them through life’s hardships to better understand Starting at 14th level, you project an aura that
themselves and their place in the cosmos. By allows your allies to act on their thoughts with
empathically connecting themselves to their allies, improved alacrity. While you aren’t incapacitated,
the mystic becomes invaluable to their war party, any ally within 30 feet of you can take the Dash
able to coordinate efforts and maintain the party’s action as a bonus action.
wellbeing.

Mystic Mantle Powers


Empath Level Powers
1st autonomous vitality, vital surge
3rd vitality transfer
5th revitalization
7th psychic defibrillation
9th vitality transfer field

Psychic Counsel
When you choose this mantle at 1st level, you gain
the guidance cantrip if you don’t already know it.
When you cast guidance, you may cast it as a
psionic spell, requiring no components. If you cast
guidance this way, it is a clairsentience cantrip.
Additionally, when you reach 3rd level, you may
expend 4 psi points while you are concentrating on
guidance to cast augury as an action, requiring no
components. When you cast augury this way, it is a
clairsentience spell. Wisdom is your spellcasting
ability for these spells.
Aura of Awareness
Starting at 3rd level, you project an aura that
heightens your allies’ awareness of their
surroundings. While you aren’t incapacitated, each
ally within 30 feet of you may add their proficiency
bonus to initiative checks.
Healing Mantra
Beginning at 6th level, you formulate a restorative
mantra that, when spoken, amplifies psionic
abilities that heal damage. When you manifest a
power that restores hit points to a creature, if you
add an optional verbal component to the power,
that creature regains additional hit points equal to
the power’s level.

113
Occultist If you pronounce an ill omen, the creature
becomes susceptible to one damage type of your
An Occultist seeks to part the veils that separate choice. While you concentrate, whenever the
one from hidden knowledge, whether those veils creature takes damage of the chosen type, it takes
are temporal, physical, or spiritual. An Occultist extra damage equal to your Wisdom modifier.
heightens their sensitivity to emotional and psychic You may use this feature once, and must finish a
impressions left by others, to glean truths and long rest before you may do so again.
understanding from the world.

Occultist Mantle Powers


Empath Level Powers
1st discern position, sixth sense
3rd psychometric touch
5th third eye
7th thought projection
9th psychometric sense

Occult Knowledge
You have accumulated a mental trove of secrets
and hidden knowledge. Starting at 1st level,
whenever you roll an Intelligence check to recall
any sort of lore (such as that covered by the Arcana,
History, Nature, or Religion skills), treat a roll of 7
or lower on the d20 as an 8.
Psychic Seance
When you reach 3rd level, you learn the
thaumaturgy cantrip if you don’t already know it.
When you cast thaumaturgy, you may cast it as a
psionic talent, requiring no components. If you cast
thaumaturgy this way, it is a metacreativity cantrip
and its duration changes to Focus. While you focus
on thaumaturgy you may create one of the spell’s
effects as an action. You can have three of the
spell’s 1-minute effects activate at a time.
Additionally, when you reach 3rd level, you may
expend 4 psi points while you are focusing on
thaumaturgy to cast speak with dead, requiring no
components. When you cast speak with dead this
way, it is a clairsentience spell. Wisdom is your
spellcasting ability for these spells.
Occult Vision
Beginning at 6th level, your clairvoyant senses
enhance your vision and understanding. You gain
darkvision out to 60 feet, or the range of your
existing darkvision extends by 60 feet. Additionally,
you gain the ability to read all writing.
Pronounce Omen
Starting at 14th level, you may pronounce a good
or ill omen on a creature within 30 feet that you can
see and that can hear you. This omen lasts as long
as you concentrate (as though concentrating on a
spell) for up to 1 minute.
If you pronounce a good omen, the creature gains
immunity to one damage type of your choice while
you concentrate.

114
Wilder
A Wilder is an Empath less defined by a personal Psychic Fury
philosophy and more by the lack of one. If Wilders Beginning at 6th level, you gain the ability to infuse
could be said to adhere to any philosophy, however, your weapon attacks with psychic energy. Once on
it would be to live freely in the moment and
each of your turns when you hit a creature with a
unshackle one’s emotions from outside concerns. A
weapon, you can deal an extra 1d8 psychic damage
Wilder’s emotions are so strong and uncontrolled to that target. When you reach 14th level, this extra
that they seep into the world around them in the damage increases to 2d8.
form of psionic powers. Often taken to be insane or
unbalanced due to their great passions, a Wilder’s Volatile Mind
emotions surge and wane, affecting the potency of
their psionic abilities. Starting at 14th level, your surging emotions
Wilders find themselves in violent situations become difficult for others to affect with magic.
more often than other Empaths, because they don’t Whenever another creature targets you with an
hold themselves back and refuse to rein in their enchantment, illusion, or telepathy effect, that
more aggressive feelings when their ire is stoked. creature must succeed on a Wisdom saving throw
Whether because they enjoy the exhilarating thrill against your power save DC or it fails to target you
of it, or because their tempestuous nature drives successfully, wasting the action it used to attempt
them to visceral confrontations, Wilders can hold to create the effect, but not spending any other
their own in a fight. resources such as spell slots, psi points, or magic
item charges.
In situations where you wish to be targeted by a
Wilder Mantle Powers beneficial effect, you can choose to suspend this
ability as a bonus action. It remains inactive for as
Empath Level Powers long as you concentrate (as though concentrating
1st incite fury, psychic static on a spell).
3rd savage presence
5th consuming rage
7th psychosomatic feedback
9th mass hysteria

Bonus Proficiencies
When you choose this mantle at 1st level, you gain
proficiency in light and medium armor, and one
martial melee weapon of your choice.
Wild Surge
Starting at 3rd level, you may unshackle your
emotions when you manifest a psionic power.
Whenever you manifest a telepathy augment, you
may either give yourself advantage on a psionic
attack roll against one of the power’s targets, or
one of the power’s targets suffers disadvantage on
its saving throws to resist the power. Additionally, if
the power deals psychic damage, you deal 1d12
extra psychic damage to one target of the power.
Using your Wild Surge potentially drains your
vitality. Each time you use this feature, roll 1d20. If
the result of this roll is equal to or lower than the
number of psi points you spent to manifest the
power you used in conjunction with this feature,
you gain 1 level of exhaustion.

115
Fighter

T
he Fighter is universal to Athas, for
Martial Archetypes
all lives under the dark sun must face
some kind of battle to survive. Most Different Fighters choose different approaches to
serve as gladiators, soldiers, merchant perfecting their fighting prowess. The martial
guards, or mercenaries. Most gladiators archetype you choose to emulate reflects your
are slaves, but some can make a approach.
lucrative living as freemen, training a
stable or earning prizes. The city-states rely on Adamant. Psionic warriors, able to break mind
slave conscripts for the bulk of their forces, but all and bone with equal brutality.
maintain a core of elite, trained soldiers such as the
Shadow Consorts of Nibenay or Urik’s Obsidian
Guard. The merchant houses employ their own Beast Rider. Mobile skirmishers, leading the
armies to protect trade, including well-trained advance astride fearsome mounts.
cavalry and foot soldiers. Nobles keep their own
bodyguards and small forces, considered a fairly Gladiator. Champions of the arena, showy to
easy job since most nobles are content to avoid audiences and savage to opponents.
conflict. Soldiers of fortune can be found in all
settings, and a few have united to form small units
operating from fortified bases, such as the Black Profane Knight. Dabblers in defilement, using
Reavers outside of Urik. forbidden arcana to give themselves an edge.

Well-Rounded Warriors Tactician. Masters of battlefield maneuvers, with a


Fighters learn the basics of all combat styles. Every trick to throw any foe’s guard.
Fighter can swing an axe, disarm with a khopesh,
wield a longsword or a greatsword, use a bow, and
even trap foes in a net with some degree of skill. Class Features
Likewise, a Fighter is adept with shields and every As a Fighter, you gain the following class features.
form of armor. Beyond that basic degree of
familiarity, each Fighter specializes in a certain Hit Points
style of combat. Some concentrate on archery, Hit Dice: 1d10 per Fighter level
some on fighting with two weapons at once, and Hit Points at 1st Level: 10 + your Constitution
some on augmenting their martial skills with magic modifier
or psionics. This combination of broad general Hit Points at Higher Levels: 1d10 (or 6) + your
ability and extensive specialization makes Fighters
Constitution modifier per Fighter level after 1st.
superior combatants in every arena of life.
Proficiencies
Creating a Fighter Armor: All armor, shields
As you build your Fighter, think about two related Weapons: Simple weapons, martial weapons
elements of your character’s background: Where Tools: None
did you get your combat training, and what set you Saving Throws: Strength, Constitution
apart from the mundane warriors around you? Skills: Choose two from Acrobatics, Animal
Were you particularly ruthless? Did you get extra Handling, Athletics, History, Insight,
help from a mentor, perhaps because of your Intimidation, Perception, and Survival
exceptional dedication? What drove you to this
training in the first place? A threat to your Equipment
homeland, a thirst for revenge, or a need to prove You start with the following equipment, in addition
yourself might all have been factors. to the equipment granted by your background.
You might have enjoyed formal training in a
standing army or in a local militia- or you might be (a) so-ut mail or (b) leather armor, a longbow,
self-taught, unpolished but well tested. Did you take and 20 arrows
up the sword as a way to escape the limits of life on (a) a martial weapon and a shield or (b) two
a farm, or are you following a proud family martial weapons
tradition? Where did you acquire your weapons and (a) a light crossbow and 20 bolts or (b) two
armor? They might have been military issue or handaxes
family heirlooms, or perhaps you scrimped and (a) a dune trader’s pack or (b) an explorer’s pack
saved for years to buy them. Your armaments are
now among your most important possessions—the
only things that stand between you and death’s
embrace.

117
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an
The Fighter attack you make with a melee weapon that you are
Proficiency wielding with two hands, you can reroll the die and
Level Bonus Features must use the new roll. The weapon must have the
1st +2 Fighting Style, Second Wind two-handed or versatile property for you to gain this
2nd +2 Action Surge (one use) benefit.
3rd +2 Martial Archetype Interception
4th +2 Ability Score Improvement, When a creature you can see hits a target, other
Martial Versatility than you, within 5 feet of you with an attack, you
5th +3 Extra Attack can use your reaction to reduce the damage the
6th +3 Ability Score Improvement, target takes by 1d10 + your proficiency bonus (to a
Martial Versatility minimum of 0). You must be wielding a simple or
7th +3 Martial Archetype feature martial weapon or a shield to use this reaction.
8th +3 Ability Score Improvement,
Martial Versatility Protection
9th +4 Indomitable (one use) When a creature you can see attacks a target other
10th +4 Martial Archetype feature than you that is within 5 feet of you, you can use
11th +4 Extra Attack (2) your reaction to impose disadvantage on the attack
12th +4 Ability Score Improvement, roll. You must be wielding a shield.
Martial Versatility Superior Technique
13th +5 Indomitable (two uses) You learn one maneuver of your choice from
14th +5 Ability Score Improvement, among those available to the Tactician archetype. If
Martial Versatility a maneuver you use requires your target to make a
15th +5 Martial Archetype feature saving throw to resist the maneuver’s effects, the
16th +5 Ability Score Improvement, saving throw DC equals 8 + your proficiency bonus
Martial Versatility + your Strength or Dexterity modifier (your choice.)
17th +6 Action Surge (two uses), You gain one superiority die, which is a d6 (this
Indomitable (three uses) die is added to any superiority dice you have from
18th +6 Martial Archetype feature another source). This die is used to fuel your
19th +6 Ability Score Improvement, maneuvers. A superiority die is expended when you
Martial Versatility use it. You regain your expended superiority dice
20th +6 Extra Attack (3) when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown
Fighting Style property as part of attacks made with the weapon.
In addition, when you hit with a ranged attack
You adopt a particular style of fighting as your using a thrown weapon, you gain a +2 bonus to the
specialty. Choose one of the following options. You damage roll.
can’t stack the effects of a Fighting Style option,
even if you later get to choose again. Two-Weapon Fighting
Archery When you engage in two-weapon fighting, you can
add your ability modifier to the damage of the
You gain a +2 bonus to attack rolls you make with second attack and you can draw or stow two one-
ranged weapons. handed weapons when you would normally be able
Blind Fighting to draw or stow only one. In addition, you no longer
use your bonus action for your off-hand attack,
You have blind sight with a range of 10 feet. Within instead you may use your off-hand attack as part of
that range, you can see anything that isn’t behind
the attack action once per turn.
total cover, even if you’re blinded or in darkness,
and force invisible creatures to make a hide check. Unarmed Fighting
Defense Your unarmed strikes can deal bludgeoning
damage equal to 1d6 + your Strength modifier on a
While wearing armor, you gain a +1 bonus to AC. hit. If you aren’t wielding any weapons or a shield
Dueling when you make the attack roll, the d6 becomes a
d8.
When you are wielding a melee weapon in one
At the start of each of your turns, you can deal
hand and no other weapons, you gain a +2 bonus to
1d4 bludgeoning damage to one creature grappled
damage rolls with that weapon. by you.

118
Second Wind Indomitable
You have a limited well of stamina that you can Beginning at 9th level, you can reroll a saving
draw on to protect yourself from harm. On your throw that you fail. If you do so, you must use the
turn, you can use a bonus action to regain hit points new roll, and you can’t use this feature again until
equal to 1d10 + your Fighter level. you finish a long rest.
Once you use this feature, you must finish a short You can use this feature twice between long rests
or long rest before you can use it again. starting at 13th level and three times between long
rests starting at 17th level.
Action Surge
Starting at 2nd level, you can push yourself beyond
your normal limits for a moment. On your turn, you
can take one additional action on top of your
regular action and a possible bonus action.
Once you use this feature, you must finish a short
or long rest before you can use it again. Starting at
17th level, you can use it twice before a rest, but
only once on the same turn.

Martial Archetype
At 3rd level, you choose an archetype that you
strive to emulate in your combat styles and
techniques. Choose Adamant, Beast Rider,
Gladiator, Profane Knight, or Tactician, each
detailed in the following pages. The archetype you
choose grants you features at 3rd level and again at
7th, 10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th,
12th, 14th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As
normal, you can’t increase an ability score above 20
using this feature.

Martial Versatility
Whenever you reach a level in this class that grants
the Ability Score Improvement feature, you can do
one of the following, as you shift the focus of your
martial practice:

Replace a fighting style you know with another


fighting style available to Fighters.
If you know any maneuvers from the Tactician
archetype, you can replace one maneuver you
know with a different maneuver.

Extra Attack
Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.
The number of attacks increases to three when
you reach 11th level in this class and to four when
you reach 20th level in this class.

119
Adamant
Adamants are warriors who have honed their sense Adamant Psionics
of self into a palpable force, fortifying their physical
bodies with hardened will. They refine themselves Level Augments Known Psi Points Psi Limit
to be faster, stronger, better; realizing their 3rd 2 4 2
potential through psionically mastered ego. 4th 3 6 2
5th 4 6 2
Psionics 6th 4 6 2
When you reach 3rd level, you realize your psionic 7th 5 16 4
potential, gaining the use of talents and augments, 8th 6 16 4
the rules for which appear in Chapter 11. Psionic 9th 7 16 4
powers are magical effects. 10th 7 20 4
Psionic Talents. A psionic talent is a psionic 11th 8 20 4
power that is a cantrip spell. You learn two psionic 12th 9 20 4
talents: battle trance and one of your choice from 13th 9 32 6
the Adamant talent list. You learn an additional 14th 10 32 6
Adamant talent once you reach 10th level. 15th 10 32 6
Augments. An augment is a psionic power that 16th 11 38 6
augments a psionic talent. You must be focusing on 17th 11 38 6
an augment’s corresponding psionic talent in order
18th 12 38 6
to manifest it. You know two 1st-level powers that
19th 12 46 8
augment the Adamant talents you know.
The Augments Known column of the Adamant 20th 13 46 8
Psionics table shows when you learn more
augments of your choice. When the table indicates
that you learn a new augment, you may only choose Psi Limit. Though you have access to a potent
a power that augments one of the Adamant talents amount of psionic energy, it takes training and
you know. Each of these powers must have a psi practice to channel that energy. There is a limit to
cost no greater than your psi limit (see table). the number of psi points you can spend to manifest
For instance, when you reach 7th level in the a psionic augment. The limit is based on your
Fighter class, you learn one new psionic power that fighter level, as shown in the Psi Limit column of
augments an Adamant talent you know, and the the Adamant Psionics table. For example, as a 7th-
power you choose can have a minimum psi cost of level Fighter, you can spend no more than 4 psi
up to 4. points when manifesting a psionic augment, no
Additionally, when you gain a level in this class, matter how many psi points you have.
you can choose to replace one of your existing Psionic Ability. Charisma is your psionic ability
powers that augments an Adamant talent you know for your Adamant powers. You use your Charisma
and replace it with another power that augments modifier when setting the saving throw DC for an
any Adamant talent you know. The new power Adamant power or when making an attack roll with
must have a maximum psi cost equal to or less than one.
your psi limit at the time you learn it.
Psi Points. You have an internal reservoir of Power save DC = 8 + your proficiency bonus + your
psionic energy represented by psi points. You must Charisma modifier
spend psi points from this reserve to manifest a Power attack modifier = your proficiency bonus +
psionic augment. your Charisma modifier
The number of psi points you have is based on
your Fighter level, as shown in the Psi Points Adamant Talents
column of the Adamant Psionics table. The number
shown for your level is your psi point maximum. Below is a list of psionic talents available to
When expending psi points to manifest an Adamants. The descriptions of these powers can be
augment, you cannot reduce your current psi points found in Chapter 12.
to below 0. Your psi point total returns to your
maximum when you finish a long rest. battle trance
mindblade
primal metabolism
psychic hammer
speed of thought
true shot
verve
wild technique

120
Strength of Self
Starting at 3rd level, you gain proficiency with
Charisma saving throws. Adamants possess a deep
understanding of the mind, and learn to meditate
on their ego to reinforce their sense of self.
Battlemind
Beginning at 7th level, whenever you use your
action to cast a psionic talent, or to produce an
effect described in a psionic talent, you may make
one weapon attack as a bonus action.
Psychic Warrior
At 10th level, you learn how to make your weapon
strikes undercut a creature’s resistance to your
psionic abilities. When you hit a creature with a
weapon attack, that creature has disadvantage on
the next saving throw it makes against a psionic
power you use on it before the end of your next
turn.
Mettle
Beginning at 15th level, you can endure assaults to
your vitality and ego. When you are subjected to an
effect that allows you to make a Constitution or
Charisma saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Immortal Will
Starting at 18th level, you can draw on your psionic
potential to survive life-threatening injury. At the
end of your turn while at 0 hit points, you may
spend 6 psi points to regain a use of your Second
Wind feature (as if you had taken a short rest) and
immediately use that feature, requiring no action. If
you do, you regain an additional 20 hit points.

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Beast Rider Hold the Line
Beast Riders excel at mounted combat, typically
found among the raiders of the Bandit Wastes or At 10th level, you become a master of locking down
tribal outlanders. Swift and flexible combatants, your enemies. Creatures provoke an opportunity
they are able to lead a charge one moment and attack from you when they move 5 feet or more
circle back to defend their fellows the next. while within your reach, and if you hit a creature
with an opportunity attack, the target’s speed is
Bonus Proficiency reduced to 0 until the end of the current turn.
When you choose this archetype at 3rd level, you Ferocious Charger
gain proficiency in one of the following skills of
your choice: Animal Handling, Deception, History, Starting at 15th level, you can run down your foes,
Insight, or Performance. Alternatively, you learn whether you’re mounted or not. If you move at least
one language of your choice. 10 feet in a straight line right before attacking a
creature and you hit it with the attack, that target
Born to the Saddle must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + your Strength modifier) or
Starting at 3rd level, your mastery as a rider be knocked prone. You can use this feature only
becomes apparent. You have advantage on saving once on each of your turns.
throws made to avoid falling off your mount. If you
fall off your mount and descend no more than 10 Vigilant Defender
feet, you can land on your feet if you’re not
incapacitated. Starting at 18th level, you respond to danger with
Finally, mounting or dismounting costs you only extraordinary vigilance. In combat, you get a
5 feet of movement, rather than half your speed. special reaction that you can take once on every
creature’s turn, except your turn. You can use this
Unwavering Mark special reaction only to make an opportunity attack,
and you can’t use it on the same turn that you take
Starting at 3rd level, you can menace your foes, your normal reaction.
foiling their attacks and punishing them for
harming others. When you hit a creature with a
melee weapon attack, you can mark the creature
until the end of your next turn. This effect ends
early if you are incapacitated or you die, or if
someone else marks the creature.
While it is within 5 feet of you, a creature marked
by you has disadvantage on any attack roll that
doesn’t target you.
In addition, if a creature marked by you deals
damage to anyone other than you, you can make a
special melee weapon attack against the marked
creature as a bonus action on your next turn. You
have advantage on the attack roll, and if it hits, the
attacks weapon deals extra damage to the target
equal to half your Fighter level.
Regardless of the number of creatures you mark,
you can make this special attack a number of times
equal to your Strength modifier (minimum of once),
and you re-gain all expended uses of it when you
finish a long rest.
Warding Maneuver
At 7th level, you learn to fend off incoming strikes.
If you or a creature you can see within 5 feet of you
is hit by an attack, you can roll 1d8 as a reaction if
you’re wielding a melee weapon or a shield. Roll
the die, and add the number rolled to the target’s
AC against that attack. If the attack still hits, the
target has resistance against the attack’s damage.
You can use this feature a number of times equal
to your Constitution modifier (minimum of once),
and you regain all expended uses of it when you
finish a long rest.

122
Gladiator
While any fighter can take a weapon and enter the Your self-control also causes you to gain
arena, there are a select few with the resolve to proficiency in Wisdom saving throws. If you already
survive all challengers and gain the adoration of the have this proficiency, you instead gain proficiency
crowds. Such contenders know that, inside the in Intelligence or Charisma saving throws (your
arena or out, the way to dominate your foes is to choice).
offer a simple choice- yield, or die fighting.
Tireless Spirit
Bonus Proficiency Starting at 10th level, when you roll initiative and
When you choose this archetype at 3rd level, you have no uses of Fighting Spirit remaining, you
gain proficiency in one of the following skills of regain one use.
your choice: History, Insight, Performance, or
Persuasion. Alternatively, you learn one language Rapid Strike
of your choice. Starting at 15th level, you learn to trade accuracy
for swift strikes. If you take the Attack action on
Fighting Spirit your turn and have advantage on an attack roll
Starting at 3rd level, your intensity in battle can against one of the targets, you can forgo the
shield you and help you strike true. As a bonus advantage for that roll to make an additional
action on your turn, you can give yourself weapon attack against that target, as part of the
advantage on weapon attack rolls until the end of same action. You can do so no more than once per
the current turn. When you do so, you also gain 5 turn.
temporary hit points. The number of temporary hit
points increases when you reach certain levels in Strength before Death
this class, increasing to 10 at 10th level and 15 at Starting at 18th level, your fighting spirit can delay
15th level. the grasp of death. If you take damage that reduces
You can use this feature three times, and you you to 0 hit points and doesn’t kill you outright, you
regain all expended uses of it when you finish a can use your reaction to delay falling unconscious,
long rest. and you can immediately take an extra turn,
interrupting the current turn. While you have 0 hit
Disciplined Courtier points during that extra turn, taking damage causes
Starting at 7th level, your discipline and attention Vitality damage as normal, and reaching 0 Vitality
to detail allow you to excel in social situations. can still kill you. When the extra turn ends, you fall
Whenever you make a Charisma (Persuasion) unconscious if you still have 0 hit points.
check, you gain a bonus to the check equal to your Once you use this feature, you can’t use it again
Wisdom modifier. until you finish a long rest.

123
Profane Knight Cantrips. You learn two cantrips of your choice
from the Arcanist spell list. You learn an additional
The Profane Knight combines the martial mastery Arcanist cantrip of your choice at 10th level.
common to all Fighters with the forbidden practice Spell Slots. The Profane Knight Spellcasting
of the arcane. Like Arcanists, Profane Knights use table shows how many spell slots you have to cast
magical techniques to give them an edge in battle, your spells of 1st level and higher. To cast one of
typically focusing their studies on spells of these spells, you must expend a slot of the spell’s
abjuration and evocation. Abjuration spells grant a level or higher. You regain all expended spell slots
Profane Knight additional protection in battle, and when you finish a long rest.
evocation spells deal damage to many foes at once, For example, if you know the 1st-level spell shield
extending the Fighter’s reach in combat. Compared and have a 1st-level and a 2nd-level spell slot
to Arcanists, Profane Knights know only a handful available, you can cast shield using either slot.
of spells, committing each to memory instead of Spells Known of 1st-Level and Higher. You
keeping them in a spellbook. know three 1st-level Arcanist spells of your choice,
two of which you must choose from the abjuration
and evocation spells on the Arcanist spell list.
Profane Knight Spellcasting The Spells Known column of the Profane Knight
Fighter Cantrips Spells –Spell Slots / Spell Level– Spellcasting table shows when you learn more
Level Known Known 1st 2nd 3rd 4th Arcanist spells of 1st level or higher. Each of these
3rd 2 3 2 – – – spells must be an abjuration or evocation spell of
4th 2 4 3 – – – your choice, and must be of a level for which you
5th 2 4 3 – – – have spell slots. For instance, when you reach 7th
level in this class, you can learn one new spell of
6th 2 4 3 – – – 1st or 2nd level.
7th 2 5 4 2 – – The spells you learn at 8th, 14th, and 20th level
8th 2 6 4 2 – – can come from any school of magic.
9th 2 6 4 2 – – Whenever you gain a level in this class, you can
10th 3 7 4 3 – – replace one of the Arcanist spells you know with
11th 3 8 4 3 – – another spell of your choice from the Arcanist spell
12th 3 8 4 3 – – list. The new spell must be of a level for which you
13th 3 9 4 3 2 – have spell slots, and it must be an abjuration or
14th 3 10 4 3 2 – evocation spell, unless you’re replacing the spell
15th 3 10 4 3 2 – you gained at 8th, 14th, or 20th level.
16th 3 11 4 3 3 –
17th 3 11 4 3 3 –
Weapon Bond
18th 3 11 4 3 3 – At 3rd level, you learn a ritual that creates a
19th 3 12 4 3 3 1 magical bond between yourself and one weapon.
20th 3 13 4 3 3 1 You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon
must be within your reach throughout the ritual, at
the conclusion of which you touch the weapon and
Spellcasting forge the bond.
When you reach 3rd level, you augment your Once you have bonded a weapon to yourself, you
martial prowess with the ability to cast spells. See can’t be disarmed of that weapon unless you are
Chapter 9 for the general rules of spellcasting and incapacitated. If it is on the same plane of
Chapter 10 for the Arcanist spell list. existence, you can summon that weapon as a bonus
Spellcasting Ability. Intelligence is your action on your turn, causing it to teleport instantly
spellcasting ability for your Arcanist spells, since to your hand.
you learn your spells through study and You can have up to two bonded weapons, but can
memorization. You use your Intelligence whenever summon only one at a time with your bonus action.
a spell refers to your spellcasting ability. In If you attempt to bond with a third weapon, you
addition, you use your Intelligence modifier when must break the bond with one of the other two.
setting the saving throw DC for an Arcanist spell
you cast and when making an attack roll with one. War Magic
Beginning at 7th level, when you use your action to
Spell save DC = 8 + your proficiency bonus + your cast a cantrip, you can make one weapon attack as
Intelligence modifier a bonus action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier

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Profane Strike
At 10th level, you learn how to make your weapon
strikes undercut a creature’s resistance to your
spells. When you hit a creature with a weapon
attack, that creature has disadvantage on the next
saving throw it makes against a spell you cast
before the end of your next turn.
Arcane Charge
At 15th level, you gain the ability to teleport up to
30 feet to an unoccupied space you can see when
you use your Action Surge. You can teleport before
or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to
cast a spell, you can make one weapon attack as a
bonus action.

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Tactician
Those who study the traditions of a Tactician
employ martial techniques passed down through
generations. To a Tactician, combat is an academic
field, sometimes including subjects beyond battle
such as weaponsmithing and calligraphy. Not every
Fighter absorbs the lessons of history, theory, and
artistry that are reflected in the Tactician
archetype, but those who do are well-rounded
Fighters of great skill and knowledge.
Combat Superiority
When you choose this archetype at 3rd level, you
learn maneuvers that are fueled by special dice
called superiority dice.
Maneuvers. You learn three maneuvers of your
choice, which are detailed in the following pages.
Many maneuvers enhance an attack in some way.
You can use only one maneuver per attack.
You learn two additional maneuvers of your
choice at 7th, 10th, and 15th level. Each time you
learn new maneuvers, you can also replace one
maneuver you know with a different one.
Superiority Dice. You have four superiority dice,
which are d8s. A superiority die is expended when
you use it. You regain all expended superiority dice
when you finish a short or long rest.
You gain another superiority die at 7th level and
one more at 15th level.
Saving Throws. The DC for maneuvers which
require your target to make a saving throw is:

Maneuver save DC = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice)

Student of War
At 3rd level, you gain proficiency with one
type of artisan’s tools of your choice.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute
observing or interacting with another creature
outside combat, you can learn certain information
about its capabilities compared to your own.
Choose two of the following to identify: Maneuvers
Strength, Dexterity, or Constitution score The maneuvers are presented in alphabetical
order.
Armor Class
Ambush. When you make a Dexterity (Stealth)
Current hit points
check or an initiative roll, you can expend one
Total class levels (if any) superiority die and add the die to the roll, provided
Improved Combat Superiority you aren’t incapacitated.
Bait and Switch. When you’re within 5 feet of a
At 10th level, your superiority dice turn into d10s. creature on your turn, you can expend one
At 18th level, they turn into d12s. superiority die and switch places with that creature,
provided you spend at least 5 feet of movement and
Relentless the creature is willing and isn’t incapacitated. This
Starting at 15th level, when you roll initiative and movement doesn’t provoke opportunity attacks.
have no superiority dice remaining, you regain 1 Roll the superiority die. Until the start of your
superiority die. next turn, you or the other creature (your choice)
gains a bonus to AC equal to the number rolled.

126
Brace. When a creature you can see moves into Maneuvering Attack. When you hit a creature
the reach you have with the melee weapon you’re with a weapon attack, you can expend one
wielding, you can use your reaction to expend one superiority die to maneuver one of your comrades
superiority die and make one attack against the into a more advantageous position. You add the
creature, using that weapon. If the attack hits, add superiority die to the attack’s damage roll, and you
the superiority die to the weapon’s damage roll. choose a friendly creature who can see or hear you.
Commander’s Strike. When you take the Attack That creature can use its reaction to move up to
action on your turn, you can forgo one of your half its speed without provoking opportunity
attacks and use a bonus action to direct one of your attacks from the target of your attack.
companions to strike. When you do so, choose a Menacing Attack. When you hit a creature with a
friendly creature who can see or hear you and weapon attack, you can expend one superiority die
expend one superiority die. That creature can to attempt to frighten the target. You add the
immediately use its reaction to make one weapon superiority die to the attack’s damage roll, and the
attack, adding the superiority die to the attack’s target must make a Wisdom saving throw. On a
damage roll. failed save, it is frightened of you until the end of
Commanding Presence. When you make a your next turn.
Charisma (Intimidation, Performance, or Parry. When another creature damages you with
Persuasion) check, you can expend one superiority a melee attack, you can use your reaction and
die and add the superiority die to the ability check. expend one superiority die to reduce the damage by
Disarming Attack. When you hit a creature with the number you roll on your superiority die + your
a weapon attack, you can expend one superiority Dexterity modifier.
die to attempt to disarm the target, forcing it to Precision Attack. When you make a weapon
drop one item of your choice that it’s holding. You attack roll against a creature, you can expend one
add the superiority die to the attack’s damage roll, superiority die to add it to the roll. You can use this
and the target must make a Strength saving throw. maneuver before or after making the attack roll, but
On a failed save, it drops the object you choose. before any effects of the attack are applied.
The object lands at its feet. Pushing Attack. When you hit a creature with a
Distracting Strike. When you hit a creature with weapon attack, you can expend one superiority die
a weapon attack, you can expend one superiority to attempt to drive the target back. You add the
die to distract the creature, giving your allies an superiority die to the attack’s damage roll, and if
opening. You add the superiority die to the attack’s the target is Large or smaller, it must make a
damage roll. The next attack roll against the target Strength saving throw. On a failed save, you push
by an attacker other than you has advantage if the the target up to 15 feet away from you.
attack is made before the start of your next turn. Quick Toss. As a bonus action, you can expend
Evasive Footwork. When you move, you can one superiority die and make a ranged attack with
expend one superiority die, rolling the die and a weapon that has the thrown property. You can
adding the number rolled to your AC until you stop draw the weapon as part of making this attack. If
moving. you hit, add the superiority die to the weapon’s
Feinting Attack. You can expend one superiority damage roll.
die and use a bonus action on your turn to feint, Rally. On your turn, you can use a bonus action
choosing one creature within 5 feet of you as your and expend one superiority die to bolster the
target. You have advantage on your next attack roll resolve of one of your companions. When you do
against that creature. If that attack hits, add the so, choose a friendly creature who can see or hear
superiority die to the attack’s damage roll. you. That creature gains temporary hit points equal
Goading Attack. When you hit a creature with a to the superiority die roll + your Charisma modifier.
weapon attack, you can expend one superiority die Riposte. When a creature misses you with a
to attempt to goad the target into attacking you. melee attack, you can use your reaction and expend
You add the superiority die to the attack’s damage one superiority die to make a melee weapon attack
roll, and the target must make a Wisdom saving against the creature. If you hit, you add the
throw. On a failed save, the target has disadvantage superiority die to the attack’s damage roll.
on all attack rolls against targets other than you Tactical Assessment. When you make an
until the end of your next turn. Intelligence (Investigation), an Intelligence
Grappling Strike. Immediately after you hit a (History), or a Wisdom (Insight) check, you can
creature with a melee attack on your turn, you can expend one superiority die and add the superiority
expend one superiority die and then try to grapple die to the ability check.
the target as a bonus action. Add the superiority die Trip Attack. When you hit a creature with a
to your Strength (Athletics) check. weapon attack, you can expend one superiority die
Lunging Attack. When you make a melee to attempt to knock the target down. You add the
weapon attack on your turn, you can expend one superiority die to the attack’s damage roll, and if
superiority die to increase your reach for that the target is Large or smaller, it must make a
attack by 5 feet. If you hit, you add the superiority Strength saving throw. On a failed save, you knock
die to the attack’s damage roll. the target prone.

127
Icon

I
cons are champions of their own true inner
Iconic Archetypes
selves, called the “ego.” They channel the
collective unconscious, a psychic network While Icons freely swap between personas,
that fundamentally links all sentient minds metaphorically wearing different masks for different
below the level of conscious thought, and situations, their true face or core personality
draw from it metaphorical masks of remains the same. This true inner self, once
disposition and attitude, called “personas.”
discoverd, is referred to as their iconic archetype.
To be an Icon means adapting your ego to handle
whatever comes your way by donning these The Heart. Those embodying the Heart are the
personas and imbuing them with psionic power. best of allies, supporting their war parties in a
myriad of ways.
Awakening of the self
All Icons go through an awakening in which they The Noble. Those embodying the Noble have the
open their mind and soul to the collective certainty of self to lead the charge, inspiring
unconscious. Through this connection, you become others to follow.
able to consciously draw on the personas most
people adopt subconsciously, and infuse them with
psionic potential to manifest magical effects. The Warrior. Those embodying the Warrior live for
Additionally, with further understanding of your the purity of battle, finding their true self when
own psyche and its place in the collective staring down death.
unconscious, you may become able to identify and
empower the iconic archetype that lies at the center
of your ego. Class Features
As an Icon, you gain the following class features.
Face any challenge Hit Points
Icons use the versatility and adaptability of their
personas to fit themselves into whatever role they Hit Dice: 1d10 per Icon level
or their allies might need. Is the party delving into a Hit Points at 1st Level: 10 + your Constitution
dark, ancient jungle? Then adopting The Chariot modifier
persona to project yourself as a fearless explorer Hit Points at Higher Levels: 1d10 (or 6) + your
would provide you the skills you need to survive. Constitution modifier per Icon level after 1st.
The silver tongue granted by your persona of Proficiencies
Fortitude, however, might serve you better in
negotiations with your party’s patron. The strength Armor: Light armor, shields
of an Icon lies in the vast repertoire of personas Weapons: Simple and martial weapons
they have to draw on. Tools: None
Saving Throws: Dexterity, Charisma
Creating an Icon Skills: Choose any two
When creating an Icon, consider what it was that Psionic Ability
triggered your awakening. Was it a concerted effort Power save DC = 8 + your proficiency bonus + your
of strict discipline and rigorous meditation, or a Charisma modifier
sudden epiphany that bestowed awareness of the
collective unconscious unto you? When you parted Power attack modifier = your proficiency bonus +
the mists of your mind to reveal the true nature of your Charisma modifier
your ego, were you able to accept what you saw?
Do you adopt personas to accentuate your ego, or Equipment
to hide it? You start with the following equipment, in addition
Though you retain your sense of identity, the to the equipment granted by your background:
outward expression of your ego that you present to
the world changes from situation to situation. Are Leather armor
these changes subtle and nearly indistinguishable (a) a rapier and a shield, or (b) two martial
from the mundane moods and attitudes others weapons
might find themselves adopting, or are they (a) five handaxes, or (b) any simple weapon
noticeable and disconcerting to those who witness (a) an explorer’s pack, or (b) a scholar’s pack
the shift?

129
The Icon
Proficiency Personas Talents Augments Psi Psi
Level Bonus Features Held Known Known Points Limits
1st +2 Cognitive Personas (action swap, Cognitive Projection 2 – – – –
1/rest)
2nd +2 Psionics, Psionic Potency (1d4) 2 2 3 4 2
3rd +2 Iconic Archetype 2 2 4 6 2
4th +2 Ability Score Improvement 2 3 5 6 2
5th +3 Cognitive Personas (bonus action swap), Iconic 3 2 5 16 4
Archetype feature
6th +3 Cognitive Personas (Cognitive Projection 2/rest), 3 3 6 16 4
Psionic Potency (1d6)
7th +3 Id Barrier 3 3 7 20 4
8th +3 Ability Score Improvement 3 3 8 20 4
9th +4 — 4 3 9 32 6
10th +4 Psionic Potency (1d8) 4 4 10 32 6
11th +4 Iconic Archetype feature 4 4 10 38 6
12th +4 Ability Score Improvement 4 4 11 38 6
13th +5 — 5 4 12 46 8
14th +5 Cognitive Personas (no action swap), Psionic Potency 5 4 13 46 8
(1d10)
15th +5 Iconic Archetype feature 5 4 13 54 8
16th +5 Ability Score Improvement 5 4 14 54 8
17th +6 — 6 4 14 72 10
18th +6 Personas (Cognitive Projection 3/rest), Psionic Potency 6 4 15 72 10
(1d12)
19th +6 Ability Score Improvement 6 4 15 82 10
20th +6 The World 6 4 16 82 10

Cognitive Personas personas you hold within you after a long rest, you
must choose one to become your active persona.
As an Icon, you gain the ability to don psychological Your chosen persona remains your active persona
“masks” called cognitive personas. These personas even if you sleep, are knocked unconscious, or are
are iconic reflections of attitudes and dispositions otherwise incapacitated.
drawn from the collective unconscious and bound As an action, you may swap your active persona
together to present a barrier between one’s true for another persona you currently have held; the
inner self and the obstacles and dangers chosen persona becomes your new active persona
encountered in the world. until you swap it again or finish a long rest.
Donning a persona is an entirely mental change; Starting at 5th level, you may swap your active
your physical form and appearance do not typically persona as a bonus action instead of an action, and
change when you don a persona, unless otherwise when you reach 14th level, swapping no longer
specified. requires an action of any kind—but you may still
Personas Held only do so while you are conscious and only once
during your turn.
Whenever you finish a long rest, you may cast your
mind into the collective unconscious and select a Persona Benefits
number of personas to hold within you, choosing Each persona has a constant benefit associated
from the “Cognitive Personas” section at the end of with it. You only gain a persona’s benefit if that
the class’s description. persona is your active persona. If you wish to gain a
Initially, you can hold only two personas at once, different persona’s benefit, you must swap your
though your capacity grows when you reach certain active persona.
levels in this class, as shown in the Personas Held
column of the Icon table. Cognitive Projection
Active Persona and Swapping As an Icon, you have the ability to psychically
project a magical effect from your active persona
You can only have one active persona at a time. You called a Cognitive Projection. When you use your
change your active persona by switching which Cognitive Projection, it takes on the effect of the
“mask” you currently “wear.” When you select the

130
Cognitive Projection ability of your active persona. your current psi points to below 0. Your psi point
You must then finish a short or long rest to use total returns to your maximum when you finish a
your Cognitive Projection again. long rest.
Some Cognitive Projection abilities require
saving throws. When you use such an ability from a Psi Limit
persona, the DC equals 8 + your proficiency Though you have access to a potent amount of
modifier + your Charisma modifier. psionic energy, it takes training and practice to
Beginning at 6th level, you can use your channel that energy. There is a limit to the number
Cognitive Projection twice between rests, and of psi points you can spend to manifest a power
beginning at 18th level, you can use it three times that augments a psionic talent. The limit is based
between rests. When you finish a short or long rest, on your Icon level, as shown in the Psi Limit
you regain all of your expended uses. column of the Icon table. For example, as a 5th-
level Icon, you can spend no more than 4 psi points
Psionics when manifesting an augment, no matter how
many psi points you have.
Starting at 2nd level, you realize your psionic
potential, gaining the use of talents and augments, Icon Talents
the rules for which appear in Chapter 11. Psionic Below is a list of psionic talents available to Icons.
powers are magical effects. The descriptions of these powers can be found in
Psionic Talents Chapter 12.
aura beacon
A psionic talent is a psionic power that is a cantrip autonomous vitality
spell. You know two psionic talents of your choice battle trance
from the Icon talent list. You learn additional Icon energy ray
talents of your choice at higher levels, as shown in inertial transference
the Talents Known column of the Icon table. mind thrust
Augments mindlink
mystic displacement
An augment is a psionic power that augments a speed of thought
psionic talent. You must be focusing on an true shot
augment’s appropriate psionic talent in order to
wild technique
manifest it. When you reach 2nd level, you know
three 1st-level powers that augment the icon talents
you know. Psychic Potency
The Augments Known column of the Icon table When you reach 2nd level, the raw psychic strength
shows when you learn more augments of your of your attacks and powers increases. When a
choice. When the table indicates you learn a new creature takes damage from one of your powers or
augment, you may only choose a power that weapon attacks, you can also deal 1d4 psychic
augments one of the Icon talents you know. Each of damage to that creature. You can use this feature a
these powers must have a psi cost no greater than number of times equal to your Charisma modifier
your psi limit (see table). (minimum 1), but only once per turn. You regain all
For instance, when you reach 6th level in this expended uses when you finish a short or long rest.
class, you learn one new psionic power that As you gain levels, the psychic strength of your
augments an Icon talent you know, and the power attacks and powers becomes even more potent.
you choose can have a minimum psi cost of up to 4. The die you roll for this feature increases to a d6 at
Additionally, when you gain a level in this class, 6th level, a d8 at 10th level, a d10 at 14th level, and
you can choose to replace one of your existing a d12 at 18th level.
powers that augments an Icon talent you know and
replace it with another power that augments any
icon talent you know. The new power must have a
Iconic Archetype
minimum psi cost of no higher than your psi limit At 3rd level, choose one of the iconic archetypes on
the following pages: the Heart, the Noble, or the
at the time you learn it.
Warrior. Your choice grants you features when you
Psi Points choose it at 3rd level. It also grants you additional
You have an internal reservoir of psionic energy features at 5th, 11th, and 15th level.
represented by psi points. You must spend psi
points from this reserve to manifest a power that Ability Score Improvement
augments a psionic talent. When you reach 4th level, and again at 8th, 12th,
The number of psi points you have is based on 16th, and 19th level, you can increase one ability
your Icon level, as shown in the Psi Points column score of your choice by 2, or you can increase two
of the Icon table. The number shown for your level ability scores of your choice by 1. As normal, you
is your psi point maximum. When expending psi can’t increase an ability score above 20 using this
points to manifest an augment, you cannot reduce feature.

131
Id Barrier The World
Starting at 7th level, you may reflexively draw on At 20th level, you gain access to The World, the
your id, your core survival instinct, in order to avoid final persona, representing accomplishment,
harm, manifesting a brief, invisible psychic barrier integration, and completeness. The World is a
to protect you. special persona that increases your ability to use
As a reaction to being attacked or making a other personas. It does not count against your
saving throw, you can gain a bonus to your Armor number of held personas, and does not need to be
Class against the triggering attack or on the active, instead always granting you the following
triggering saving throw equal to the number of permanent benefits:
personas you currently have held.
You can wait until after the d20 roll of the attack Once per turn, requiring no action, if you are
or saving throw to use this reaction, but you must conscious you can replace one of your held
decide before the DM says whether the attack hits personas with another persona you are not
or misses, or whether the saving throw succeeds or currently holding.
fails. All held personas are active personas.
You can use this feature a number of times equal You gain the benefits of all active personas
to your Charisma modifier (minimum of once). You simultaneously.
regain all expended uses when you finish a long Whenever you use your Cognitive Projection,
rest. you can choose one effect from the Cognitive
Projection abilities of your held personas.

132
The Heart
An Icon who recognizes their true self as The Heart Empathic Sentinel
takes joy in supporting others. Whether offering a
Starting at 15th level, immediately after you or an
shoulder to cry on, an encouraging word, or tough ally you can see within 60 feet takes damage, you
love, these Icons are nurturers through-and-
may produce an effect described in a psionic talent
through.
you are focusing on, or manifest a power that
Bonus Proficiencies augments it, requiring no action. The effect or
augment must normally require an action to
When you discover this iconic archetype within you produce or manifest, and you must spend psi points
at 3rd level, you gain proficiency with the Insight as normal, if applicable.
and Persuasion skills.
Improved Psychic Potency
Starting at 5th level, your inner nature allows you
to cultivate greater potency out of your psychic
abilities. Whenever you use your Psychic Potency
feature, you roll twice the number of dice indicated
for your level.
When you reach 11th level, you instead roll three
times the number of dice indicated for your level.
Nurtured Potency
Also beginning at 5th level, your inner nature
allows you to channel your psychic potency toward
the wellbeing of your allies.
When you manifest a psionic power that would
allow you to restore the hit points of a creature
other than yourself, you can use your Psychic
Potency feature, if available, to increase the
number of hit points the power restores. Instead of
rolling Psychic Potency’s dice to deal psychic
damage, you roll the feature’s dice and increase the
number of hit points you restore to one creature by
the result of your roll.
Extra dice from your Improved Psychic Potency
feature applies to this use of Psionic Potency.
Empathic Anchor
Beginning at 11th level, your allies can count on
you to be their keystone, their rock, their sanctuary.
If an ally you can see within 60 feet of you makes a
saving throw, you can expend a use of your Id
Barrier feature as a reaction to bestow its benefit to
that ally’s saving throw.
Additionally, whenever you finish a short rest, you
regain all expended uses of your Id Barrier feature.

133
The Noble
An Icon identifying with the Noble is steadfast,
inspiring, and righteous. While some may be
accused of being heedless of danger, these Icons
are willing to sacrifice themselves to achieve
greater results and protect others.
Heroic Defense
Beginning at 3rd level, your sheer presence and
fortitude protects you from attacks. While you are
wearing no armor and not wielding a shield, your
Armor Class equals 10 + your Dexterity modifier +
your Constitution modifier (max 2) + your
Charisma modifier.
Extra Attack
Starting at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.
Inspiring Will
Beginning at 11th level, you can no longer be
charmed or frightened. Additionally, if an ally you
can see within 60 feet of you becomes charmed or
frightened, you can use your reaction to remove
either or both conditions from that ally, provided
they can hear and understand you.
Valiant Reprise
Also starting at 11th level, once per turn when you
miss with a melee weapon attack, you can
immediately make another attack against the same
target with advantage.
Victory or Death
When you reach 15th level, you gain the ability to
make a sacrifice of yourself, psionically consuming
your physical form to ensure your success. If you
do, you gain a second action on your turn, and all of
your attacks, checks, and saves are made with
advantage until the start of your next turn.
At the end of your turn, your current and
maximum hit points are reduced by an amount
equal to twice your level. This reduction lasts until
you finish a long rest, and cannot be mitigated in
any way. If this reduces your maximum hit points to
0, you die.
Once you use this feature, you can’t use it again
until you finish a long rest.

134
The Warrior
Warrior Icons are aggressive thrill seekers. They
desire to test their mettle and strength against
greater and greater challenges. Warriors care not
for long term consequences, living squarely in the
here and now.
Bonus Proficiencies
At 3rd level, you gain proficiency with medium and
heavy armor.
Extra Attack
Starting at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.
The number of attacks increases to three when
you reach 11th level in this class.
Mettle
Beginning at 11th level, you can endure assaults to
your vitality and ego. When you are subjected to an
effect that allows you to make a Constitution or
Charisma saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Lion’s Charge
Beginning at 15th level, whenever you take the
Dash action on your turn, your movement does not
provoke attacks of opportunity until the end of your
turn, and you can make two melee weapon attacks
as a bonus action during that turn.

135
Cognitive Personas or emanate a pale blue light from their head (or
equivalent anatomy).
Each persona gives a short description of the kind The affected creature can’t benefit from being
of disposition or attitude most usually associated invisible, and any attack roll against an affected
with that persona, and then details that persona’s creature has advantage on the attack if the attacker
benefit and Cognitive Projection ability. can see the blue light. An affected creature can
If a persona has prerequisites, you must meet repeat the saving throw at the end of their turn,
them in order to select that persona as one of your ending the effect on a success.
held personas.
The Empress
The Fool
Embodying the traits of elegance and grace, the
Not to be mistaken for a lack of intellect, the Fool Empress enhances one’s poise and calmness.
represents the possibility of learning. The Fool can Benefit. Whenever you make a Dexterity
be seen as the persona with the most potential to (Acrobatics) check, a Charisma (Performance)
adapt, as it has nothing to do but grow. check, or an ability check you make with a musical
Benefit. Once per round, when you make an instrument, you can treat a d20 roll of a 7 or lower
attack roll, saving throw, or ability check that as an 8.
doesn’t include your proficiency bonus, you can roll Cognitive Projection: Saving Grace. Whenever
a d4 and add the number rolled to the result of your you miss with an attack or fail an ability check, you
check. When you reach certain levels in the Icon can use your Cognitive Projection as a reaction to
class, you can roll a larger die instead; a d6 starting gain a bonus equal to your Charisma modifier to
at 9th level, and a d8 starting at 17th. the next attack roll or ability check you make before
Cognitive Projection: Tabula Rasa. You can use the end of your next turn.
your Cognitive Projection as an action to force a
completely blank slate on one creature you can see The Emperor
within 30 feet. The creature must make a Charisma
saving throw. If the creature fails, it cannot speak Representing respect, discipline, and stability, the
and the only actions it can take are the Attack, Emperor reflects an air of authority.
Dodge, and Disengage actions. The creature can Benefit. Whenever you make a Strength
repeat the saving throw at the end of each of its (Athletics) check, Charisma (Intimidation) check, or
turns, ending this effect on itself on a success. a Wisdom (Animal Handling) check, you can treat a
d20 roll of a 7 or lower as an 8.
The Magician Cognitive Projection: Demand Obedience. You
can use your Cognitive Projection as an action to
Representing self-confidence, innate talent, and issue a short command, no more than two words,
mental prowess, the Magician enables you to make to a creature you can see within 30 feet of you. The
your desires manifest. target must succeed on a Wisdom saving throw, or
Benefit. The first time you select the Magician as follow the command on its next turn. This ability
your active persona after a long rest, choose one has no effect if the target doesn’t understand you,
skill that you have proficiency in. Until you finish or if the command is directly harmful to it.
your next long rest, whenever the Magician is your
active persona you add double your proficiency The Hierophant
bonus to checks you make with the chosen skill.
Cognitive Projection: Empowered Psionics. Possessed of a respect for traditions and
When you use your Psychic Potency feature, you mentorship, the Hierophant values trust in others.
can use your Cognitive Projection to reroll the Benefit. You can take the Help action as a bonus
feature’s die. If you have the Improved Psychic action.
Potency feature, you may reroll any number of Cognitive Projection: Entrust Destiny. You can
Psychic Potency dice. You must use the new result. use your Cognitive Projection as a reaction to grant
an ally you can see within 60 feet of you a second
The Priestess reaction before the start of their next turn. You can
use this reaction before a triggering event, allowing
The Priestess is the guardian of secret knowledge your ally to trigger their own reaction in response
and the subconscious. This persona reveals to the same event, if applicable.
mysteries and heightens awareness.
Benefit. Whenever you make an Intelligence The Lovers
check to recall any sort of lore, you can treat a d20
roll of a 7 or lower as an 8. The Lovers persona represents not one side of a
Cognitive Projection: Psychic Revelation. You relationship, the personal feeling of love, but rather
can use your Cognitive Projection as an action to the duality of both sides and the nature of the
target a point you can see within 60 feet. Each relationship itself. The Lovers is the persona one
invisible creature within a 10 foot radius sphere of adopts when communication and harmony are of
that point must succeed on a Wisdom saving throw, the utmost importance.

136
Benefit. You can communicate telepathically with The Hermit
any creature within 30 feet of you. You don’t need
to share a language with the creature for either of Withdrawn, the Hermit seeks isolation from
outside distractions in order to pursue self-
you to understand the other, but the creature must
reflection and find inner wisdom.
be able to understand at least one language. A
Benefit. You have advantage on all Constitution
creature without telepathy can receive and respond
to your communication, but can’t initiate or saving throws made to maintain concentration.
Cognitive Projection: Quantum of Solace. You
terminate a telepathic conversation with you.
can use your Cognitive Projection as an action to
Cognitive Projection: Sense Dishonesty. You
compel a creature to isolate itself from others. The
can use your Cognitive Projection as a reaction to
attempt to discern if a statement you just target must make a Wisdom saving throw. On a
failure, the target cannot make attacks, affect other
understood is a lie. The creature that issued the
creatures with magical effects (such as spells or
statement must make a Wisdom saving throw. On a
psionic powers), or deliberately touch another
failure, you know for a certainty whether the
statement is true to the best of the creature’s creature for as long as you concentrate (as though
concentrating on a spell), up to 1 minute.
knowledge, or if the creature deliberately lied. If the
This effect ends early if another creature affects
statement falls into neither of those categories, or if
the target with a magical effect, or otherwise
the creature succeeds on their saving throw, you
discern no information about the statement. attacks, damages, or touches the target. The target
resists even harmless attempts to be touched, and a
The Chariot creature attempting to harmlessly touch the target
must succeed on a melee weapon attack using an
The Chariot represents the will to advance, to move unarmed strike against the target, dealing no
forward, to overcome obstacles. Determination and damage on a hit.
physical strength are important facets of the
Chariot persona. The Wheel
Benefit. You ignore difficult terrain and have
Representing the cyclical nature of good and bad
advantage on initiative rolls.
fortune, the Wheel embodies chaos and luck.
Cognitive Projection: Channeled Might. You can
use your Cognitive Projection as an action to make Benefit. The first time you select the Wheel as
your active persona after a long rest, roll a d6. Until
yourself count as one size larger when determining
you finish your next long rest, whenever the Wheel
your carrying capacity, the weight you can push,
is your active persona, you have resistance to one of
drag, or lift, and for the purposes of grappling other
creatures and being grappled. This effect lasts for the following types of damage depending on the
result of your d6 roll.
up to 1 hour.
Additionally, for the duration of this effect,
whenever you would make an ability check to start, D6 Damage Type
maintain, or escape from a grapple, you may make
1 acid
a Charisma (Athletics) check instead of a Strength
(Athletics) check, as you psionically enhance your 2 cold
physical prowess with your empowered ego. 3 fire
4 lightning
Fortitude 5 necrotic
Representing inner strength and understanding, 6 thunder
the Fortitude persona embodies compassion and
influence.
Benefit. Whenever you make a Charisma Cognitive Projection: Wild Card. You can use
(Persuasion) check or a Wisdom (Insight) check, your Cognitive Projection as an action to target one
you can treat a d20 roll of a 7 or lower as an 8. creature you can see within 30 feet of you and
Cognitive Projection: Determination. You can compel them to chaos. The creature must succeed
use your Cognitive Projection as an action to urge on a Charisma saving throw or roll a d4 to
determination in another creature that you can see determine what it does during its next turn. On a 1
within 30 feet of you. The creature has advantage or 2, the creature takes no action but uses all its
on attack rolls and ability checks for as long as you movement to move in a random direction. On a 3 or
concentrate (as though concentrating on a spell), 4, the creature makes one melee or ranged attack
up to 1 minute. against a random creature it can see other than
you, or does nothing if no creature is within reach
or range.

137
Justice or takes any amount of damage, this effect ends
and it returns to consciousness, though it still
Opposite the Wheel, the Justice persona represents
believes it was on the verge of true death.
just action and earned results, embodying the
implacable nature of law and truth. Temperance
Benefit. You gain a +1 bonus to your Armor
Class, gain resistance to poison damage, and Prerequisite: 9th level
cannot be poisoned. Temperance reflects self-moderation of one’s
Cognitive Projection: Even Hand. Whenever you actions and emotions, fostering inner balance and
would roll an attack roll, you can use your Cognitive promoting patience.
Projection as a reaction to forgo rolling a d20, and Benefit. Whenever you are subjected to a magical
determine the result of your attack as if you had effect that allows you to make an Intelligence,
rolled a 10 on the d20 instead. You must choose Wisdom, or Charisma saving throw to take only
whether to use this ability before actually rolling half damage, you can use your reaction to partially
the d20. mitigate the effect, taking no damage if you succeed
on the saving throw, or only half damage if you fail.
The Hanged Man You must decide to take this reaction before you
roll your saving throw.
At its best, the Hanged Man represents putting Cognitive Projection: Calming Touch. You can
aside old perspectives and looking at things anew, use your Cognitive Projection as an action to
discovering new ways to move forward that were
suppress hostility in a creature you touch. The
not apparent before. At its worst, the Hanged Man
creature must succeed on a Charisma saving throw
embodies indecision and distraction from one’s or become indifferent toward every creature it was
goals.
previously hostile toward. This indifference ends
Benefit. Whenever you make an Intelligence
after 1 minute, or if the target is attacked, harmed
(Investigation) check or a Wisdom (Perception)
by a magical effect, or witnesses any of its allies
check, you can treat a d20 roll of a 7 or lower as an being harmed. When the indifference ends, it
8.
becomes hostile again.
Cognitive Projection: Crippling Indecision. You
can use your Cognitive Projection as an action to The Devil
compel intense feelings of self-doubt in a creature
within 30 feet of you that you can see. The creature Prerequisite: 9th level
must make a Wisdom saving throw. On a failure, Representing one’s darker self, the Devil
the creature makes attack rolls and ability checks embodies temptation, hedonism, and—at its worst
with disadvantage for as long as you concentrate —addiction.
(as though concentrating on a spell), up to 1 Benefit. You gain darkvision out to a range of 60
minute. feet. Magical darkness does not impede this
darkvision.
Death Cognitive Projection: Tempting Whispers.
Whenever you would force a creature to make a
Prerequisite: 9th level
Wisdom or Charisma saving throw, you can use
While the Death persona can indeed embody your Cognitive Projection to roll a d6 and subtract
literal death, it more accurately encompasses all
the number you rolled from the creature’s saving
endings. Further, it also encourages overcoming
throw result. You can choose to use this ability after
these endings, and moving forward towards
the creature makes its roll, but before the DM
something new. determines whether the saving throw succeeds or
Benefit. You are immune to mundane and
fails. The creature is immune to this effect if they
magical disease and cannot be cursed (though any
are immune to being charmed.
existing curses remain in effect). Additionally, your
hit point maximum cannot be reduced by another The Tower
creature. If your hit point maximum is already
reduced when Death becomes your active persona, Prerequisite: 13th level
it remains reduced. The Tower is a force of destruction and upheaval.
Cognitive Projection: Memento Mori. You can It signifies sudden disaster and ruin.
use your Cognitive Projection as an action to target Benefit. Whenever you score a critical hit, one
a creature within 30 feet of you that you can see die of your damage roll is treated as if it rolled its
and induce an intense belief within it that it is highest result. You can choose which die benefits
dying. The creature must make a Wisdom saving from this effect after you have rolled all of your
throw. On a failure, the creature is knocked damage dice.
unconscious and begins making stabilizing saving Cognitive Projection: Harbinger of Doom. You
throws as though it were unconscious at 0 hit can use your Cognitive Projection as an action to
points (though its hit point total remains the same). curse one creature you can see within 60 feet of
Once the target succeeds on one stabilization you. The creature must succeed on a Charisma
saving throw, fails three stabilization saving throws, saving throw or the next time that creature takes

138
damage within the next minute it is vulnerable to The Sun
that damage.
Prerequisite: 17th level
The Star Representing success and prosperity, the Sun
radiates happiness and joy with its disposition and
Prerequisite: 13th level bearing. The Sun is nearly unassailable,
The Star encompasses renewal and healing, both impervious to attempts to bring it down.
spiritual and physical, proving hope in the face of Benefit. You are immune to force, psychic, and
disaster and setbacks. radiant damage, and cannot be possessed.
Benefit. At the start of your turn, if your hit point Cognitive Projection: Dawnwalker. You can use
total is less than half of your maximum hit points, your Cognitive Projection as an action to begin
you regain a number of hit points equal to your shining like the sun for as long as you concentrate
Charisma modifier. (as though concentrating on a spell), up to 1
Cognitive Projection: Hope Springs Eternal. minute. While you are shining, you shed bright light
You can use your Cognitive Projection as an action out to a radius of 30 feet, and dim light for an
to bestow renewing psychic energy on another additional 30 feet beyond that. This light is
creature you can see within 30 feet of you that is sunlight.
alive but currently has 0 hit points. The creature Whenever a creature you can see starts its turn
regains a number of hit points equal to half of its within 5 feet of you or enters a space within 5 feet
maximum hit points. of you while you are shining, you may choose to
have that creature make a Constitution saving
The Moons throw. On a failed save, the creature takes 3d6
Prerequisite: 13th level radiant damage and is blinded until the end of their
Embodying uncertainty and illusions, the Moons turn. On a successful save, the creature takes half
bend the truth and deceive the senses. as much damage and is not blinded.
Benefit. As an action, you can magically make
yourself— including your clothing, armor, weapons, The Aeon
and other belongings on your person—look Prerequisite: 17th level
different until you use your action to change your The Aeon represents time, reincarnation, and
appearance again, or swap to a different active salvation. While Justice represents the judgement
persona. You can seem 1 foot shorter or taller and of objective truth and law, the Aeon embodies one’s
can appear thin, fat, or in between. You can’t personal judgement, often leading to a personal
change your body type, so you must adopt a form rebirth, and the beginning of a new era.
that has the same basic arrangement of limbs. Benefit. Whenever you would make a
Otherwise, the extent of the change is up to you. stabilization saving throw while unconscious, you
The changes wrought by this ability fail to hold can make a Charisma saving throw instead. If the
up to physical inspection. For example, if you use total result of your saving throw is 20 or higher, you
this ability to add a hat to your outfit, objects pass immediately heal 10 hit points and stand up from
through the hat, and anyone who touches it would prone.
feel nothing or would feel your head and hair. If you Cognitive Projection: End of an Era. You can
use this ability to appear thinner than you are, the use your Cognitive Projection as an action to
hand of someone who reaches out to touch you instantly end the duration of one magical effect on
would bump into you while it was seemingly still in a creature or object within 30 feet of you.
midair.
To discern that you are disguised, a creature can
use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against a DC equal to 8 + your proficiency bonus +
your Charisma modifier.
Cognitive Projection: Lunar Cloak. You can use
your Cognitive Projection as an action to cause you
or a creature you touch to become invisible for as
long as you concentrate (as though concentrating
on a spell), up to 1 minute. Anything the affected
creature is wearing or carrying is invisible as long
as it is on that creature’s person.

139
Monk

M
onks are students of the psionic
Monastic Orders
practice called the Way, united in
their ability to hone and harness the The Way comes in many forms- what is yours?
psionic energy that flows in their
bodies. Practicing techniques of Order of the Astral Self. A Monk whose psionic
meditation to perform feats of focus power is strong enough to manifest their inner
self in the physical world.
far beyond any mere wild talent,
Monks represent the pinnacle of physical psionics.
Whether channeled as a striking display of combat Order of the Long Death. A monk who studies
prowess or a subtler focus of defensive ability and defilement to recreate its effects through
speed, the Way infuses all that a Monk does. psionics.

The Energy of Psionics Order of the Merciful Palm. A monk who uses
Monks make careful study of a psionic energy that psionics to affect and manipulate another
most monastic traditions call ki. This energy is one creature’s life force.
aspect of the psionics found across Athas—
specifically, the aspect that flows through living
Order of the Open Hand. A monk with intense
bodies. Monks harness this power within
training focusing on armed and unarmed combat.
themselves to create psionic effects and exceed
their bodies’ physical capabilities, and some of their
special attacks can hinder the flow of ki in their Order of the Soulknife. A monk who focuses their
opponents. Using psionics, Monks channel ki into blades of psionic energy.
uncanny speed and strength into their unarmed
strikes. As they gain experience, their martial
training and their mastery of ki gives them more
power over their bodies and the bodies of their
Class Features
As a Monk, you gain the following class features.
foes.
Hit Points
Teachings of the Arena Hit Dice: 1d8 per Monk level
There are no monasteries on Athas. Rather, a style Hit Points at 1st Level: 8 + your Constitution
of fighting emerged from the gladiator pits in modifier
response to a demand for unarmed combat, and Hit Points at Higher Levels: 1d8 (or 5) + your
from those combatants, underground monastic Constitution modifier per Monk level after 1st.
orders formed, united by a practice they call the
Way. Due to their popular crowd appeal, enough Proficiencies
have been granted freedom that they have spread Armor: None
out and trained others, or sought greater Weapons: Simple weapons, shortswords
enlightenment in the harsh unknowns of the desert. Tools: Choose one type of artisan’s tools or one
A master Monk is rare as steel, and just as musical instrument
dangerous. Saving Throws: Strength, Dexterity
For a Monk, becoming an adventurer means Skills: Choose two from Acrobatics, Athletics,
leaving the structure and respect of the arena
History, Insight, Religion, and Stealth
behind to become a wanderer, often with little to
show for a lifetime of spilling blood. This can be a Equipment
harsh transition, and Monks don’t undertake it You start with the following equipment, in addition
lightly. to the equipment granted by your background:

Creating a Monk (a) a shortsword or (b) any simple weapon


As you make your Monk character, think about (a) a dune trader’s pack or (b) an explorer’s pack
where you learned your skills and spent your 10 darts
formative years. Were you taken off the streets,
another mud rat forced into arena service? Did you Unarmored Defense
come seeking the tutelage of a famous gladiator? Beginning at 1st level, while you are wearing no
Were you hiding from something? Someone? armor and not wielding a shield, your AC equals 10
Consider why you left. Did you earn your freedom + your Dexterity modifier + your Wisdom modifier.
in the ring? Were you cast out after a blood match
went too far? Did you dread leaving, or were you
happy to go? Is there something you now seek?

141
The Monk
Proficiency Martial Ki Unarmored
Level Bonus Features Arts Points Movement
1st +2 Unarmored Defense, Martial Arts 1d4 — —
2nd +2 Ki, Dedicated Weapon, Unarmored Movement 1d4 2 +10 ft.
3rd +2 Monastic Order, Deflect Missiles, Ki-Fueled Attack 1d4 3 +10 ft.
4th +2 Ability Score Improvement, Quickened Healing, 1d4 4 +10 ft.
Slow Fall
5th +3 Extra Attack, Focused Aim, Stunning Strike 1d6 5 +10 ft.
6th +3 Ki-Empowered Strikes, Monastic Order feature 1d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind 1d6 7 +15 ft.
8th +3 Ability Score Improvement 1d6 8 +15 ft.
9th +4 Unarmored Movement improvement 1d6 9 +15 ft.
10th +4 Purity of Body 1d6 10 +20 ft.
11th +4 Monastic Order feature 1d8 11 +20 ft.
12th +4 Ability Score Improvement 1d8 12 +20 ft.
13th +5 Tongue of the Dark Sun 1d8 13 +20 ft.
14th +5 Diamond Soul 1d8 14 +25 ft.
15th +5 Timeless Body 1d8 15 +25 ft.
16th +5 Ability Score Improvement 1d8 16 +25 ft.
17th +6 Monastic Order feature 1d10 17 +25 ft.
18th +6 Empty Body 1d10 18 +30 ft.
19th +6 Ability Score Improvement 1d10 19 +30 ft.
20th +6 Perfect Self 1d10 20 +30 ft.

Martial Arts Ki
At 1st level, your practice of martial arts gives you Starting at 2nd level, your training allows you to
mastery of combat styles that use unarmed strikes harness the mystic energy of ki. Your access to this
and Monk weapons, which are shortswords and energy is represented by a number of ki points.
any simple melee weapons that don’t have the two- Your Monk level determines the number of points
handed or heavy property. you have, as shown in the Ki Points column of the
You gain the following benefits while you are Monk table. You can spend these points to fuel
unarmed or wielding only Monk weapons and you various ki features. You start knowing three such
aren’t wearing armor or wielding a shield: features, and gain more at later levels in this class.
When you spend a ki point, it is unavailable until
You can use Dexterity instead of Strength for you finish a short or long rest, during which you
the attack and damage rolls of your unarmed must spend at least 30 minutes of the rest
strikes and Monk weapons. meditating to regain your ki points once finished.
You can roll a d4 Martial Arts Die in place of the Some of your ki features require your target to
normal damage of your unarmed strike or Monk make a saving throw to resist the feature’s effects.
weapon. This die changes as you gain Monk The saving throw DC is calculated as follows:
levels, as shown in the Martial Arts column of
Ki save DC = 8 + your proficiency bonus + your
the Monk table. If your race has natural
Wisdom modifier
weapons, use their damage until the Martial Arts
die surpasses them. Flurry of Blows
When you use the Attack action with an Immediately after you take the Attack action on
unarmed strike or a Monk weapon on your turn, your turn, you can spend 1 ki point to make two
you can make one unarmed strike as a bonus unarmed strikes as a bonus action.
action.
Patient Defense
Certain Monks use specialized forms of the Monk You can spend 1 ki point to take the Dodge action
weapons. For example, you might use a club that is as a bonus action on your turn.
two lengths of wood connected by a short chain
(called a nunchaku) or a sickle with a shorter, Step of the Wind
straighter blade (called a kama). Whatever name You can spend 1 ki point to take the Disengage or
you use for a Monk weapon, you can use the game Dash action as a bonus action on your turn, and
statistics provided for the weapon in Chapter 5. your jump distance is doubled for the turn.

142
Dedicated Weapon Extra Attack
At 2nd level, you can choose one weapon to be a Beginning at 5th level, you can attack twice
Monk weapon each short or long rest, lasting until whenever you take the Attack action on your turn.
another is chosen. This weapon must be a simple
or martial weapon that you are proficient with, and
cannot have the heavy or special properties.
Focused Aim
Beginning at 5th level, when you miss with an
attack roll, you can spend 1 to 3 ki points to
Unarmored Movement increase your attack roll by 2 for each of these ki
Starting at 2nd level, your speed increases by 10 points you spend, potentially turning a miss to a hit.
feet if you don’t have a shield or armor equipped.
This bonus increases as shown in the Monk Table.
At 9th level, you gain the ability to move along
Stunning Strike
vertical surfaces and across liquids on your turn. Starting at 5th level, when you hit another creature
with a melee weapon attack, you can spend 1 ki
point to attempt a stunning strike. The target must
Monastic Order succeed on a Constitution saving throw or be
When you reach 3rd level, you commit yourself to a stunned until the end of your next turn.
monastic order: that of the Astral Self, the Long
Death, the Merciful End, the Open Hand, or the
Soulknife, each shown on the following pages. Your
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as
order grants you features at 3rd level and again at
6th, 11th, and 17th level. magical for the purpose of overcoming resistance
and immunity to non-magical attacks and damage.
Deflect Missiles Evasion
Starting at 3rd level, you can use your reaction to At 7th level, when an effect causes you to make a
deflect or catch the missile when you are hit by a Dexterity saving throw to take half damage, you
ranged weapon attack. When you do so, the
take no damage on success and only half if you fail.
damage you take from the attack is reduced by
1d10 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can catch the Stillness of Mind
missile if it is small enough for you to hold in one Starting at 7th level, you can use an action to end
hand and you have at least one hand free. one effect causing you to be charmed or frightened.
Afterwards, you can spend 1 ki point to make a
ranged attack with the missile as part of the same
reaction. The attack is made with proficiency, and
Purity of Body
At 10th level, your mastery of the ki makes you
the missile acts as a Monk weapon for this attack.
immune to disease and poison.
Ki-Fueled Attack Tongue of the Dark Sun
At 3rd level, if you spend 1 ki point or more as part
of your action on your turn, you can make one Starting at 13th level, your psionics allow you to
attack with an unarmed strike or a monk weapon speak and be understood in any spoken language.
as a bonus action before the end of the turn.
Diamond Soul
Ability Score Improvement At 14th level, you gain proficiency in all saving
throws and can spend 1 ki point to reroll a failed
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability saving throw. You must use the second result.
score of your choice by 2, or two ability scores by 1.
You cannot increase an ability score above 20. Timeless Body
At 15th level, you become immune to the effects of
Quickened Healing aging, and no longer require food or water.
Starting at 4th level, you can use an action and
spend 2 ki points to roll a Martial Arts die. You Empty Body
regain a number of hit points equal to the number Beginning at 18th level, you can use your action to
rolled plus your proficiency bonus. spend 4 ki points to become invisible and gain
resistance to all damage except force for 1 minute.
Slow Fall
Beginning at 4th level, you can use your reaction Perfect Self
when you fall to reduce any falling damage you take At 20th level, when you roll for initiative with no ki
by an amount equal to five times your Monk level. remaining, you regain 4 ki points.

143
Order of the Astral Self
A Monk who follows the Order of the Astral Self Visage of the Astral Self
believes their body is an illusion. They see their ki
At 6th level, you can summon the visage of your
as a representation of their true form, an astral self. astral self. As a bonus action, or as part of the
This astral self has the capacity to be a force of
bonus action you take to activate Arms of the Astral
order or disorder, with some Monks training
Self, you can spend 1 ki point to summon this
students to use their power to protect the weak and
visage for 10 minutes. It vanishes early if you are
others instructing aspirants in how to manifest incapacitated or die.
their true selves in service to the mighty.
The spectral visage covers your face like a helmet
or mask. You determine its appearance.
Forms of Your Astral Self While the spectral visage is present, you gain the
The astral self is a translucent embodiment of the following benefits.
Monk’s soul. As a result, an astral self can reflect Astral Sight. You can see normally in darkness,
aspects of a Monk’s background, ideals, flaws, and both magical and nonmagical, to a distance of 120
bonds, and an astral self doesn’t necessarily look feet.
anything like the Monk. For example, the astral self Wisdom of the· Spirit. You have advantage on
of a lanky Human might be reminiscent of a Wisdom (Insight) and Charisma (Intimidation)
Minotaur, the strength of which the Monk feels
checks.
within. Similarly, a Tarek Monk might manifest
gossamer arms and a delicate visage, representing Word of the Spirit. When you speak, you can
direct your words to a creature of your choice that
the gentle beauty of the Tarek’s soul. Each astral self
is unique, and some of the Monks of this monastic you can see within 60 feet of you, making it so only
tradition are known more for the appearance of their that creature can hear you. Alternatively, you can
astral self than for their physical appearance. amplify your voice so that all creatures within 600
feet can hear you.
When choosing this path, consider the quirks that
define your Monk. Are you obsessed with Body of the Astral Self
something? Are you driven by justice or a selfish Starting at 11th level, when you have both your
desire? Any of these motivations could manifest in astral arms and visage summoned, you can cause
the form of your astral self. the body of your astral self to appear (no action
required). This spectral body covers your physical
Arms of the Astral Self form like a suit of armor, connecting with the arms
and visage. You determine its appearance.
At 3rd level, your mastery of your ki allows you to While the spectral body is present, you gain the
summon a portion of your astral self. As a bonus following benefits.
action, you can spend 1 ki point to summon the Deflect Energy. When you take acid, cold, fire,
arms of your astral self. When you do so, each force, lightning, or thunder damage, you can use
creature of your choice that you can see within 10 your reaction to deflect it. When you do so, the
feet of you must succeed on a Dexterity saving damage you take is reduced by 1d10 + your
throw or take force damage equal to two rolls of Wisdom modifier (minimum reduction of 1).
your Martial Arts die. For 10 minutes, these Empowered Arms. Once on each of your turns
spectral arms hover near your shoulders or when you hit a target with the Arms of the Astral
surround your arms (your choice). You determine Self, you can deal extra damage to the target equal
the arms’ appearance, and they vanish early if you to your Martial Arts die.
are incapacitated or die.
While the spectral arms are present, you gain the Awakened Astral Self
following benefits:
Upon reaching 17th level, your connection to your
You can use your Wisdom modifier in place of astral self is complete, allowing you to unleash its
your Strength modifier when making Strength full potential. As a bonus action, you can spend 5 ki
points to summon the arms, visage, and body of
checks and Strength saving throws.
your astral self and awaken it for 10 minutes. This
You can use the spectral arms to make unarmed awakening ends early if you are incapacitated or
strikes. die. While your astral self is awakened, you gain the
When you make an unarmed strike with the following benefits.
arms on your turn, your reach for it is 5 feet Armor of the Spirit. You gain a +2 bonus to
greater than normal. Armor Class.
The unarmed strikes you make with the arms Astral Barrage. Whenever you use the Extra
can use your Wisdom modifier in place of your Attack feature to attack twice, you can instead
Strength or Dexterity modifier for the attack and attack three times if all the attacks are made with
damage rolls, and their damage type is force. your astral arms.

144
Order of the Long Death Hour of Reaping
Monks of the Order of the Long Death are At 6th level, you gain the ability to unsettle or terrify
obsessed with the meaning and mechanics of those around you as an action, for your soul has
defilement. They are known to hunt Arcanists until been marked by the taint of defilement. When you
their prey is desperate enough to draw upon the take this action, each creature within 30 feet of you
darkest temptations of magic, then study every that can see you must succeed on a Wisdom saving
disastrous second until they are capable of using throw or be frightened of you until the end of your
psionics to mimic the effects. They then use this next turn.
knowledge to guide their understanding of martial
arts, sapping the life of their enemies with each Mastery of Death
blow and absorbing that essence for their own Beginning at 11th level, you use your familiarity
benefit. with death to escape its grasp. When you are
reduced to 0 hit points, you can expend 1 ki point
Touch of Death (no action required) to have 1 hit point instead.
Starting when you choose this tradition at 3rd level,
your study of defilement allows you to extract Salt the Earth
vitality from another creature as it nears its demise. Starting at 17th level, your touch can channel the
When you reduce a creature within 5 feet of you to energy of death into a creature. As an action, you
0 hit points, you gain temporary hit points equal to touch one creature within 5 feet of you, and you
your Wisdom modifier + your Monk level expend 1d10 ki points. The target must make a
(minimum of 1 temporary hit point). Constitution saving throw, and it takes 2d10
necrotic damage per ki point spent on a failed save,
or half as much damage on a successful one.

146
Order of the Merciful End Flurry of Healing and Harm
Monks of the Order of the Merciful End learn to At 11th level, you can now mete out a flurry of
manipulate the life force of others to bring aid to comfort and hurt. When you use Flurry of Blows,
those in need. They are wandering physicians to you can now replace each of the unarmed strikes
the poor and hurt. However, to those beyond their with a use of your Hand of Healing, without
help, they bring a swift end as an act of mercy. spending ki points for the healing.
Monks of this Order might be members of a In addition, when you make an unarmed strike
Sorcerer-King’s religious coterie, administering to with Flurry of Blows, you can use Hand of Harm
the wealthy and making the grim choices others with that strike without spending the ki point for
would not dare voice to those in power. Others Hand of Harm. You can still use Hand of Harm only
might follow a more idealistic path, tending to the once per turn.
needy without shying from the realistic limits of the
aid they can bring to the oppressed. Still others Hand of Ultimate Mercy
might prowl the beds of a hospice or quarantined Upon reaching 17th level, your mastery of life
plague, delivering swift and merciful deaths to energy opens the door to the ultimate mercy. As an
those they see as too far gone. action, you can touch the corpse of a creature that
The members of this Order usually don robes died within the past 24 hours and expend 5 ki
with deep cowls, and they often conceal their faces points. The creature then returns to life, regaining a
with masks, presenting themselves as the faceless number of hit points equal to 4d10 + your Wisdom
harbingers of life and death. modifier. If the creature died while subject to any of
the following conditions, it revives with them
Implements of Mercy removed: blinded, deafened, paralyzed, poisoned,
When joining this Order, you gain proficiency in the and stunned.
Insight and Medicine skills, and you gain Once you use this feature, you can’t use it again
proficiency with the herbalism kit. until you finish a long rest.

Hand of Healing
After joining this Order, your mystical touch can
mend wounds. As an action, you can spend 1 ki
point to touch a creature and restore a number of
hit points equal to a roll of your Martial Arts die +
your Wisdom modifier.
When you use your Flurry of Blows, you can
replace one of the unarmed strikes with a use of
this feature without spending a ki point for the
healing.
Hand of Harm
After joining this Order, you use your ki to inflict
wounds. When you hit a creature with an unarmed
strike, you can spend 1 ki point to deal extra
necrotic damage equal to one roll of your Martial
Arts die + your Wisdom modifier. You can use this
feature only once per turn.
Physician’s Touch
At 6th level, you can administer even greater cures
with a touch, and if you feel it’s necessary, you can
use your knowledge to cause harm.
When you use Hand of Healing on a creature, you
can also end one disease or one of the following
conditions affecting the creature: blinded,
deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you
can subject that creature to the poisoned condition
until the end of your next turn.

147
Order of the Open Hand
Monks of the Way of the Open Hand are the Tranquility
ultimate masters of martial arts combat, whether
Beginning at 11th level, you can enter a special
armed or unarmed. They learn techniques to push meditation that surrounds you with an aura of
and trip their opponents, manipulate ki to heal peace. At the end of a long rest, you gain the effect
damage to their bodies, and practice advanced
of a sanctuary spell that lasts until the start of your
meditation that can protect them from harm.
next long rest (the spell can end early as normal).
Open Hand Technique The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.
Starting when you choose this tradition at 3rd level,
you can manipulate your enemy’s ki when you Quivering Palm
harness your own. Whenever you hit a creature
At 17th level, you gain the ability to set up lethal
with one of the attacks granted by your Flurry of
vibrations in someone’s body. When you hit a
Blows, you can impose one of the following effects
creature with an unarmed strike, you can spend 3
on that target: ki points to start these imperceptible vibrations,
It must succeed on a Dexterity saving throw or which last for a number of days equal to your Monk
be knocked prone. level. The vibrations are harmless unless you use
your action to end them. To do so, you and the
It must make a Strength saving throw. If it fails, target must be on the same plane of existence.
you can push it up to 15 feet away from you. When you use this action, the creature must make
It can’t take reactions until the end of your next a Constitution saving throw. If it fails, it is reduced
turn. to 0 hit points. If it succeeds, it takes 10d10
necrotic damage.
Wholeness of Body You can have only one creature under the effect
At 6th level, you gain the ability to heal yourself. As of this feature at a time. You can choose to end the
an action, you can regain hit points equal to three vibrations harmlessly without using an action.
times your Monk level. You must finish a long rest
before you can use this feature again.
Order of the Soulknife mindblades created, neither one can be forced from
your hands, preventing you from using your hands
Monks within the Order of the Soulknife focus their for any other purpose while you focus on the
Will to pierce through the barriers of mind, soul, mindblade talent.
and body, allowing them to use their ki power to
manifest blades of pure psionic energy. Rift Technique
Soulknife Talent At 11th level, you learn how to sever the barriers
between time and space, granting you several
Starting at 3rd level, you know the mindblade psychoportation abilities:
psionic talent. Wisdom is your psionic ability for Rift Throw. Mindblades you create with the
this power. When you cast this, the mindblade you mindblade talent have the thrown property, with a
create with it counts as a monk weapon for you. range of 60/120. While you focus on mindblade,
you may let go of a mindblade but only to make
Disciple of the Mindblade ranged weapon attacks with it. Immediately
Also at 3rd level, you learn all psionic powers that following each ranged attack with a mindblade, the
augment mindblade. Wisdom is your psionic ability mindblade teleports, returning to your grip.
for these powers. Rift Leap. You may spend 2 ki points as a bonus
In order to manifest an augment you learned with action to teleport up to 100 feet to an unoccupied
this feature, you must expend a number of ki points space you can see.
equal to the augment’s power level + 1 (including Rift Strike. Whenever you hit a creature with a
level increases for an intensified power), instead of melee attack using a mindblade, you may spend 2
the power’s normal psi cost. ki points to force the creature to make a Charisma
For example, to manifest psychic strike at its saving throw. On a failure, the creature is
minimum strength as a 1st-level power, you must teleported up to 100 feet away from its previous
spend 2 ki points. To manifest it as though you position, in any direction you choose, to an
spent 4 psi points on it to intensify it to a 2nd-level unoccupied space you can see that includes a solid
power, you must spend 3 ki points. surface that can support the creature’s weight.
The maximum amount of ki points you can
expend on any one manifestation of a psionic Knife to the Soul
augment is shown in the table below. Some Beginning at 17th level, whenever you hit a
augments may be out of your reach to manifest creature with a melee attack using a mindblade,
until you reach higher levels in the Monk class. you may spend 8 ki to forgo making a damage roll
for the attack and instead immediately cast
feeblemind on the target, requiring no components
Augmenting and Ki Points and ignoring the spell’s normal casting time. You
Monk Level Max Ki Points for a Power can use this feature once, and you must finish a
3rd – 4th 2 long rest before you can do so again.
5th – 8th 3
9th – 12th 4
13th – 16th 5
17th – 20th 6

Master the Blade


Starting at 6th level, you gain mastery over the
mindblade. You gain the following benefits:
Manifest Soul. Choose a type of damage: radiant
or necrotic. Whenever you cast mindblade, you may
choose for your mindblades to deal the damage
type you choose for this feature, instead of the
damage types normally available.
Additionally, whenever you manifest the psychic
strike power, you may choose to deal the same type
of damage as the one you choose for this ability.
Twin Blades. You may create two mindblades
when you cast mindblade instead of one. If you do,
one appears around each of your fists, and you may
make one attack with a mindblade as a bonus
action after you use the Attack action to attack with
the other mindblade. While you have two

149
Nomad

F
ar from the bustle of city-states and
Nomadic Traditions
their client towns, past the walls and the
defiled scars that encircle the Sorcerer- Every Nomad shares an understanding of the
Kings’ territory, amid the vast, wastes, but those who survive long enough tend
treacherous wastes with their buried towards specialization in certain disciplines.
ruins and their strange, ferocious beasts,
Nomads wander. Surviving off land Beast Master. These Nomads have earned the
others deem cursed and forsaken, taming creatures respect of Athas’ beasts, fighting beside rather
others see only as monsters, keeping knowledge of than against their companions.
the old ways and the forgotten threats they were
meant to contain- this is the lot of the Nomad.
Gloom Stalker. In the freezing chill of Athas nights,
dark horrors abound- these Nomads stand vigil
Deadly Hunters against the monsters others do not even know to
A Nomad’s talents and abilities are honed with fear.
deadly focus on the grim task of protecting the
borderlands. They learn to track their quarry as a Hunter. These Nomads dedicate themselves to
predator does, moving stealthily through the wastes the thin line between civilization and wasteland,
and hiding themselves in sand and rubble. In some thinning the foes that would threaten their
places, Nomads gather in secretive orders or join homes.
forces with Druidic circles. Most Nomads, however,
are independent almost to fault, knowing they may
be the first—and possibly the last—line of defense Monster Slayer. Some foes cannot be fought back,
when a pack of dagorran or a band of Elvhen and these Nomads train to track and exterminate
attacks. the worst of Athas’ terrors.

Independent Adventurers Psionic Wanderer. These Nomads have learned to


Nomads are found in every race, though most add psionic tricks to their arsenal, guarding
prominently among Elvhen and Seedlings. Despite against the strange creatures that prey on mind
this, there are few places where Nomads gather in and soul.
numbers- their calling to defend the wasteland
keeps them on the move, stopping only to find
worthy apprentices. Class Features
This fierce independence makes Nomads well As a Nomad, you gain the following class features.
suited to adventuring. Faced with city-bred
adventurers who grouse and whine about the Hit Points
hardships of the wastes, Nomads respond with Hit Dice: 1d10 per Nomad level
some mixture of amusement, frustration, and pity. Hit Points at 1st Level: 10 + your Constitution
But they quickly learn that other adventurers who modifier
can carry their own weight in a fight against Hit Points at Higher Levels: 1d10 (or 6) + your
civilization’s foes are worth any extra burden. Constitution modifier per Nomad level after 1st.

Creating a Nomad Proficiencies


As you create your Nomad character, consider the Armor: Light armor, medium armor, shields
nature of the training that gave you your particular Weapons: Simple weapons, martial weapons
capabilities. Did you train with a single mentor, Tools: None
wandering the wastes together until you mastered Saving Throws: Strength, Dexterity
the nomadic ways? Or perhaps you were part of a Skills: Choose three from Animal Handling,
band of Nomads affiliated with a Druidic circle, Athletics, Insight, Investigation, Nature,
trained in mystic paths as well as nomadic lore. Perception, Stealth, and Survival
You might be self-taught, a recluse who learned
combat skills, tracking, and even a magical
Spellcasting Ability
connection to nature through the necessities of Spell save DC = 8 + your proficiency bonus + your
survival in the wastes. Wisdom modifier
What made you join up with a band of
Spell attack modifier = your proficiency bonus +
adventurers? Do you find it challenging to teach
new allies the ways of the wastes, or do you your Wisdom modifier
welcome the relief from solitude that they offer?

151
The Nomad
Proficiency Spells — Spell Slots Per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Favored Foe — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Nomadic Tradition, Primal Awareness 3 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility 3 3 — — — —
5th +3 Extra Attack, Primal Awareness improvement 4 4 2 — — —
6th +3 Favored Foe and Deft Explorer improvements 4 4 2 — — —
7th +3 Nomadic Tradition feature 5 4 3 — — —
8th +3 Ability Score Improvement, Martial Versatility, 5 4 3 — — —
Land’s Stride
9th +4 Primal Awareness improvement 6 4 3 2 — —
10th +4 Natural Explorer improvement, Hide in Plain 6 4 3 2 — —
Sight
11th +4 Nomadic Tradition feature 7 4 3 3 — —
12th +4 Ability Score Improvement, Martial Versatility 7 4 3 3 — —
13th +5 Primal Awareness improvement 8 4 3 3 1 —
14th +5 Favored Foe improvement, Vanish 8 4 3 3 1 —
15th +5 Nomadic Tradition feature 9 4 3 3 2 —
16th +5 Ability Score Improvement, Martial Versatility 9 4 3 3 2 —
17th +6 Primal Awareness improvement 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Equipment
You start with the following equipment, in addition
Deft Explorer
You are an unsurpassed explorer and survivor, both
to the equipment granted by your background: in the wastelands and in dealing with others on
(a) scale mail or (b) leather armor your travels. You gain the Canny benefit below, and
you gain an additional benefit below when you
(a) two shortswords or (b) two simple melee reach 6th level and 10th level in this class.
weapons
(a) a dune trader’s pack or b) an explorer’s pack Canny (1st Level)
A longbow and a quiver of 20 arrows Choose one of your skill proficiencies. Your
proficiency bonus is doubled for any ability check
Favored Foe you make that uses the chosen skill.
When you hit a creature with an attack roll, you can You can also speak, read, and write two
call on your mystical bond with nature to mark the additional languages of your choice.
target as your favored enemy for 1 minute or until Roving (6th Level)
you lose your concentration (as if you were
concentrating on a spell). Your walking speed increases by 5, and you gain a
The first time on each of your turns that you hit climbing speed and a swimming speed equal to
the favored enemy and deal damage to it, including your walking speed.
when you mark it, you can increase that damage by Tireless (10th Level)
1d4.
As an action, you can give yourself a number of
You can use this feature to mark a favored enemy
temporary hit points equal to 1d8 + your Wisdom
a number of times equal to your proficiency bonus,
modifier (minimum of 1 temporary hit point). You
and you regain all expended uses when you finish a
long rest. can use this action a number of times equal to your
proficiency bonus, and you regain all expended
This feature’s extra damage increases when you
uses when you finish a long rest.
reach certain levels in this class: to 1d6 at 6th level
In addition, whenever you finish a short rest, your
and to 1d8 at 14th level.
exhaustion level, if any, is decreased by 1.

152
Fighting Style Spellcasting
At 2nd level, you adopt a particular style of fighting By the time you reach 2nd level, you have learned
as your specialty. Choose one of the following to use the magical essence of nature to cast spells,
options. You can’t stack the effects of a Fighting much as a Druid does. See Chapter 9 for the
Style option, even if you later get to choose again. general rules of spellcasting and Chapter 10 for the
Nomad spell list.
Archery
You gain a +2 bonus to attack rolls you make with Spell Slots
ranged weapons. The Nomad table shows how many spell slots you
have to cast your spells of 1st level and higher. To
Blind Fighting cast one of these spells, you must expend a slot of
You have blind sight with a range of 10 feet. Within the spell’s level or higher. You regain all expended
that range, you can effectively see anything that spell slots when you finish a long rest.
isn’t behind total cover, even if you’re blinded or in For example, if you know the 1st-level spell
darkness. Moreover, you can see an invisible animal friendship and have a 1st-level and a 2nd-
creature within that range, unless the creature level spell slot available, you can cast animal
successfully hides from you. friendship using either slot.
Defense Spells Known of 1st Level and Higher
While you are wearing armor, you gain a +1 bonus You know two 1st-level spells of your choice from
to AC. the Nomad spell list.
The Spells Known column of the Nomad table
Druidic Warrior shows when you learn more Nomad spells of your
You learn two cantrips of your choice from the choice. Each of these spells must be of a level for
Druid spell list. They count as Nomad spells for which you have spell slots. For instance, when you
you, and Wisdom is your spellcasting ability for reach 5th level in this class, you can learn one new
them. Whenever you gain a level in this class, you spell of 1st or 2nd level.
can replace one of these cantrips with another Additionally, when you gain a level in this class,
cantrip from the Druid spell list. you can choose one of the Nomad spells you know
and replace it with another spell from the Nomad
Dueling spell list, which also must be of a level for which
When you are wielding a melee weapon in one you have spell slots.
hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon. Spellcasting Ability
Thrown Weapon Fighting. Wisdom is your spellcasting ability for your Nomad
spells, since your magic draws on your attunement
You can draw a weapon that has the thrown to nature. You use your Wisdom whenever a spell
property as part of the attack you make with the refers to your spellcasting ability. In addition, you
weapon. use your Wisdom modifier when setting the saving
throw DC for a Nomad spell you cast and when
In addition, when you hit with a ranged attack making an attack roll with one.
using a thrown weapon, you gain a +2 bonus to
the damage roll. Spellcasting Focus
You can use a druidic focus as a spellcasting focus
Two-Weapon Fighting for your Nomad spells. A druidic focus might be a
When you engage in two-weapon fighting, you can sprig of mistletoe or holly, a wand or rod made of
add your ability modifier to the damage of the yew or another special wood, a staff drawn whole
second attack and you can draw or stow two one- from a living tree, or an object incorporating
handed weapons when you would normally be able feathers, fur, bones, and teeth from sacred animals.
to draw or stow only one. In addition, you no longer
use your bonus action for your off-hand attack,
instead you may use your off-hand attack as part of
the attack action once per turn.

153
Nomadic Tradition Land’s Stride
At 3rd level, you choose an archetype that you Starting at 8th level, moving through nonmagical
strive to emulate: Beast Master, Gloom Stalker, difficult terrain costs you no extra movement. You
Hunter, Monster Slayer, or Psionic Wanderer, each can also pass through nonmagical plants without
detailed in the following pages. Your choice grants being slowed by them and without taking damage
you features at 3rd level and again at 7th, 11th, and from them if they have thorns, spines, or a similar
15th level. hazard.
In addition, you have advantage on saving throws
Primal Awareness against plants that are magically created or
manipulated to impede movement, such those
Starting at 3rd level, you can focus your awareness
created by the entangle spell.
through the interconnections of nature: you learn
additional spells when you reach certain levels in
this class if you don’t already know them, as shown Hide in Plain Sight
in the Primal Awareness Spells table. These spells Beginning at 10th level, your ability to use
don’t count against the number of Nomad spells camouflage to blend into natural surroundings
you know. reaches uncanny levels. This camouflage may take
the form of a cloak made of specially patterned
material; a coating of mud, plants, soot, or other
Nomad Level Spells naturally occuring materials; or another method of
3rd speak with animals camouflage.
5th beast sense When using the Hide action, you can opt to not
9th speak with plants move on that turn and gain a +10 bonus to
13th locate creature Dexterity (Stealth) checks until the start of your
17th commune with nature next turn. You lose this benefit after moving or
attacking. If you are still hidden on your next turn,
you can continue to remain motionless and gain
this benefit until you are detected. You are still
You can cast each of these spells once without automatically detected if any effect or action causes
expending a spell slot. Once you cast a spell in this you to no longer be hidden.
way, you can’t do so again until you finish a long
rest. Vanish
Starting at 14th level, you can use the Hide action
Ability Score Improvement as a bonus action on your turn. Also, you can’t be
When you reach 4th level, and again at 8th, 12th, tracked by nonmagical means, unless you choose to
16th, and 19th level, you can increase one ability leave a trail.
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
Feral Senses
feature. At 18th level, you gain preternatural senses that
help you fight creatures you can’t see. When you
attack a creature you can’t see, your inability to see
Martial Versatility it doesn’t impose disadvantage on your attack rolls
Whenever you reach a level in this class that grants against it.
the Ability Score Improvement feature, you can You are also aware of the location of any invisible
replace a fighting style you know with another creature within 30 feet of you, provided that the
fighting style available to Nomads. This creature isn’t hidden from you and you aren’t
replacement represents a shift of focus in your blinded or deafened.
martial practice.
Foe Slayer
Extra Attack At 20th level, you become an unparalleled hunter of
Beginning at 5th level, you can attack twice, instead your enemies. Once on each of your turns, you can
of once, whenever you take the Attack action on add your Wisdom modifier to the attack roll or the
your turn. damage roll of an attack you make against one of
your favored enemies. You can choose to use this
feature before or after the roll, but before any
effects of the roll are applied.

154
155
Beast Master
The Beast Master embodies a friendship between Exceptional Training
the civilized races and the beasts of the world.
Beginning at 7th level, on any of your turns when
United in focus, beast and Nomad work as one to
your beast companion doesn’t attack, you can use a
fight the monstrous foes that threaten civilization bonus action to command the beast to take the
and the wasteland alike. Practicing the Beast Dash, Disengage, Dodge, or Help action on its turn.
Master’s traditions means committing yourself to
this ideal, working in partnership with an animal as Bestial Fury
its companion and friend.
Starting at 11th level, your beast companion can
Nomad’s Companion make two attacks when you command it to use the
Attack action.
At 3rd level, you gain a beast companion that
accompanies you on your adventures and is trained Share Spells
to fight alongside you. Choose a beast that is no
larger than Medium and that has a challenge rating Beginning at 15th level, when you cast a spell
of 1/4 or lower (the Athasian Bestiary presents targeting yourself, you can also affect your beast
statistics for the baazrag, kes’trekel, and rasclinn as companion with the spell if the beast is within 30
examples). Add your proficiency bonus to the feet of you.
beast’s AC, attack rolls, and damage rolls, as well
as to any saving throws and skills it is proficient in.
Its hit point maximum equals its normal maximum
or four times your Nomad level, whichever is
higher.
The beast obeys your commands as best as it can.
It takes its turn on your initiative, though it doesn’t
take an action unless you command it to. On your
turn, you can tell the beast where to move (no
action required by you). You can use your action to
verbally command it to take the Attack, Dash,
Disengage, Dodge, or Help action. Once you have
the Extra Attack feature, you can make one weapon
attack yourself when you command the beast to
take the Attack action.
While traveling through your favored terrain with
only the beast, both of you can move stealthily at a
normal pace.
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another
beast that isn’t hostile to you, either the same type
of beast as before or a different one.

156
Gloom Stalker
Gloom Stalkers are at home in the darkest corners Stalker’s Flurry
of Athas: deep under the earth, in the blood-soaked At 11th level, you learn to attack with such
shade of Seedling jungles, and wherever else the
unexpected speed that you can turn a miss into
light dims. Most folk enter such places with
another strike. Once on each of your turns when
trepidation, but a Gloom Stalker ventures boldly you miss with a weapon attack, you can make
into the darkness, seeking to ambush threats another weapon attack as part of the same action.
before they reach the broader world. Such Nomads
might also defend places where ancient evil lurks in Shadowy Dodge
the shadows, ever standing vigil.
Starting at 15th level, you can call on the shadows
Gloom Stalker Magic of the Black to dodge in unforeseen ways.
Whenever a creature makes an attack roll against
Starting at 3rd level, you learn an additional spell you and doesn’t have advantage on the roll, you can
when you reach certain levels in this class, as
use your reaction to impose disadvantage on it. You
shown in the table below. The spell counts as a
must use this feature before you know the outcome
Nomad spell for you, but it doesn’t count against
of the attack roll.
the number of Nomad spells you know.

Nomad Level Spells


3rd disguise self
5th spider climb
9th fear
13th greater invisibility
17th seeming

Dread Ambusher
At 3rd level, you master the art of the ambush. You
can give yourself a bonus to your initiative rolls
equal to your Wisdom modifier.
At the start of your first turn of each combat, your
walking speed increases by 10 feet, which lasts
until the end of that turn. If you take the Attack
action on that turn, you can make one additional
weapon attack as as part of that action. If that
attack hits, the target takes an extra 1d8 damage of
the weapon’s damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of
60 feet. If you already have darkvision from your
race, its range increases by 30 feet.
You are also adept at evading creatures that rely
on darkvision. While in darkness, you are invisible
to any creature that relies on darkvision to see you
in that darkness.
Iron Mind
By 7th level, you have honed your ability to resist
the mind-altering powers of your prey. You gain
proficiency in Wisdom saving throws. If you already
have this proficiency, you instead gain proficiency
in Intelligence or Charisma saving throws (your
choice).

157
Hunter
Emulating the Hunter archetype means accepting Superior Hunter’s Defense
your place as a bulwark between civilization and
At 15th level, you gain one of the following features
the terrors of the wilderness. As you walk the of your choice.
Hunter’s path, you learn specialized techniques for
Evasion. You can nimbly dodge out of the way of
fighting the threats you face, from rampaging klar
certain area effects, such as a tembo’s death field
and hordes of bandits to towering giants and
or a lightning bolt spell. When you are subjected to
terrifying silt horrors. an effect that allows you to make a Dexterity saving
Hunter’s Prey throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and
At 3rd level, you gain one of the following features only half damage if you fail.
of your choice. Stand Against the Tide. When a hostile creature
Colossus Slayer. Your tenacity can wear down misses you with a melee attack, you can use your
the most potent foes. When you hit a creature with reaction to force that creature to repeat the same
a weapon attack, the creature takes an extra 1d8 attack against another creature (other than itself) of
damage if it’s below its hit point maximum. You can your choice.
deal this extra damage only once per turn. Uncanny Dodge. When an attacker that you can
Giant Killer. When a Large or larger creature see hits you with an attack, you can use your
within 5 feet of you hits or misses you with an reaction to halve the attack’s damage against you.
attack, you can use your reaction to attack that
creature immediately after its attack, provided that
you can see the creature.
Horde Breaker. Once on each of your turns when
you make a weapon attack, you can make another
attack with the same weapon against a different
creature that is within 5 feet of the original target
and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features
of your choice.
Escape the Horde. Opportunity attacks against
you are made with disadvantage.
Multiattack Defense. When a creature hits you
with an attack, you gain a +4 bonus to AC against
all subsequent attacks made by that creature for
the rest of the turn.
Steel Will. You have advantage on saving throws
against being frightened.
Multiattack
At 11th level, you gain one of the following features
of your choice.
Volley. You can use your action to make a ranged
attack against any number of creatures within 10
feet of a point you can see within your weapon’s
range. You must have ammunition for each target,
as normal, and you make a separate attack roll for
each target.
Whirlwind Attack. You can use your action to
make a melee attack against any number of
creatures within 5 feet of you, with a separate
attack roll for each target.

158
Monster Slayer
You have dedicated yourself to hunting down Supernatural Defense
creatures of the night and wielders of grim magic.
At 7th level, you gain extra resilience against your
A Monster Slayer seeks out vampires, dune
prey’s assaults on your mind and body. Whenever
reapers, malevolent wraiths, and other magical the target of your Slayer’s Prey forces you to make
threats. Trained in supernatural techniques to
a saving throw and whenever you make an ability
overcome such monsters, Slayers are experts at
check to escape that target’s grapple, add 1d6 to
unearthing and defeating mighty, mystical foes.
your roll.
Monster Slayer Magic Magic-User’s Nemesis
Starting at 3rd level, you learn an additional spell At 11th level, you gain the ability to thwart
when you reach certain levels in this class, as someone else’s magic. When you see a creature
shown in the Monster Slayer Spells table. The spell
casting a spell or teleporting within 60 feet of you,
counts as a Nomad spell for you, but it doesn’t
you can use your reaction to try to magically foil it.
count against the number of Nomad spells you The creature must succeed on a Wisdom saving
know.
throw against your spell save DC, or its spell or
teleport fails and is wasted.
Nomad Level Spells Once you use this feature, you can’t use it again
until you finish a short or long rest.
3rd Hamanu’s aegis
5th zone of truth Slayer’s Counter
9th magic circle
13th banishment At 15th level, you gain the ability to counterattack
when your prey tries to sabotage you. If the target
17th hold monster
of your Slayer’s Prey forces you to make a saving
throw, you can use your reaction to make one
weapon attack against the quarry. You make this
Hunter’s Sense attack immediately before making the saving throw.
If your attack hits, your save automatically
At 3rd level, you gain the ability to peer at a succeeds, in addition to the attack’s normal effects.
creature and magically discern how best to hurt it.
As an action, choose one creature you can see
within 60 feet of you. You immediately learn
whether the creature has any damage immunities,
resistances, or vulnerabilities and what they are. If
the creature is hidden from divination magic, you
sense that it has no damage immunities,
resistances, or vulnerabilities.
You can use this feature a number of times equal
to your Wisdom modifier (minimum of once). You
regain all expended uses of it when you finish a
long rest.
Slayer’s Prey
Starting at 3rd level, you can focus your ire on one
foe, increasing the harm you inflict on it. As a
bonus action, you designate one creature you can
see within 60 feet of you as the target of this
feature. The first time each turn that you hit that
target with a weapon attack, it takes an extra 1d6
damage from the weapon.
This benefit lasts until you finish a short or long
rest. It ends early if you designate a different
creature.

159
Psionic Wanderer
You have seen the dread things lurking at the edges Psychic Dueling
of consciousness, the dream parasites and
At 11th level, you gain one of the following features
mindwiping psurlons that twist deep beneath the
of your choice.
deserts. A Psionic Wanderer is the rarest of
Captured Potential. Whenever you succeed on a
Nomads, able to merge their physical and magical saving throw (even if you took damage) against an
training with a psionic arsenal that can withstand
enchantment or illusion spell, a psionic power, or
even the greatest of mental assaults.
any power or spell that deals psychic or force
Dreadful Strikes damage, you can use your reaction to temporarily
store the energy in one weapon of your choice. The
Starting at 3rd level, you can augment your weapon energy remains stored within the weapon as long
strikes with mind-scarring psychic energy, drawn as you concentrate on it (as if concentrating on a
from the keen edge of your focus. When you hit a spell), up to 1 minute.
creature with a weapon, you can deal an extra 1d4 Until the next time you hit a target with the
psychic damage to the target, which can take this chosen weapon, you have advantage on attack rolls
extra damage only once per turn. with the weapon. When you hit a target with the
The extra damage increases to 1d6 when you weapon, you deal an additional 2d6 psychic
reach 11th level in this class. damage and the stored energy is released.
Disruption. You can use your action to make a
Psionic Wanderer Magic single weapon against a target that you can see
Starting at 3rd level, you learn an additional spell within 30 feet of you. If the attack hits, the target
when you reach certain levels in this class, as takes an additional 3d6 damage. Additionally, the
shown in the Psionic Wanderer Spells table. Each target must succeed on an Intelligence saving
spell counts as a Nomad spell for you, but it doesn’t throw or it will be unable to manifest powers or
count against the number of Nomad spells you cast spells until the start of your next turn.
know. Psychic Feedback. Whenever you take psychic
or force damage, you can use your reaction to
immediately reflect the damage back on your foes.
Nomad Level Spells Each creature of your choice within 10 feet of you
3rd command takes psychic damage equal to your Wisdom
5th detect thoughts modifier. When you do so, the damage you take
9th intellect fortress from the attack is reduced by an amount equal to
13th dominate beast your Wisdom modifier + your Nomad level.
17th synaptic static Dream Stalker
At 15th level, you can transform your physical body
into pure psionic energies in one of the following
Mind Trick ways.
By 3rd level, your psionic qualities give you a As a reaction to a attack that would hit you and
curious charm. As a result, whenever you make a deal any damage but psychic, you become
Charisma check, you gain a bonus to the check incorporeal until the start of your next turn, causing
equal to your Wisdom modifier (minimum of +1). the attack to miss.
In addition, you gain proficiency in one of the Alternatively, you may become incorporeal for
following skills of your choice: Deception, one minute as an action. The incorporeal condition
Performance, or Persuasion. ends early if you attack, use a psionic power, or
cast a spell.
Thought Twist While you’re incorporeal in this way, you gain the
following traits.
At 7th level, long periods of practice in psionics has
hardened your mind. You have advantage on saving You can move through other creatures and
throws against being charmed or frightened. objects as if they were difficult terrain. You take
In addition, whenever you or a creature you can 1d10 force damage if you end your turn inside
see within 120 feet of you succeeds on a saving
an object.
throw against being charmed or frightened, you can
You gain resistance to non-magical bludgeoning,
use your reaction to force a different creature you
can see within 120 feet of you to make a Wisdom slashing, and piercing damage.
saving throw against your spell save DC. If the save After using either the reaction or the action of
fails, the target is charmed or frightened by you this feature, you can’t do so again until you finish a
(your choice) for 1 minute. The target can repeat long rest.
the saving throw at the end of each of its turns,
ending the effect on itself on a successful save.

160
Psion

P
sions are erudite sages that master their
Psionic Disciplines
psionic potential through study.
Knowledge is power to a Psion, in the A Psion’s studies lend themselves to focus on
most literal sense possible. One’s thoughts particular expressions of psionic ability. These
and will can bend reality if one knows the disciplines grant the Psion greater ability in their
correct way to think. Thus, Psions expand chosen field.
their psionic power to control the world
around them. Dominator. Hone your ability to control and
dominate the minds of others through telepathy.
Eclectic Knowledge
Psions often consider themselves to be the ultimate Kineticist. Specialize in generating a particular
psychics, capable of unlocking almost all forms of kind of energy through sheer will and psionic
psionic ability. They can use these powers to power.
communicate wordlessly across vast distances,
manifest their thoughts into reality, or control the
energy and matter around them. This focus on the Shaper. Enhance your ability to shape eidolons
mind often precludes them from paying attention to and grant them greater power.
their bodies, typically leaving them less able to
endure physical stresses. Thus, Psions typically
choose to travel with more rugged, stalwart allies, Class Features
so that the weak, material vessel of their supreme As a Psion, you gain the following class features.
mind is sufficiently defended.
Hit Points
Student of the Mind Hit Dice: 1d6 per Psion level
Hit Points at 1st Level: 6 + your Constitution
A Psion is a mindbender at heart and shares much
in common with Monks. However, where Monks modifier
study how to apply their psionics to the body, Hit Points at Higher Levels: 1d6 (or 4) + your
Psions look inward and seek to solve the puzzle Constitution modifier per Psion level after 1st.
that is the sentient mind and the pathways to power Proficiencies
within it. With knowledge of the right techniques
and practices, the mind is the most potent weapon Armor: None
in Athas, according to the Psion. Weapons: Clubs, darts, slings, quarterstaffs, spears
Tools: None
Creating a Psion Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight,
When you create a Psion, consider how you came
Investigation, and Nature
to learn of psionic abilities. While psionics are
common to the people of Athas, most are never Psionic Ability
able to develop their inherent abilities beyond the Power save DC = 8 + your proficiency bonus + your
narrow, instinctual powers of a wild talent. Were Intelligence modifier
you taught how to realize your psychic potential by
a mentor? Or did you unlock the secrets of your Power attack modifier = your proficiency bonus +
mind through strict discipline, intense self- your Intelligence modifier
reflection, and personal study?
Equipment
You start with the following equipment, in addition
to the equipment granted by your background:

(a) a quarterstaff or (b) a spear


(a) a scholar’s pack or (b) an explorer’s pack

163
The Psion
Proficiency Talents Augments Psi Psi
Level Bonus Features Known Known Points Limit
1st +2 Psionics, Psionic Discipline, Power Siphon 3 5 4 2
2nd +2 Psionic Discipline feature 3 6 6 2
3rd +2 — 3 7 16 4
4th +2 Ability Score Improvement 4 8 20 4
5th +3 — 4 9 32 6
6th +3 Expanded Knowledge, Psionic Discipline feature 4 9 38 6
7th +3 — 4 10 46 8
8th +3 Ability Score Improvement 4 11 54 8
9th +4 — 4 12 72 10
10th +4 Expanded Knowledge, Psionic Discpline feature 5 12 82 10
11th +4 Power Surge (1/long rest) 5 13 94 10
12th +4 Ability Score Improvement 5 14 94 10
13th +5 Power Surge (2/long rest) 5 15 108 10
14th +5 Psionic Discipline feature 5 16 108 10
15th +5 Power Surge (3/long rest) 5 17 124 10
16th +5 Ability Score Improvement 5 18 124 10
17th +6 Power Surge (4/long rest) 5 19 142 10
18th +6 Expanded Knowledge 5 19 152 10
19th +6 Ability Score Improvement 5 20 164 10
20th +6 Psychic Mastery 5 21 178 10

Psionics Additionally, when you gain a level in this class,


you can choose to replace one of your existing
You realize your psionic potential, gaining the use powers that augments a Psion talent you know and
of talents and augments, the rules for which appear replace it with another power that augments any
in Chapter 11. Psionic powers are magical effects. Psion talent you know. The new power can have a
Psionic Talents minimum power level no greater than half your
levels in this class when you learn them (round up).
A psionic talent is a psionic power that is a cantrip
spell. You know three psionic talents of your choice Psi Points
from the Psion talent list, plus a bonus psionic You have an internal reservoir of psionic energy
talent determined by your choice of psionic represented by psi points. You must spend psi
discipline (see Psionic Disciplines). You learn points from this reserve to manifest a power that
additional Psion talents of your choice at higher augments a psionic talent.
levels, as shown in the Talents Known column of The number of psi points you have is based on
the Psion table. your psion level, as shown in the Psi Points column
Augments of the Psion table. The number shown for your
level is your psi point maximum. When expending
An augment is a psionic power that augments a psi points to manifest an augment, you cannot
psionic talent. You must be focusing on an reduce your current psi points to below 0. Your psi
augment’s corresponding psionic talent in order to point total returns to your maximum when you
manifest it. You know five 1st-level powers that finish a long rest.
augment the Psion talents you know.
The Augments Known column of the Psion table Psi Limit
shows when you learn more augments of your Though you have access to a potent amount of
choice. When the table indicates that you learn a psionic energy, it takes training and practice to
new augment, you may only choose a power that channel that energy. There is a limit to the number
augments one of the Psion talents you know. Each of psi points you can spend to manifest a power
of these powers must have a minimum power level that augments a psionic talent. The limit is based
no greater than half your levels in this class when on your Psion level, as shown in the Psi Limit
you learn them (round up). column of the Psion table. For example, as a 3rd-
For instance, when you reach 3rd level in this level Psion, you can spend no more than 4 psi
class, you learn one new psionic power that points when manifesting an augment, no matter
augments a Psion talent you know, and that power how many psi points you have.
can be up to 2nd level.

164
Psion Talents Power Surge
Below is a list of psionic talents available to Psions. Starting at 11th level, you may sacrifice your
The descriptions of these powers can be found in physical health to briefly increase the potency of
Chapter 12. your psionic manifestations. When you manifest a
blind spot psionic augment, you may reduce your maximum
ectoplasmic object hit points in order to increase your psi limit for that
energy ray manifestation by an equal amount. Initially, you
imbue psicrystal may only use this feature once, but gain an
inertial transference additional use at 13th, 15th, and 17th levels. You
mind thrust regain all expended uses when you finish a long
mindlink rest.
psychic hammer The first time you use this power, the amount by
sixth sense which you reduce your maximum hit points and
speed of thought increase your psi limit is 2. Each time you use this
wild technique feature again before you regain any uses of it, the
amount increases by 2. For example, the second
Psionic Disciplines time you use this feature before finishing a long
Choose a psionic discipline: Dominator, Kineticist, rest, you increase your psi limit by 4 and reduce
or Shaper. Your choice grants you a bonus Psion your maximum hit points by 4.
talent when you choose it at 1st level. It also grants Reductions to your maximum hit points caused
you additional features at 2nd, 6th, 10th, and 14th by this feature are cumulative and last until you
level. finish a long rest, and cannot be restored by any
other means, including greater restoration or an
Power Siphon intensified revitalization.
You have learned to channel the magical power of
mental effects into psionic potential. If you succeed Psychic Mastery
on an Intelligence, Wisdom, or Charisma saving When you reach 20th level, you gain mastery in a
throw against any magical effect, you may use your Psion talent of your choice. When you manifest a
reaction to regain a number of psi points equal to power that augments your chosen Psion talent, you
your psi limit. You can use this feature once, and may do so without spending psi points as long as
must finish a long rest before you can do so again. the total psi cost for manifesting the augment is 5
or less.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.

Expanded Knowledge
By 6th level, you have studied your mind’s potential
even further, stretching the boundaries of what is
possible with your psionic might. You learn four
psionic powers of your choice, any of which can be
either a talent or an augment. The powers you
choose can be from any class, including this one.
An augment you learn with this feature must
augment a psionic talent you know, including one
you may have learned at the same time, and it must
have a minimum power level no greater than half
your levels in this class when you learn it (round
up).
The chosen powers count as Psion powers for
you but do not count against the number of Psion
talents or augments shown in the Talents Known
and Augments Known columns of the Psion table.
You learn four additional powers from any class
at 10th level and again at 18th level.

165
Dominator Seize Concentration
Telepathy is the school of psionics that links one Starting at 14th level, if a creature fails a saving
mind to another. While this can be a useful tool for throw to resist a telepathy power you used on it,
fostering communication and fellowship, a Psion and that creature was concentrating on a magical
that focuses on this discipline believes telepathy is effect, you may expend 14 psi points (ignoring your
the most effective weapon in the arsenal of the psi limit) to seize control of that effect as a reaction.
mind. Weaker wills are like clay for a Dominator to If you do, you may immediately choose new targets
mold. for the effect as if you had created it. If the effect
allows a saving throw to resist it, the new targets
Bonus Talent make their saving throws against your power save
DC. You may concentrate on the effect for its
When you choose this discipline at 1st level, you remaining duration. You can use this feature once,
learn the mindlink talent. This talent does not
and must finish a short or long rest before you can
count against the number of Psion talents you
do so again.
know.
Psychic Demand
Starting at 2nd level, while you are focusing on
mindlink, you may expend 2 psi points to cast the
command spell without using any components.
When you do, command is a telepathy spell and you
must target a creature you are telepathically
communicating with. Additionally, you deliver the
one-word command telepathically.

Mesmerize
Starting at 6th level, whenever a telepathy effect
you use causes a creature to make a saving throw
to resist its effects, you can spend 3 psi points to
give one target of the power disadvantage on its
first saving throw made against the effect. Psi
points you spend to use this feature do not count
toward your psi limit when manifesting a power.
Subtle Control
Beginning at 10th level, whenever a telepathy
power you used ends on a creature, or a creature
succeeds on a saving throw to resist a telepathy
power you used, the target creature does not
realize you attempted to affect them or remember
that you did affect them unless you wish for them to
do so.

166
Kineticist Relentless Energy
Kineticists are experts in the mental manipulation When you reach 14th level, if you use a
of a certain kind of energy. They often go by more psychokinesis power capable of dealing damage
precise titles that indicate the kind of energy they with your energy specialization, you may spend 13
specialize in. For example, if one focuses on psi points (ignoring your psi limit) to treat a
controlling flames with their mind, they might call targeted creature’s damage immunity to your
themselves a “pyrokineticist,” or a “cryokineticist” energy specialization as damage resistance instead.
if they master freezing cold. Psions who harness You cannot use this feature and Ardent Energy on
lightning may refer to themselves as “galvanicists,” the same manifestation of a psychokinesis power.
and ones who focus on creating intense blasts of
thunderous noise might go by “kinetophonist.”
Bonus Talent
When you choose this discipline at 1st level, you
learn the energy ray talent. This talent does not
count against the number of Psion talents you
know.

Energy Specialization
Also at 1st level, you choose one of the following
damage types: cold, fire, lightning or thunder. The
damage type you choose is your energy
specialization which other Kineticist features make
reference to.
Intense Ray
Starting at 2nd level, when you cast energy ray and
chose to deal damage with your energy
specialization, you add your Intelligence modifier to
the damage it deals on a hit.
Energy Acclimation
Also at 2nd level, you gain resistance to the damage
type of your energy specialization. When you reach
14th level, you gain immunity to the same type of
damage.
Ardent Energy
Starting at 6th level, whenever a psychokinesis
power you use deals damage with your energy
specialization, you may spend 5 psi points to cause
the power’s damage to ignore a creature’s
resistance to that damage type, if any. Psi points
you spend to use this feature do not count toward
your psi limit when manifesting a power.
Inescapable Ray
Beginning at 10th level, if you cast energy ray to
deal the damage type of your energy specialization,
the target of the attack takes damage equal to your
Intelligence modifier when you miss.

167
Shaper
Psions who practice this discipline are experts in Manifest Form
metacreativity powers that create sentience. Within
Also at 2nd level, you have delved deep enough into
the ethereal, undying haze of the Gray lies a realm
the realm of thoughts to understand how it defies
comprised entirely of thought-matter, and Shapers
the material plane’s most fundamental laws, and
draw that matter into the material plane,
channel that understanding into your psychic
manifesting thoughts into reality.
projections. Select one fundamental law which can
Bonus Talent be distorted by the creations you make using
project eidolon: dreams, space, or time. Your
When you choose this discipline at 1st level, you choice cannot be changed, and it grants your
learn the imbue psicrystal talent. This talent does eidolon one of the additional traits below:
not count against the number of Psion talents you Night Aura (Dreams). The eidolon is cloaked in
know. unnatural shadows, reducing lighting conditions
around itself by one step (direct sunlight to bright
Bonus Equipment light to dim light to darkness) in a 20-foot radius
Beginning at 1st level, you start with an arcane centered on itself. This aura does not hinder the
focus crystal, described in Chapter 5, in addition to eidolon’s own vision. Magical light produced by an
the equipment granted by this class and your effect of 3rd level or higher is unaffected by this
background. This crystal fulfills the material reduction.
component requirement of the imbue psicrystal Non-Euclidean Form (Space). The exact
talent. physical dimensions of the eidolon are hard to fully
comprehend. Creatures have disadvantage on
Psychic Construct attack rolls against the eidolon until they hit it.
Temporal Warrior (Time). The eidolon is made
At 2nd level, you learn the project eidolon augment. from the timeless essence of the Gray. It becomes
This does not count against the number of Psion
immune to any effect that would reduce its speed,
augments you know.
and it has advantage on saving throws to resist any
When you manifest project eidolon, you may
effect that would slow it or move it through time,
reduce its minimum psi cost to 2. If you do, project
such as the slow spell or the temporal shunt power.
eidolon augments imbue psicrystal as a 1st level
Additionally, on each of its turns the eidolon may
power, and you manifest a weaker version of the
shunt itself briefly through time as a bonus action,
basic eidolon, described below. teleporting up to 30 feet to an unoccupied space it
can see.
Shaper’s 1st-Level Eidolon Manifest Function
Small construct (eidolon), neutral
Starting at 6th level, whenever you manifest project
Armor Class 12 eidolon, the eidolon you create gains an additional
Hit Points 5 (1d6 + 2) way to use its action, depending on the distorted
Speed 30ft. law you chose for the Manifest Form feature:
Night Terrors (Dreams). The eidolon can
STR DEX CON INT WIS CHA provoke a waking nightmare in one creature it can
12 (+1) 14 (+2) 14 (+2) 6 (-2) 6 (-2) 6 (-2) see within 60 feet. The target must succeed on a
Wisdom saving throw (against your power save
DC) or suffer the effects of the dissonant whispers
Damage Immunities poison spell as though it were cast from a 4th-level spell
Condition Immunities poisoned slot. The eidolon can use this action once per
Senses darkvision 30 ft., passive Perception 8 manifestation.
Languages understands one langauge its creator Maddening Distortions (Space). The eidolon
knows, but cannot speak
Challenge 1/8 can use its action to create a pulse of madness.
Each creature within 15 feet of the eidolon must
Actions succeed on a Wisdom saving throw (against your
power save DC) or be affected as though by the
Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one
confusion spell until the end of their next turn. The
target. Hit: 5 (1d8 + 1) bludgeoning damage.
eidolon can use this action once per manifestation.

168
Temporal Stasis (Time). The eidolon can use its Emancipated Eidolon
action to magically enfold a creature it can see
Starting at 10th level, when you manifest project
within 60 feet of it in a field of null-time. The target
eidolon, you can choose to invest the eidolon you
must succeed on a Charisma saving throw (against
project with a silver of your sentience. You can use
your power save DC) or be locked in stasis. A
a bonus action, instead of an action, to command
creature locked in stasis is paralyzed, immune to
an eidolon granted this sliver of sentience. It also
damage and all other effects, and does not age.
regains a single expended use of the action granted
Stasis lasts indefinitely, but the target may choose
to repeat the saving throw at the end of any of its to it by your Manifest Function feature after
finishing a short or long rest.
turns, ending the effect on a success. The eidolon
Investing the eidolon with a piece of your
can use this action once per manifestation.
sentience is not without risks, however. Should you
Sustained Eidolon choose to manifest the project eidolon power this
way, and the eidolon is reduced to 0 hit points, it
Also beginning at 6th level, whenever you manifest ceases to exist and you suffer psychic backlash as
project eidolon, the eidolon you project is part of your psyche whips back into your mind,
automatically imbued with a modicum of your will, dealing psychic damage to you equal to half the
allowing it to sustain itself without your focus or eidolon’s maximum hit point total. This damage
effort. The duration of the power changes to cannot be mitigated in any way.
Instantaneous when you manifest it, and the
eidolon persists even if you stop focusing on imbue Improved Manifest Form
psicrystal, remaining in existence until it drops to 0
Starting at 14th level, whenever you manifest
hit points or you dismiss it as an action. However
project eidolon, the eidolon gains improved
you cannot cast imbue psicrystal while the eidolon
versions of the trait you grant it with the Manifest
exists, nor can you manifest a power that augments
Form feature, depending on the plane you chose for
imbue psicrystal while the eidolon exists, even if
that feature:
you choose to maintain focus on imbue psicrystal.
The eidolon can spend its hit dice to regain hit Midnight Aura (Dreams). The eidolon is cloaked
in magical darkness in a 30-foot radius centered on
points during a short rest, and it can take a long
itself. Only magical light produced by an effect of
rest by spending 8 hours in light or no activity. It
8th level or higher can overcome this darkness.
also regains a single expended use of the action
Additionally, magical darkness doesn’t impede
granted to it by your Manifest Function feature
the eidolon’s darkvision.
after finishing a long rest.
Unspeakable Form (Space). The eidolon’s
physical form is unspeakably alien and nearly
impossible to fully comprehend. All creatures have
disadvantage on attack rolls against the eidolon
and the eidolon has advantage on all saving throws
against any creature’s magical effects. If a creature
deals damage to the eidolon, that creature’s attacks
and magical effects are unimpeded by this feature
until the start of the eidolon’s next turn.
Temporal Dreadnought (Time). The eidolon
controls the passage of time about itself. It
becomes immune to any effect that would slow it or
move it through time, such as the slow spell or the
temporal shunt power.
Additionally, on each of its turns the eidolon may
warp time around itself as a bonus action,
teleporting up to 60 feet to an unoccupied space it
can see, taking any object it is touching up to its
maximum carrying capacity.
The eidolon may also take one willing creature it
is touching with it when it teleports. A creature
traveling with the eidolon in this way arrives in an
unoccupied space adjacent to the eidolon. If there
is no such unoccupied space, neither it nor the
eidolon teleport. The eidolon can take a creature
with it when it teleports once, and must finish a
short or long rest before it can do so again.

169
Rogue

R
ogues come from all walks of life: slave,
Roguish Arts
freeman, merchant, and noble. Rogues
are common amongst merchant houses Rogues have many features in common, including
as astute guides, shrewd bargainers, and their quick reflexes, stealthy nature, and precision in
smugglers. Every city-state has a thieves’ combat– but there exist a broad array of techniques
guild, and they often deal with Arcanists behind their cloak and dagger ways.
(no questions asked), who pay fees not
only for illegal components but for protection and Arcane Trickster. Some look on the ban of magic
anonymity. Skilled Rogue performers are referred and all its useful tricks and think- “Well, what’s
to as “bards,” with the presumption they might also another crime?”
be serving as a covert agent or assassin.

Skill and Precision Burglar. Thieves and pickpockets, the invisible


standard-bearers of roguish activity.
Rogues devote as much effort to mastering the use
of a variety of skills as they do to perfecting their
combat abilities, giving them a broad expertise that Duelist. Masters of one-on-one combat,
few other characters can match. Many Rogues unparalleled in battle and bar brawl alike.
focus on stealth and deception, while others refine
the skills that help them explore ruins, such as Mastermind. As deft in political intrigues as they
climbing, finding and disarming traps, and opening are in poison, with manners sharp as daggers.
locks. When it comes to combat, Rogues prioritize
cunning over brute strength. A Rogue would rather
make one precise strike, placing it exactly where Phantom. Killing is common- Phantoms take
the attack will hurt the target most, than wear an souls, using the macabre forces of the Gray to
opponent down with a barrage of attacks. walk as living wraiths.

A Shady Living Class Features


Everywhere has its share of Rogues. Most of them
As a Rogue, you gain the following class features.
make a living as burglars, assassins, cutpurses, and
con artists, often organized into thieves’ guilds or Hit Points
crime families. Others operate independently, only
recruiting aid for particularly risky jobs, and a rare Hit Dice: 1d8 per Rogue level
few may even make an honest living as locksmiths Hit Points at 1st Level: 8 + your Constitution
or investigators. As adventurers, Rogues can fall on modifier
either side of the law- some hardened criminals Hit Points at Higher Levels: 1d8 (or 5) + your
heading into the wastes for fortune or an escape Constitution modifier per Rogue level after 1st.
from the law, others seeking their destiny in far- Proficiencies
flung locales or exotic ruins.
Armor: Light armor
Creating a Rogue Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
As you create your Rogue, consider the character’s Tools: Thieves’ tools
relationship to the law. Do you have a criminal past Saving Throws: Dexterity, Intelligence
—or present? Are you on the run from the law or
Skills: Choose two from Acrobatics, Athletics,
from an angry thieves’ guildmaster? Or did you
Deception. Insight, Intimidation, Investigation,
leave your home in search of bigger risks and
bigger rewards? Is it greed that drives you in your Perception, Performance. Persuasion, Sleight of
adventures, or some other desire or ideal? Hand, and Stealth
What was the trigger that led you away from your Equipment
previous life? Did a great con or heist gone terribly
You start with the following equipment, in addition
wrong cause you to suddenly find yourself cut off
to the equipment granted by your background:
from your familiar contacts? Maybe a successful
robbery gave you the coin you needed to escape the (a) a rapier or (b) a shortsword
squalor of your life. Did wanderlust finally call you (a) a shortbow and quiver of 20 arrows or (b) a
away from your home? Or maybe you made a new shortsword
friend—another member of your war party—who (a) a burglar’s pack, (b) a dune trader’s pack, or
showed you new possibilities for earning a living
(c) an explorer’s pack
and employing your particular talents.
Leather armor, two daggers, and thieves’ tools

171
Thieves’ Cant
The Rogue During your Rogue training you learned thieves’
cant, a secret mix of dialect, jargon, and code that
Proficiency Sneak allows you to hide messages in seemingly normal
Level Bonus Attack Features conversation. Only another creature that knows
1st +2 1d6 Expertise, Sneak Attack, thieves’ cant understands such messages. It takes
Thieves’ Cant four times longer to convey such a message than it
2nd +2 1d6 Cunning Action does to speak the same idea plainly.
3rd +2 2d6 Roguish Art, Steady Aim In addition, you understand a set of secret signs
4th +2 2d6 Ability Score and symbols used to convey short, simple
Improvement messages, such as whether an area is dangerous or
5th +3 3d6 Uncanny Dodge the territory of a thieves’ guild, whether loot is
6th +3 3d6 Expertise nearby, or whether the people in an area are easy
7th +3 4d6 Evasion marks or will provide a safe house for thieves on
the run.
8th +3 4d6 Ability Score
Improvement
9th +4 5d6 Roguish Art feature Cunning Action
10th +4 5d6 Ability Score Starting at 2nd level, your quick thinking and agility
Improvement allow you to move and act quickly. You can take a
11th +4 6d6 Reliable Talent bonus action on each of your turns in combat. This
12th +4 6d6 Ability Score action can be used only to take the Dash,
Improvement Disengage, or Hide action.
13th +5 7d6 Roguish Art feature
14th +5 7d6 Blindsense Roguish Art
15th +5 8d6 Slippery Mind At 3rd level, you choose a trade of the underworld,
16th +5 8d6 Ability Score colloquially called a roguish art, that you emulate in
Improvement the exercise of your rogue abilities: Arcane
17th +6 9d6 Roguish Art feature Trickster, Burglar, Duelist, Mastermind, or
18th +6 9d6 Elusive Phantom, each detailed in the following pages.
19th +6 10d6 Ability Score Your roguish art grants you features at 3rd level
Improvement and then again at 9th, 13th, and 17th level.
20th +6 10d6 Stroke of Luck
Steady Aim
When you reach 3rd level, you may use a bonus
action to give yourself advantage on your next
Expertise attack roll on the current turn. You can use this
At 1st level, choose two of your skill proficiencies, bonus action only if you haven’t moved during this
or one of your skill proficiencies and your turn, and after you use the bonus action, your speed
proficiency with thieves’ tools. Your proficiency is 0 until the end of the current turn.
bonus is doubled for any ability check you make
that uses either of the chosen proficiencies. Ability Score Improvement
At 6th level, you can choose two more of your When you reach 4th level, and again at 8th, 10th,
proficiencies (in skills or with thieves’ tools) to gain 12th, 16th, and 19th level, you can increase one
this benefit. ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. As
Sneak Attack normal, you can’t increase an ability score above 20
Beginning at 1st level, you know how to strike using this feature.
subtly and exploit a foe’s distraction. Once per turn,
you can deal an extra 1d6 damage to one creature Uncanny Dodge
you hit with an attack if you have advantage on the Starting at 5th level, when an attacker that you can
attack roll. The attack must use a finesse or a see hits you with an attack, you can use your
ranged weapon. reaction to halve the attack’s damage against you.
You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it,
that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
The amount of the extra damage increases as you
gain levels in this class, as shown in the Sneak
Attack column of the Rogue table.

172
Evasion
Beginning at 7th level, you can nimbly dodge out of
the way of certain area effects, such as a tembo’s
death field or an ice storm spell. When you are
subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.

Reliable Talent
By 11th level, you have refined your chosen skills
until they approach perfection. Whenever you make
an ability check that lets you add your proficiency
bonus, you can treat a d20 roll of 9 or lower as a
10.

Blindsense
Starting at 14th level, if you are able to hear, you
are aware of the location of any hidden or invisible
creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental
strength. You gain proficiency in Wisdom saving
throws.

Elusive
Beginning at 18th level, you are so evasive that
attackers rarely gain the upper hand against you.
No attack roll has advantage against you while you
aren’t incapacitated.

Stroke of Luck
At 20th level, you have an uncanny knack for
succeeding when you need to. If your attack misses
a target within range, you can turn the miss into a
hit. Alternatively, if you fail an ability check, you can
treat the d20 roll as a 20.
Once you use this feature, you can’t use it again
until you finish a short or long rest.

173
Arcane Trickster Spells Known of 1st-Level and Higher. You
know three 1st-level Arcanist spells of your choice,
Some Rogues enhance their fine-honed skills of two of which you must choose from the
stealth and agility with magic, learning tricks of enchantment and illusion spells on the Arcanist
enchantment and illusion. While this puts them in spell list.
far more danger of Templar arrest, most Rogues The Spells Known column of the Arcane
already possess a healthy disdain for authority and Trickster Spellcasting table shows when you learn
think little of tacking more crimes onto their more Arcanist spells of 1st level or higher. Each of
catalog. These Rogues include pickpockets and these spells must be an enchantment or illusion
burglars, but also pranksters, mischief-makers, and spell of your choice, and must be of a level for
a significant number of adventurers. which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
Arcane Trickster Spellcasting The spells you learn at 8th, 14th, and 20th level
Cantrips Spells — Spells Slots per Spell Level — can come from any school of magic.
Level Known Known 1st 2nd 3rd 4th Whenever you gain a level in this class, you can
3rd 3 3 2 — — — replace one of the Arcanist spells you know with
4th 3 4 3 — — — another spell of your choice from the Arcanist spell
list. The new spell must be of a level for which you
5th 3 4 3 — — —
have spell slots, and it must be an enchantment or
6th 3 4 3 — — —
illusion spell, unless you’re replacing the spell you
7th 3 5 4 2 — — gained at 8th, 14th, or 20th level.
8th 3 6 4 2 — — Spellcasting Ability. Intelligence is your
9th 3 6 4 2 — — spellcasting ability for your Arcanist spells, since
10th 4 7 4 3 — — you learn your spells through dedicated study and
11th 4 8 4 3 — — memorization. You use your Intelligence whenever
12th 4 8 4 3 — — a spell refers to your spellcasting ability. In
13th 4 9 4 3 2 — addition, you use your Intelligence modifier when
14th 4 10 4 3 2 — setting the saving throw DC for an Arcanist spell
15th 4 10 4 3 2 — you cast and when making an attack roll with one.
16th 4 11 4 3 3 —
17th 4 11 4 3 3 — Power save DC = 8 + your proficiency bonus + your
18th 4 11 4 3 3 — Intelligence modifier
19th 4 12 4 3 3 1 Power attack modifier = your proficiency bonus +
20th 4 13 4 3 3 1 your Intelligence modifier

Arcane Legerdemain
Spellcasting Starting at 3rd level, when you cast mage hand, you
can make the spectral hand invisible, and you can
When you reach 3rd level, you gain the ability to perform the following additional tasks with it:
cast spells. See Chapter 9 for the general rules of
spellcasting and Chapter 10 for the Arcanist spell You can stow one object the hand is holding in a
list. container worn or carried by another creature.
Cantrips. You learn three cantrips: mage hand You can retrieve an object in a container worn or
and two other cantrips of your choice from the
carried by another creature.
Arcanist spell list. You learn another Arcanist
You can use thieves’ tools to pick locks and
cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting disarm traps at range.
table shows how many spell slots you have to cast You can perform one of these tasks without being
your spells of 1st level and higher. To cast one of noticed by a creature if you succeed on a Dexterity
these spells, you must expend a slot of the spell’s (Sleight of Hand) check contested by the creature’s
level or higher. You regain all expended spell slots Wisdom (Perception) check.
when you finish a long rest. In addition, you can use the bonus action granted
For example, if you know the 1st-level spell by your Cunning Action to control the hand.
charm person and have a 1st-level and a 2nd-level
spell slot available, you can cast charm person
using either slot.

174
Magical Ambush Versatile Trickster
Starting at 9th level, if you are hidden from a Starting at 13th level, if you are hidden from a
creature when you cast a spell on it, the creature creature when you cast a spell on it, the creature
has disadvantage on any saving throw it makes has disadvantage on any saving throw it makes
against the spell this turn. against the spell this turn.
Spell Thief
At 17th level, you gain the ability to magically steal
the knowledge of how to cast a spell from another
spellcaster.
Immediately after a creature casts a spell that
targets you or includes you in its area of effect, you
can use your reaction to force the creature to make
a saving throw with its spellcasting ability modifier.
The DC equals your spell save DC. On a failed save,
you negate the spell’s effect against you, and you
steal the knowledge of the spell if it is at least 1st
level and of a level you can cast (it doesn’t need to
be an Arcanist spell). For the next 8 hours, you
know the spell and can cast it using your spell slots.
The creature can’t cast that spell until the 8 hours
have passed.
Once you use this feature, you can’t use it again
until you finish a long rest.

175
Burglar
You hone your skills in the larcenous arts.
Burglars, bandits, cutpurses, and other criminals
typically follow this archetype, but so do Rogues
who prefer to think of themselves as professional
treasure seekers, explorers, delvers, and
investigators. In addition to improving your agility
and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and
using magic items you normally couldn’t employ.
Fast Hands
Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a
Dexterity (Sleight of Hand) check, use your thieves’
tools to disarm a trap or open a lock, or take the
Use an Object action.
Second-Story Work
When you choose this roguish art at 3rd level, you
gain the ability to climb faster than normal;
climbing no longer costs you extra movement.
In addition, when you make a running jump, the
distance you cover increases by a number of feet
equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a
Dexterity (Stealth) check if you move no more than
half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the
workings of magic that you can improvise the use
of items even when they are not intended for you.
You ignore all class, race, and level requirements
on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept
at laying ambushes and quickly escaping danger.
You can take two turns during the first round of any
combat. You take your first turn at your normal
initiative and your second turn at your initiative
minus 10. You can’t use this feature when you are
surprised.

176
Duelist Panache
You focus your training on the art of the blade, At 9th level, your charm becomes extraordinarily
relying on speed, elegance, and charm in equal beguiling. As an action, you can make a Charisma
parts. While some warriors are brutes clad in heavy (Persuasion) check contested by a creature’s
armor, your method of fighting looks almost like a Wisdom (Insight) check. The creature must be able
performance. Fencers and pirates typically follow to hear you, and the two of you must share a
this art. A Duelist excels in single combat, and can language.
fight with two weapons while safely darting away If you succeed on the check and the creature is
from an opponent. hostile to you, it has disadvantage on attack rolls
against targets other than you and can’t make
Fancy Footwork opportunity attacks against targets other than you.
This effect lasts for 1 minute, until one of your
When you choose this roguish art at 3rd level, you
companions attacks the target or affects it with a
learn how to land a strike and then slip away
spell, or until you and the target are more than 60
without reprisal. During your turn, if you make a
feet apart.
melee attack against a creature, that creature can’t
If you succeed on the check and the creature isn’t
make opportunity attacks against you for the rest of
hostile to you, it is charmed by you for 1 minute.
your turn. While charmed, it regards you as a friendly
Rakish Audacity acquaintance. This effect ends immediately if you
or your companions do anything harmful to it.
Starting at 3rd level, your confidence propels you
into battle. You can give yourself a bonus to your Elegant Maneuver
initiative rolls equal to your Charisma modifier.
Starting at 13th level, you can use a bonus action
You also gain an additional way to use your
on your turn to gain advantage on the next
Sneak Attack; you don’t need advantage on the
Dexterity (Acrobatics) or Strength (Athletics) check
attack roll to use your Sneak Attack against a
you make during the same turn.
creature if you are within 5 feet of it, no other
creatures are within 5 feet of you, and you don’t Master Duelist
have disadvantage on the attack roll. All the other
rules for Sneak Attack still apply to you. Beginning at 17th level, your mastery of the blade
lets you turn failure into success in combat. If you
miss with an attack roll, you can roll it again with
advantage. Once you do so, you can’t use this
feature again until you finish a short or long rest.

177
Mastermind After using this feature on a target, they are
immune to its effects for 24 hours.
Your focus is on people and on the influence and You can use this feature a number of times equal
secrets they have. Many bards, courtiers, and spies to your proficiency bonus, and you regain all
practice this art, leading lives of intrigue. Words are expended uses when you finish a long rest.
your weapons as often as knives or poison, and
secrets and favors are your favorite treasures. Misdirection
Master of Intrigue At 13th level, you’ve perfected the art of directing
your allies in a pinch. When an attacker that you
When you choose this archetype at 3rd level, you can see within 60 feet hits an ally with an attack,
gain proficiency with the disguise kit, the forgery you can use your reaction to halve the attack’s
kit, and one gaming set Of your choice. You also damage against them.
learn two languages of your choice. Additionally, if any allies within 5 feet of you are
Additionally, you can unerringly mimic the subjected to an effect that allows them to make a
speech patterns and accent of a creature that you Dexterity saving throw to take only half damage,
hear speak for at least 1 minute, enabling you to they instead take no damage if they succeed on the
pass yourself off as a native speaker of a particular saving throw, and only half damage if they fail.
land, provided that you know the language.
Master Strategist
Master of Tactics
Starting at 17th level, when using your Master of
Starting at 3rd level, you can use the Help action as Tactics feature, the target of your aided attack
a bonus action. Additionally, when you use the Help deals additional damage equal to your sneak attack
action to aid an ally in attacking a creature, the die. Once you use this feature, you cannot do so
target of that attack can be within 30 feet of you, again until you finish a short or long rest.
rather than within 5 feet of you, if the target can see
or hear you.
At 17th level, the range increases to 120 feet.
Master of Deceit
At 3rd level, your thoughts can’t be read by
telepathy or other means, unless you allow it. You
can present false thoughts by making a Charisma
(Deception) check contested by the mind reader’s
Wisdom (Insight) check.
Additionally, no matter what you say, magic that
determines if you are telling the truth indicates you
are being truthful if you so choose, and you can’t be
compelled to tell the truth by magic.
Master Manipulator
Starting at 9th level, you have gained the ability to
manipulate others both on and off the battlefield.
As a bonus action you can either terrify or beguile
your opponents with your words. The DC for this
ability is equal to 8 + your proficiency bonus + your
Charisma modifier.
When you terrify a creature, choose one creature
that you can see within 30 feet of you. If the
creature can see or hear you, it must succeed on a
Wisdom saving throw or be frightened of you for 1
minute. The frightened target can repeat the saving
throw at the end of each of its turns, ending the
effect on a success.
In order to beguile a creature, you must have
spent at least 1 minute interacting with it before
forcing the target to make a Wisdom saving throw.
On a failure, the creature is charmed by you for 1
hour or until you or one of your allies attack it.
When the effect ends or if the target succeeds on its
saving throw, it is unaware that you tried to charm
it.

178
Phantom Ghost Walk
Many Rogues walk a fine line between life and At 13th level, you can phase partially into the realm
death, risking their own lives while taking the lives of the dead, becoming like a ghost. As a bonus
of others. While adventuring on that line, some action, you assume a spectral form. While in this
Rogues discover a mystical connection to the Gray, form, you have a flying speed of 10 feet, you can
the infinite expanse of ashen mist that serves as the hover, and attack rolls have disadvantage against
afterlife on Athas. These Rogues, called Phantoms, you. You can also move through creatures and
can harness the knowledge and experience of those objects as if they were difficult terrain, but you take
who have passed on, becoming so immersed in the 1d10 force damage if you end your turn inside a
Gray that they eventually become like ghosts creature or an object.
themselves. Thieves’ guilds value them as highly You stay in this form for 10 minutes or until you
effective information gatherers and spies. end it as a bonus action. To use this feature again,
you must finish a long rest or destroy one of your
Whispers of the Dead soul trinkets as part of the bonus action you use to
activate Ghost Walk.
At 3rd level, echoes of those who have died cling to
you. Whenever you finish a short or long rest, you Death’s Friend
can choose one skill or tool proficiency that you
lack and gain it. You lose this proficiency when you Starting at 17th level, your association with death
use this feature to choose a different proficiency. has become so close that you gain the following
benefits:
Wails from the Grave
When you use your Wails from the Grave, you
Starting at 3rd level, you can channel the power of can deal the necrotic damage to both the first
death to harm another. Immediately after you deal
and the second creature.
your Sneak Attack damage to a creature on your
At the end of a long rest, a soul trinket appears
turn, you can target a second creature that you can
see within 30 feet of the first creature. Roll half the in your hand if you don’t have any soul trinkets,
number of Sneak Attack dice for your level (round as the spirits of the dead are drawn to you.
up), and the second creature takes necrotic damage
equal to the roll’s total, as wails of the dead sound
around them for a moment.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Tokens of the Departed
Beginning at 9th level, you are able to snatch a
token from departing souls when a life ends in your
presence. As a reaction when a creature you can
see dies within 30 feet of you, you can open your
free hand and cause a Tiny trinket to appear there,
a soul trinket. The DM determines the trinket’s
form or has you roll on the Trinkets table in
Chapter 5 to generate it.
You can have a maximum number of soul trinkets
equal to your proficiency bonus, and you can’t
create one while at your maximum.
You can use soul trinkets in the following ways:
While a soul trinket is on your person, you have
advantage on stabilization saving throws and
Constitution saving throws as your vitality is
enhanced by the life essence within the object.
When you deal Sneak Attack damage on your
turn, you can destroy one of your soul trinkets
and then immediately use Wails from the Grave,
without expending a use of that feature.
As an action, you can destroy one of your soul
trinkets and ask the spirit within one question.
The spirit answers in its own tongue, knows only
what it did in life, and may lie or leave out detail.

179
Templar

G
ranted magical boons from their Templars most often derive their power from the
Sorcerer-King, Templars are one of the Sorcerer-Kings, each one of which tailors the
few magic users tolerated on Athas, if powers to a form they prefer. If your Patron is one
only out of fear. Many Templars hold of the Sorcerer-Kings, you can use the table below
high seats of power and are considered to help determine the type of pact you receive. For
nobility, with some second only to the more information on the Sorcerer-Kings, see
Sorcerer-Kings themselves. Most never Appendix B near the end of this book.
reach such illustrious heights, instead spending
their lives hunting rogue Arcanists in perilous,
unseen service or handling mundane matters of Pacts of the Sorcerer-Kings
governance. In exchange, they are empowered with
Pact Sorcerer-King
the very essence of their Sorcerer-King, imbued
The Almighty Abalach-Re of Raam, Lalali-Puy of Gulg
with absolute authority over the lives and deaths of
any who cross their path. The Daskinor of Eldaarich, Kalak of Tyr,
Ascendant Nibenay of Nibenay
Servants of the State The
Authority
Andropinis of Balic, Hamanu of Urik,
Tectuktitlay of Draj
Templars are civil servants within a segement of The Dregoth of Giustenal, Kalid-Ma of
their city‐state’s government commonly referred to Deathless Kalidnay
as a “temple” or “bureau”. Each Templar swears
obedience to their temple, and absolute fealty to
their Sorcerer‐King. In return, the Sorcerer‐King
grants them spell power stolen from ancient
powers of Athas. In most city‐states, Templars are
Class Features
the ultimate authority—judge, jury, and executioner. As a Templar, you gain the following class features.
Templars police and administer the city‐states, and Hit Points
serve other civil roles ranging from general or jailor
to tax collector or garbage collector. Hit Dice: 1d8 per Templar level
Hit Points at 1st Level: 8 + your Constitution
One Truth Among Many modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
The reverence of Templars and their respective Constitution modifier per Templar level after 1st.
Sorcerer-King varies greatly with the city‐state.
Some rulers, like Hamanu or Lalali‐Puy, claim they Proficiencies
are gods and demand their citizens and Templars Armor: Light armor
to worship them as such. Others, like Nibenay and Weapons: Simple weapons
Andropinis, only require service, not worship, from Tools: None
their Templars. Saving Throws: Wisdom, Charisma
The behavior of the Templars themselves can
Skills: Choose two from Arcana, Deception,
vary just as widely- the city‐state of Kurn, for
History, Intimidation, Investigation, Perception,
instance, only employs those who genuinely wish to
protect and serve the people, whereas the and Religion
Templars of Eldaarich are chosen only from the Spellcasting Ability
most brutal, cruel, and vicious members of the Power save DC = 8 + your proficiency bonus + your
Templars’ own families.
Charisma modifier
Creating a Templar Power attack modifier = your proficiency bonus +
your Charisma modifier
When creating a Templar character, spend some
time thinking about your patron and the obligations Equipment
that your pact imposes upon you. What led you to
You start with the following equipment, in addition
make the pact, and how were you selected for
to the equipment granted by your background:
training? Do you chafe under the obligations of
your pact or serve joyfully in anticipation of the (a) a light crossbow and 20 bolts or (b) any
rewards promised to you? simple weapon
Work with your DM to determine how big a part (a) a component pouch or (b) an arcane focus
your pact will play in your character’s adventures.
(a) a scholar’s pack or (b) a priest’s pack
Your patron’s demands might drive you out into the
Leather armor, clothing (Templar), any simple
world, or they may hound your every step as you
weapon, and two daggers
pursue other goals. Be careful not to provoke your
patron too far, for their wrath is beyond imagining.

181
The Templar
Proficiency Cantrips Spells Spell Slot Invocations
Level Bonus Features Known Known Slots Level Known
1st +2 Pact of Power, Pact Magic 2 2 1 1st —
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement, Eldritch 3 5 2 2nd 2
Versatility
5th +3 — 3 6 2 3rd 3
6th +3 Pact of Power feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement, Eldritch 3 9 2 4th 4
Versatility
9th +4 — 3 10 2 5th 5
10th +4 Pact of Power feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement, Eldritch 4 11 3 5th 6
Versatility
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Pact of Power feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement, Eldritch 4 13 3 5th 7
Versatility
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement, Eldritch 4 15 4 5th 8
Versatility
20th +6 Eldritch Master 4 15 4 5th 8

Pact of Power You can use an arcane focus (found in Chapter 5)


as a spellcasting focus for your Templar spells.
At 1st level, you have struck a bargain with a
supremely powerful being, represented by the Spell Slots
Pacts of the Almighty, the Ascendant, the Authority, The Templar table shows how many spell slots you
the Deathless, or the Outsider, all detailed in the have. The table also shows what the level of those
following pages. Your choice grants you features at slots is; all of your spell slots are the same level. To
1st level and again at 6th, 10th, and 14th level. cast one of your Templar spells of 1st level or
higher, you must expend a spell slot. You regain all
Pact Magic expended spell slots when you finish a short or long
The power of your pact allows you to cast spells. rest.
See Chapter 9 for the general rules of spellcasting For example, when you are 5th level, you have
and Chapter 10 for the Templar spell list. two 3rd-level spell slots. To cast the 1st-level spell
thunderwave, you must spend one of those slots,
Cantrips and you cast it as a 3rd-level spell.
You know two cantrips of your choice from the Spells Known of 1st Level and Higher
Templar spell list. You learn additional Templar
cantrips of your choice at higher levels, as shown in At 1st level, you know two 1st-level spells of your
the Cantrips Known column of the Templar table. choice from the Templar spell list.
The Spells Known column of the Templar table
Spellcasting Ability shows when you learn more Templar spells of your
Charisma is your spellcasting ability for your choice of 1st level and higher. A spell you choose
Templar spells, so you use your Charisma must be of a level no higher than what’s shown in
whenever a spell refers to your spellcasting ability. the table’s Slot Level column for your level. When
In addition, you use your Charisma modifier when you reach 6th level, for example, you learn a new
setting the saving throw DC for a Templar spell you Templar spell, which can be 1st, 2nd, or 3rd level.
cast and when making an attack roll with one.
Spellcasting Focus

182
Additionally, when you gain a level in this class, you hold the weapon. The ritual takes 1 hour, and
you can choose one of the Templar spells you know can be performed during a short rest.
and replace it with another spell from the Templar You can then dismiss the weapon, shunting it into
spell list, which also must be of a level for which an extradimensional space, and it appears
you have spell slots. whenever you create your pact weapon thereafter.
You can’t affect an artifact or a sentient weapon in
Eldritch Invocations this way. The weapon ceases being your pact
weapon if you die, if you perform the 1-hour ritual
In your study of occult lore, you have unearthed on a different weapon, or if you use a 1-hour ritual
eldritch invocations, fragments of forbidden
to break your bond to it. The weapon appears at
knowledge that imbue you with an abiding magical
your feet if it is in the extradimensional space when
ability.
the bond breaks.
At 2nd level, you gain two eldritch invocations of
your choice. Your invocation options are detailed at Pact of the Talisman
the end of the class description. When you gain Your patron gives you an amulet, a talisman that
certain Templar levels, you gain additional can protect when the need is great. When the
invocations of your choice, as shown in the wearer fails an ability check, they can add a d4 to
Invocations Known column of the Templar table. the roll, potentially turning the roll into a success.
Additionally, when you gain a level in this class, This benefit can be used a number of times equal to
you can choose one of the invocations you know your proficiency bonus, and all expended uses are
and replace it with another invocation that you restored when you finish a long rest.
could learn at that level. If you lose the talisman, you can perform a 1-hour
ceremony to receive a replacement from your
Pact Boon patron. This ceremony can be performed during a
At 3rd level, your pact of power bestows a gift upon short or long rest, and it destroys the previous
you for your loyal service. You gain one of the amulet. The talisman turns to ash when you die.
following features of your choice.
Pact of the Tome
Pact of the Chain Your patron gives you a grimoire called a Book of
You learn the find familiar spell and can cast it as a Shadows. Choose three cantrips from any class’s
ritual. The spell doesn’t count against your number spell list. While the book is on your person, you can
of spells known. cast those cantrips at will. They don’t count against
When you cast the spell, you can choose one of your number of cantrips known.
the normal forms for your familiar or one of the If you lose your grimoire, you can perform a 1-
following special forms: imp, jarbo, nymph, or hour ceremony to receive a replacement from your
psionocus. Additionally, when you take the Attack patron. This ceremony can be performed during a
action, you can forgo one of your own attacks to short or long rest, and it destroys the previous
allow your familiar to make one attack of its own. book. The book turns to ash when you die.
Pact of the Blade Your Pact Boon
You acquire the training necessary to effectively Each Pact Boon option produces a special creature
arm yourself for battle, and gain proficiency with or an object that reflects your patron’s nature.
medium armor, shields, and martial weapons.
You can also use your action to create a pact Pact of the Chain. Your familiar is more cunning
weapon in your empty hand. You can choose the than a typical familiar. Its form can be a reflection of
form that this melee weapon takes each time you your patron, such as a bestial creature for a Templar
create it (see Chapter 5 for weapon options). You of Hamanu or a minor elemental for a Templar who
are proficient with it while you wield it. This serves an Outsider.
weapon counts as magical for the purpose of
overcoming resistance and immunity to Pact of the Blade. If your patron is Nibenay, your
nonmagical attacks and damage. When you attack weapon might be a slender blade with a pommel of
with that weapon, you can use your Charisma a snake baring its fangs. If you serve Kalak, your
modifier, instead of Strength or Dexterity, for the weapon could be an axe with the head stylized as a
attack and damage rolls. different face on each side.
Your pact weapon disappears if it is more than 5
feet away from you for 1 minute or more. It also Pact of the Talisman. A talisman might appear as an
disappears if you use this feature again, if you idol, particularly for Lalali-Puy, or something as
dismiss the weapon (no action required), or if you simple as a ring of bone, fitting for Dregoth.
die. Pact of the Tome. Your Book of Shadows might be a
You can transform one magic weapon into your
fine, gilt-edged scroll, a heavy tome bound in hide,
pact weapon by performing a special ritual while or perhaps even the tattered diary of a lunatic.

183
Ability Score Improvement Mystic Arcanum
When you reach 4th level, and again at 8th, 12th, At 11th level, your patron bestows upon you a
16th, and 19th level, you can increase one ability magical secret called an arcanum. Choose one 6th-
score of your choice by 2, or you can increase two level spell from the Templar spell list as this
ability scores of your choice by 1. As normal, you arcanum.
can’t increase an ability score above 20 using this You can cast your arcanum spell once without
feature. expending a spell slot. You must finish a long rest
before you can do so again.
Eldritch Versatility At higher levels, you gain more Templar spells of
your choice that can be cast in this way: one 7th-
Whenever you reach a level in this class that grants
level spell at 13th level, one 8th-level spell at 15th
the Ability Score Improvement feature, you can do level, and one 9th-level spell at 17th level. You
one of the following, representing a change of focus regain all uses of your Mystic Arcanum when you
in your occult studies:
finish a long rest.
Replace one cantrip you learned from this
class’s Pact Magic feature with another cantrip Eldritch Master
from the Templar spell list. At 20th level, you can draw on your inner reserve of
Replace the option you chose for the Pact Boon mystical power while entreating your patron to
feature with one of that feature’s other options. regain expended spell slots. You can spend 1
If you’re 12th level or higher, replace one spell minute entreating your patron for aid to regain all
from your Mystic Arcanum feature with another your expended spell slots from your Pact Magic
Templar spell of the same level. feature. Once you regain spell slots with this
feature, you must finish a long rest before you can
If this change makes you ineligible for any of your do so again.
Eldritch Invocations, you must also replace them
now, choosing invocations for which you qualify.

184
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at
the same time that you meet its prerequisites.

Agonizing Blast Book of Ancient Secrets


When you cast eldritch blast, add your Charisma Prerequisite: Pact of the Tome feature
modifier to the damage it deals on a hit. You can now inscribe magical rituals in your
Book of Shadows. Choose two 1st-level spells that
Armor of Shadows have the ritual tag from any class’s spell list (the
two needn’t be from the same list). The spells
You can cast mage armor on yourself at will,
without expending a spell slot or material appear in the book and don’t count against the
number of spells you know. With your Book of
components.
Shadows in hand, you can cast the chosen spells as
Ascendant Step rituals. You can’t cast the spells except as rituals,
unless you’ve learned them by some other means.
You can cast levitate on yourself at will, without You can also cast a Templar spell you know as a
expending a spell slot or material components. ritual if it has the ritual tag.
On your adventures, you can add other ritual
Aspect of the Moon spells to your Book of Shadows. When you find
Prerequisite: Pact of the Tome feature such a spell, you can add it to the book if the spell’s
You no longer need to sleep and can’t be forced level is equal to or less than half your Templar level
to sleep by any means. To gain the benefits of a (rounded up) and if you can spare the time to
long rest, you can spend all 8 hours doing light transcribe the spell. For each level of the spell, the
activity, such as reading your Book of Shadows and transcription process takes 2 hours and costs 50 ct
keeping watch. for the rare inks needed to inscribe it.
Beast Speech Chains of Carceri
You can cast speak with animals at will, without Prerequisite: 15th level, Pact of the Chain feature
expending a spell slot. You can cast hold monster at will – targeting a
celestial, fiend, or elemental – without expending a
Beguiling Influence spell slot or material components. You must finish
You gain proficiency in the Deception and a long rest before you can use this invocation on
Persuasion skills. the same creature again.

Bewitching Whispers Cloak of Flies


Prerequisite: 7th level Prerequisite: 5th level
You can cast compulsion once using a Templar As a bonus action, you can surround yourself
spell slot. You can’t do so again until you finish a with a magical aura that looks like buzzing flies.
long rest. The aura extends 5 feet from you in every direction,
but not through total cover. It lasts until you’re
Bond of the Talisman incapacitated or you dismiss it as a bonus action.
Prerequisite: 12th level, Pact of the Talisman The aura grants you advantage on Charisma
feature (Intimidation) checks but disadvantage on all other
While someone else is wearing your talisman, Charisma checks. Any other creature that starts its
you can use your action to teleport to the turn in the aura takes poison damage equal to your
unoccupied space closest to them, provided the two Charisma modifier (minimum of 0 damage).
of you are on the same plane of existence. The Once you use this invocation, you can’t use it
wearer of your talisman can do the same thing, again until you finish a short or long rest.
using their action to teleport to you. The
teleportation can be used a number of times equal Devil’s Sight
to your proficiency bonus, and all expended uses You can see normally in darkness, both magical
are restored when you finish a long rest. and nonmagical, to a distance of 120 feet.

185
Dreadful Word Gaze of Two Minds
Prerequisite: 7th level You can use your action to touch a willing
You can cast confusion once using a Templar humanoid and perceive through its senses until the
spell slot. You can’t do so again until you finish a end of your next turn. As long as the creature is on
long rest. the same plane of existence as you, you can use
your action on subsequent turns to maintain this
Eldritch Mind connection, extending the duration until the end of
You have advantage on Constitution saving throws your next turn. While perceiving through the other
that you make to maintain your concentration on a creature’s senses, you benefit from any special
spell. senses possessed by that creature, and you are
blinded and deafened to your own surroundings.
Eldritch Sight
Ghostly Gaze
You can cast detect magic at will, without
expending a spell slot or material components. Prerequisite: 7th level
As an action, you gain the ability to see through
Eldritch Smite solid objects to a range of 30 feet. Within that
range, you have darkvision if you don’t already have
Prerequisite: 5th level, Pact of the Blade feature it. This special sight lasts for 1 minute or until your
Once per turn when you hit a creature with your concentration ends (as if you were concentrating on
pact weapon, you can expend a Templar spell slot a spell). During that time, you perceive objects as
to deal an extra 1d8 force damage to the target, ghostly, transparent images.
plus another 1d8 per level of the spell slot, and you Once you use this invocation, you can’t use it
can knock the target prone if it is Huge or smaller. again until you finish a short or long rest.
Eldritch Spear Gift of the Ever-Living Ones
Prerequisite: eldritch blast cantrip Prerequisite: Pact of the Chain feature
When you cast eldritch blast, its range is 300 feet. Whenever you regain hit points while your
familiar is within 100 feet of you, treat any dice
Eyes of the Rune Keeper rolled to determine the hit points you regain as
You can read all writing, no matter the language. having rolled their maximum value for you.
Far Scribe Gift of the Protectors
Prerequisite: 5th level, Pact of the Tome feature Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. A new page appears in your Book of Shadows.
With your permission, a creature can use its action With your permission, a creature can use its action
to write its name on that page, which can contain a to write its name on that page, which can contain a
number of names equal to your proficiency bonus. number of names equal to your proficiency bonus.
You can cast the sending spell, targeting a When any creature whose name is on the page is
creature whose name is on the page, without using reduced to 0 hit points but not killed outright, the
a spell slot and without using material components. creature magically drops to 1 hit point instead.
To do so, you must write the message on the page. Once this magic is triggered, no creature can
The target hears the message in their mind, and if benefit from it until you finish a long rest.
the target replies, their message appears on the As an action, you can magically erase a name on
page, rather than in your mind. The writing the page by touching it.
disappears after 1 minute.
As an action, you can magically erase a name on Grasp of Hadar
the page by touching it. Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a
Fiendish Vigor creature with your eldritch blast, you can move that
You can cast false life on yourself at will as a 1st- creature in a straight line 10 feet closer to yourself.
level spell, without expending a spell slot or
material components.

186
Improved Pact Weapon Mask of Many Faces
Prerequisite: Pact of the Blade feature You can cast disguise self at will, without
You can use any weapon you summon with your expending a spell slot.
Pact of the Blade feature as a spellcasting focus for
your Templar spells. Master of Myriad Forms
In addition, the weapon gains a +1 bonus to its Prerequisite: 15th level
attack and damage rolls, unless it is a magic You can cast alter self at will, without expending
weapon that already has a bonus to those rolls. a spell slot.
Finally, the weapon you conjure can be a
shortbow, longbow, light crossbow, or heavy Minions of Chaos
crossbow. Prerequisite: Pact of the Outsider, 9th level
You can cast summon elemental once using a
Investment of the Chain Master Templar spell slot. You can’t do so again until you
Prerequisite: Pact of the Chain feature finish a long rest.
When you cast find familiar, you infuse the
summoned familiar with a measure of your eldritch Mire the Mind
power, granting the creature the following benefits: Prerequisite: 5th level
You can cast slow once using a Templar spell
The familiar gains either a flying speed or a
slot. You can’t do so again until you finish a long
swimming speed (your choice) of 40 feet. rest.
As a bonus action, you can command the
familiar to take the Attack action. Misty Visions
The familiar’s weapon attacks are considered You can cast silent image at will, without
magical for the purpose of overcoming immunity expending a spell slot or material components.
and resistance to nonmagical attacks.
If the familiar forces a creature to make a saving One with Shadows
throw, it uses your spell save DC. Prerequisite: 5th level
When the familiar takes damage, you can use When you are in an area of dim light or darkness,
your reaction to grant it resistance against that you can use your action to become invisible until
damage. you move or take an action or a reaction.
Lance of Lethargy Otherworldly Leap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
Once on each of your turns when you hit a You can cast jump at will, without expending a
creature with your eldritch blast, you can reduce spell slot.
that creature’s speed by 10 feet until the end of
your next turn. Protection of the Talisman
Prerequisite: 7th level, Pact of the Talisman
Lifedrinker feature
Prerequisite: 12th level, Pact of the Blade feature When the wearer of your talisman fails a saving
When you hit a creature with your pact weapon, throw, they can add a d4 to the roll, potentially
the creature takes extra necrotic damage equal to turning the save into a success. This benefit can be
your Charisma modifier (minimum 1). used a number of times equal to your proficiency
bonus, and all expended uses are restored when
Maddening Hex you finish a long rest.
Prerequisite: 5th level, hex spell or a Templar
feature that curses Rebuke of the Talisman
As a bonus action, you cause a psychic Prerequisite: Pact of the Talisman feature
disturbance around the target cursed by your hex When the wearer of your talisman is hit by an
spell or by a Templar feature of yours. When you do attacker you can see within 30 feet of you, you can
so, you deal psychic damage to the cursed target use your reaction to deal psychic damage to the
and each creature of your choice within 5 feet of it. attacker equal to your proficiency bonus and push it
The psychic damage equals your Charisma up to 10 feet away from the talisman’s wearer.
modifier (minimum of 1 damage). To use this
invocation, you must be able to see the cursed
target, and it must be within 30 feet of you.

187
Relentless Hex Trickster’s Escape
Prerequisite: 7th level, hex spell or a Templar Prerequisite: 7th level
feature that curses You can cast freedom of movement once on
Your curse creates a temporary bond between yourself without expending a spell slot. You regain
you and your target. As a bonus action, you can the ability to do so when you finish a long rest.
magically teleport up to 30 feet to an unoccupied
space you can see within 5 feet of the target cursed Undying Servitude
by your hex spell or by a Templar feature of yours. Prerequisite: 5th-level Templar, Pact of the
To teleport in this way, you must be able to see the Deathless
cursed target. You can cast animate dead without using a spell
slot. Once you do so, you can’t cast it in this way
Repelling Blast again until you finish a long rest.
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you Visions of Distant Realms
can push the creature up to 10 feet away from you Prerequisite: 15th level
in a straight line. You can cast arcane eye at will, without
expending a spell slot.
Sculptor of Flesh
Prerequisite: 7th level Voice of the Chain Master
You can cast polymorph once using a Templar Prerequisite: Pact of the Chain feature
spell slot. You can’t do so again until you finish a You can communicate telepathically with your
long rest. familiar and perceive through your familiar’s
senses as long as you are on the same plane of
Shroud of Shadow existence. Additionally, while perceiving through
Prerequisite: 15th level your familiar’s senses, you can also speak through
You can cast invisibility at will, without expending your familiar in your own voice, even if your
a spell slot. familiar is normally incapable of speech.
Sign of Ill Omen Whispers of the Grave
Prerequisite: 5th level You can cast speak with dead at will, without
You can cast bestow curse once using a Templar expending a spell slot.
spell slot. You can’t do so again until you finish a
long rest. Witch Sight
Prerequisite: 15th level
Thief of Five Fates You can see the true form of any shapechanger or
You can cast bane once using a Templar spell slot. creature concealed by illusion or transmutation
You can’t do so again until you finish a long rest. magic while the creature is within 30 feet of you
and within line of sight.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice,
instead of once, whenever you take the Attack
action on your turn.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can
entomb yourself in ice, which melts away at the end
of your next turn. You gain 10 temporary hit points
per Templar level, which take as much of the
triggering damage as possible. Immediately after
you take the damage, you gain vulnerability to fire
damage, your speed is reduced to 0, and you are
incapacitated. These effects, including any
remaining temporary hit points, all end when the
ice melts.
Once you use this invocation, you can’t use it
again until you finish a short or long rest.

188
Pact of The Almighty Unwavering Resilience
To swear a Pact of the Almighty is no mere Starting at 10th level, you gain temporary hit points
transaction- it is a religious devotion, binding your equaling your Templar level + your Charisma
life and your death to a Sorcerer-King who claims modifier. Additionally, choose up to five creatures
godhood. These Sorcerer-Kings may craft their city- you can see at the end of the rest. Those creatures
states into images of unimaginable paradise or each gain temporary hit points equal to half your
utter perdition, but any who cross their will learn Templar level + your Charisma modifier.
swiftly that gods do not tolerate dissent. In
swearing this pact, you become an extension of Searing Vengeance
your patron, healing their faithful and cleansing Starting at 14th level, the radiant energy you
their opposition–just remember to say your prayers. channel allows you to resist death. When you
would fall unconscious after your hit points being
Expanded Spell List reduced to 0, you can instead revive with a burst of
The Almghty lets you choose from an expanded list radiant energy. You regain hit points equal to half
of spells when you learn a Templar spell. The your hit point maximum, and then you stand up if
following spells are added to the Templar spell list you so choose. Each creature of your choice that is
for you. within 30 feet of you takes radiant damage equal to
2d8 + your Charisma modifier, and it is blinded
until the end of the current turn.
Spell Level Spells Once you use this feature, you can’t use it again
1st cure wounds, guiding bolt until you finish a long rest.
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, hallow

Bonus Cantrips
At 1st level, you learn the light and sacred flame
cantrips. They count as Templar cantrips for you,
but they don’t count against your number of
cantrips known.
Healing Light
At lst level, you gain the ability to channel magical
energy to heal wounds. You have a pool of d6s that
you spend to fuel this healing. The number of dice
in the pool equals 1 + your Templar level.
As a bonus action, you can heal one creature you
can see within 60 feet of you, spending dice from
the pool. The maximum number of dice you can
spend at once equals your Charisma modifier
(minimum of one die). Roll the dice you spend, add
them together, and restore a number of hit points
equal to the total.
Your pool regains all expended dice when you
finish a long rest.
Radiant Soul
Starting at 6th level, your link to the Almighty
allows you to serve as a conduit for radiant energy.
You have resistance to radiant damage, and when
you cast a spell that deals radiant or fire damage,
you can add your Charisma modifier to one radiant
or fire damage roll of that spell.

189
Pact of The Ascendant Expanded Spell List
While the Sorcerer-Kings are best known for their The Ascendant lets you choose from an expanded
unparalleled command of arcane defilement, all list of spells when you learn a Templar spell. The
possess some measure of psionic talent as well. following spells are added to the Templar spell list
Some have delved deep into the mysteries of the for you.
mind, seeking powers best forgotten and the means
by which to transcend the physical entirely. Your
pact has put you in service of such a being, a fate of Spell Level Spells
metaphysical mind games and lost knowledge that 1st dissonant whispers, belgoi’s hideous laughter
now haunts your every paltry thought. 2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, silt horror’s tentacles
5th dominate person, telekinesis

Awakened Mind
Starting at 1st level, your psionic knowledge gives
you the ability to touch the minds of other
creatures. You can communicate telepathically with
any creature you can see within 30 feet of you. You
don’t need to share a language with the creature for
it to understand your telepathic utterances, but the
creature must be able to understand at least one
language.
Entropic Ward
At 6th level, you learn to magically ward yourself
against attack and to turn an enemy’s failed strike
into good luck for yourself. When a creature makes
an attack roll against you, you can use your reaction
to impose disadvantage on that roll. If the attack
misses you, your next attack roll against the
creature has advantage if you make it before the
end of your next turn.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Thought Shield
Starting at 10th level, your thoughts can’t be read
by telepathy or other means unless you allow it.
You also have resistance to psychic damage, and
whenever a creature deals psychic damage to you,
that creature takes the same amount of damage
that you do.
Create Thrall
At 14th level, you gain the ability to infect a
humanoid’s mind with the psionic magic of your
Sorcerer-King. You can use your action to touch an
incapacitated humanoid. That creature is then
charmed by you until a remove curse spell is cast
on it, the charmed condition is removed from it, or
you use this feature again.
You can communicate telepathically with the
charmed creature as long as the two of you are on
the same plane of existence.

190
Pact of The Authority Gaze of the Sorcerer-Kings
Among the Sorcerer-Kings, there is one thing that Starting at 14th level, when you hit a creature with
even their fiercest opponents cannot counter: an attack, you can use this feature to call upon your
authority. The singular force of will to command Sorcerer-King to skewer the unworthy with their
legions and break nations, to crush a populace until potent, withering gaze. The creature disappears to
they beg to serve you. The Pact of The Authority is submit to your Sorcerer-King’s judgement, an
the most common among Templars, for base experience from which none can emerge
service is a deal made every day in Athas, often for unscathed.
far less. You bear your patron’s authority forth into At the end of your next turn, the target returns to
the world, a tool of ancient powers whose the space it previously occupied, or the nearest
labyrinthine aims you fear to question. unoccupied space. If the target is not allied to your
Sorcerer-King, it takes 10d10 psychic damage as it
Expanded Spell List reels from its horrific experience.
Once you use this feature, you can’t use it again
The Authority lets you choose from an expanded
until you finish a long rest.
list of spells when you learn a Templar spell. The
following spells are added to the Templar spell list
for you.

Spell Level Spells


1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Soldier’s Blessing
Starting at 1st level, when you reduce a hostile
creature to 0 hit points, you gain temporary hit
points equal to your Charisma modifier + your
Templar level (minimum of 1).
Unfinished Service
Starting at 6th level, you can call on your patron to
alter fate in your favor. When you make an ability
check or a saving throw, you can use this feature to
add a d10 to your roll. You can do so after seeing
the initial roll but before any of the roll’s effects
occur.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Battlefield Resilience
Starting at 10th level, you can choose one damage
type when you finish a short or long rest. You gain
resistance to that damage type until you choose a
different one with this feature. Damage from
magical weapons or silver weapons ignores this
resistance.

191
Pact of The Deathless Grave Touched
You’ve made a pact with a deathless being, a At 6th level, your magic has begun to transform
creature that defies the cycle of life and death, your body. You no longer need to breathe, and you
forsaking its mortal shell so it might eternally halve the amount of food and water you require.
pursue its unfathomable ambitions. For such In addition, once during each of your turns, when
beings, time and morality are fleeting things, the you hit a creature with an attack roll and roll
concerns of those for whom grains of sand still damage against the creature, you can replace the
rush through life’s hourglass. Having once been damage type with necrotic damage. While you are
mortal themselves, these ancient undead know using your Form of Dread, you can roll one
firsthand the paths of ambition and the routes past additional damage die when determining the
the doors of death. They eagerly share this profane necrotic damage the target takes.
knowledge, and other bloodcurdling secrets, with
those who work their will among the living. Necrotic Husk
Starting at 10th level, your connection to undeath
Expanded Spell List and necrotic energy now saturates your body. You
The Deathless lets you choose from an expanded have resistance to necrotic damage. If you are
list of spells when you learn a Templar spell. The transformed using your Form of Dread, you instead
following spells are added to the Templar spell list become immune to necrotic damage.
for you. In addition, when you would be reduced to 0 hit
points, you can use your reaction to drop to 1 hit
point instead and cause your body to erupt with
Spell Level Spells deathly energy. Each creature of your choice that is
1st bane, false life within 30 feet of you takes necrotic damage equal
2nd blindness/deafness, phantasmal force to 2d10 + your Templar level. You then gain 1 level
3rd phantom steed, speak with dead of exhaustion. Once you use this reaction, you can’t
4th lifeward, greater invisibility do so again until you finish 1d4 long rests.
5th antilife shell, cloudkill Spirit Projection
Starting at 14th level, you can untether your spirit
as an action, leaving the mortal husk of your body
Form of Dread unconscious in a state of suspended animation.
Starting at 1st level, you can manifest an aspect of Your spirit resembles your mortal form in almost
your patron’s dreadful power. As a bonus action, every way, replicating your game statistics but not
you transform for 1 minute. You gain the following your possessions. Any damage or other effects that
benefits while transformed: apply to your spirit or physical body affects the
other. Your spirit can remain outside your body for
You gain temporary hit points equal to 1d10 + up to 1 hour or until your concentration is broken
your Templar level. (as if concentrating on a spell). When your
Once during each of your turns, when you hit a projection ends, your spirit returns to your body or
creature with an attack roll, you can force it to your body magically teleports to your spirit’s space.
While projecting your spirit, you gain the
make a Wisdom saving throw, and if the saving
following benefits:
throw fails, the target is frightened of you until
the end of your next turn. Your spirit and body gain resistance to
You are immune to the frightened condition. bludgeoning, piercing, and slashing damage.
You can transform a number of times equal to When you cast a conjuration or necromancy
your proficiency bonus, and you regain all spell, you ignore all components without a cost.
expended uses when you finish a long rest. You have a flying speed equal to your walking
The appearance of your Form of Dread reflects speed and can hover. You can move through
some aspect of your patron. For example, your creatures and objects as if they were difficult
form could be a winged, draconic shadow terrain, but you take 1d10 force damage if you
representing Dregoth himself, a shroud of shadows end your turn inside a creature or an object.
forming the crown and robes of Kalid-Ma, or your While you are using your Form of Dread, once
body might glow with glyphs from ancient funerary during each of your turns when you deal
rites and be surrounded by desert winds, necrotic damage to a creature, you regain hit
suggesting a mummified patron from the points equal to half the amount of necrotic
wasteland’s buried ruins. damage dealt.
Once you use this feature, you can’t do so again
until you finish a long rest.

192
Pact of The Outsider While you are touching the vessel, you can use it
in the following ways:
You have made a pact with an Outsider, one of a Bottled Respite. As an action, you can magically
rare few elemental spirits trapped away in the early vanish and enter your vessel, which remains in the
days of Athas and now forced to entreat with you to space you left. The interior of the vessel is an
secure their freedom. Such entities once ruled vast extradimensional space in the shape of a 20-foot-
fiefs on the Elemental Planes, and know little of radius cylinder, 20 feet high, and resembles your
how far the elements have dwindled. They are vessel. The interior is appointed with cushions and
varied in their motivations, but most are arrogant low tables and is a comfortable temperature. While
and wield power rivaling some of Athas’ most inside, you can hear the area around your vessel as
fearsome beings. They wish nothing more than to if you were in its space. You can remain inside the
be freed from their bonds, and will do anything to vessel up to a number of hours equal to twice your
return to their rightful places. proficiency bonus. You exit the vessel early if you
You choose your patron’s kind or determine it use a bonus action to leave, if you die, or if the
randomly, using the table below. vessel is destroyed. When you exit the vessel, you
appear in the unoccupied space closest to it. Any
objects left in the vessel remain there until carried
d4 Kind Element out, and if the vessel is destroyed, every object
1 Dao Earth stored there harmlessly appears in the unoccupied
2 Djinn Air spaces closest to the vessel’s former space. Once
3 Efreet Fire you enter the vessel, you can’t enter again until you
4 Marid Water finish a long rest.
Outsider’s Wrath. Once during each of your
turns when you hit with an attack roll, you can deal
extra damage to the target equal to your proficiency
Expanded Spell List bonus. The type of this damage is determined by
The Outsider lets you choose from an expanded list your patron: bludgeoning (dao), thunder (djinni),
of spells when you learn a Templar spell. The fire (efreeti), or cold (marid).
Outsider Expanded Spells table below shows the The vessel’s AC equals your spell save DC. Its hit
Outsider spells that are added to the Templar spell points equal your Templar level plus your
list for you, along with the spells associated in the proficiency bonus, and it is immune to poison and
table with your patron’s kind: dao, djinn, efreet, or psychic damage.
marid. If the vessel is destroyed or you lose it, you can
perform a 1-hour ceremony to receive a
Outsider’s Vessel replacement from your patron. This ceremony can
be performed during a short or long rest, and the
Your patron gifts you a magical vessel that grants
previous vessel is destroyed if it still exists. The
you a measure of the Outsider’s power. The vessel
vessel vanishes in a flare of elemental power when
is a Tiny object, and you can use it as a spellcasting
focus for your Templar spells. You decide what the you die.
object is, or you can determine what it is randomly Elemental Gift
by rolling on the Outsider’s Vessel table.
Starting at 6th level, you begin to take on
characteristics of your patron’s kind. You now have
d8 Vessel resistance to a damage type determined by your
1 Oil lamp patron’s kind: bludgeoning (dao), thunder (djinni),
2 Urn fire (efreeti), or cold (marid).
3 Ring with a compartment In addition, as a bonus action, you can give
4 Corked bottle yourself a flying speed of 30 feet that lasts for 10
5 Hollow statuette minutes, during which you can hover. You can use
6 Ornate Lantern this bonus action a number of times equal to your
proficiency bonus, and you regain all expended
uses when you finish a long rest.

Outsider Expanded Spells


Spell Level Elemental Spells Dao Spells Djinn Spells Efreet Spells Marid Spells
1st detect the supernatural sanctuary thunderwave burning hands fog cloud
2nd phantasmal force spike growth gust of wind scorching ray blur
3rd create food and water meld into stone wind wall fireball sleet storm
4th phantasmal killer stone shape greater invisibility fire shield control water
5th creation wall of stone seeming flame strike cone of cold
6th — investiture of earth investiture of air investiture of fire investiture of water
194 9th wish — — — —
Sanctuary Vessel As a bonus action, you can eject any number of
creatures from the vessel, and everyone is ejected if
Starting at 10th level, when you enter your
you leave or die or if the vessel is destroyed.
Outsider’s Vessel via the Bottled Respite feature,
In addition, anyone (including you) who remains
you can now choose up to five willing creatures that
within the vessel for at least 10 minutes gains the
you can see within 30 feet of you, and the chosen benefit of finishing a short rest, and anyone can add
creatures are drawn into the vessel with you. your proficiency bonus to the number of hit points
they regain if they spend any Hit Dice as part of a
short rest there.
Limited Wish
Starting at 14th level, you entreat your patron to
grant you a small wish. As an action, you can speak
your desire to your Outsider’s Vessel, requesting
the effect of one spell that is 6th level or lower and
has a casting time of 1 action. The spell can be
from any class’s spell list, and you don’t need to
meet the requirements in that spell, including
costly components; the spell simply takes effect as
part of this action.
Once you use this feature, you can’t use it again
until you finish 1d4 long rests.

195
Multiclassing

M
ulticlassing allows you to
levels in multiple classes. Doing so
gain
Hit Points and Hit Dice
lets you mix the abilities of those You gain the hit points from your new class as
classes to realize a character concept described for levels after 1st. You gain the 1st-level
that might not be reflected in one of hit points for a class only when you are a 1st-level
the standard class options. character.
With this rule, you have the option You add together the Hit Dice granted by all your
of gaining a level in a new class whenever you classes to form your pool of Hit Dice. If the Hit Dice
advance in level, instead of gaining a level in your are the same die type, you can simply pool them
current class. Your levels in all your classes are together. For example, both the Fighter and the
added together to determine your character level. Crusader have a d10, so if you are a Crusader
For example, if you have three levels in Arcanist 5/Fighter 5, you have ten d10 Hit Dice. If your
and two in Fighter, you’re a 5th-level character. classes give you Hit Dice of different types, keep
As you advance in levels, you might primarily track of them separately. If you are a Fighter
remain a member of your original class with just a 5/Cleric 5, for example, you have five d10 Hit Dice
few levels in another class, or you might change and five d8 Hit Dice.
course entirely, never looking back at the class you
left behind. You might even start progressing in a Proficiency Bonus
third or fourth class. Compared to a single-class Your proficiency bonus is always based on your
character of the same level, you’ll sacrifice some total character level, not your level in a particular
focus in exchange for versatility. class. For example, if you are a Fighter 3/Rogue 2,
you have the proficiency bonus of a 5th-level
Prerequisites character, which is +3.
To qualify for a new class, you must meet the ability
score prerequisites for both your current class and Proficiencies
your new one, as shown in the Multiclassing When you gain a level in a class other than your
Prerequisites table. For example, a Barbarian who first, you gain only some of that class’s starting
decides to multiclass into the Druid class must proficiencies, as shown in the Multiclassing
have both Strength and Wisdom scores of 13 or Proficiencies table.
higher. Without the full training that a beginning
character receives, you must be a quick study in
your new class, having a natural aptitude that is Multiclassing Proficiencies
reflected by higher-than-average ability scores.
Class Proficiencies Gained
Arcanist —
Multiclassing Prerequisites Barbarian Shields, simple weapons, martial weapons
Cleric Light armor, medium armor, shields
Class Ability Score Minimum
Crusader Light armor, medium armor, shields, simple
Arcanist Intelligence 13
weapons, martial weapons
Barbarian Strength 13
Druid Light armor, medium armor, shields (Druids
Cleric Wisdom 13
will not use metal armor or metal shields)
Crusader Strength 13 and Charisma 13
Empath Shields
Druid Wisdom 13
Fighter Light armor, medium armor, shields, simple
Empath Wisdom 13
weapons, martial weapons
Fighter Strength 13 or Dexterity 13
Icon Light armor, shields, simple weapons,
Icon Charisma 13
martial weapons
Monk Dexterity 13 and Wisdom 13
Monk Simple weapons, shortswords
Nomad Dexterity 13 and Wisdom 13
Nomad Light armor, medium armor, shields, simple
Psion Intelligence 13
weapons, martial weapons, one skill from
Rogue Dexterity 13
the class’s skill list
Templar Charisma 13
Psion —
Rogue Light armor, one skill from the class’s skill
list, thieves’ tools
Leveling Up Templar Light armor, simple weapons
When gaining a level, you choose which class to
advance in. Levels are earned at the same rate
regardless of how many levels a character may
have in one class or another.

196
Class Features Psi Points and Manifesting Psi Limit. You
determine the maximum number of psi points your
When you gain a new level in a class, you get its internal reserve of psionic potential can hold, as
features for that level. The following features have well as your psi limit when manifesting a psionic
additional rules when multiclassing: power, by adding together all your levels in the
Channel Affinity and Channel Vow Empath and Psion classes, half of your levels in the
Icon class (rounded down), and one third your
If you already have the Channel Affinity or Channel Fighter or Monk levels (rounded down) if you have
Vow features and gain a level in a class that also the Adamant or Order of the Soulknife features.
grants either feature, you gain the Channel Use this total to determine your maximum psi
Affinity/Vow effects granted by that class, but points and psi limit when manifesting a power by
getting the feature again doesn’t give you an consulting the Multiclass Psionic Character table.
additional use of it. You gain additional uses only For example, if you are the aforementioned
when you reach a class level that explicitly grants Adamant Fighter 5/Kineticist Psion 3, you count as
them to you. For example, if you are a Cleric a 4th-level character when determining your psi
6/Crusader 4, you can use Channel Affinity/Vow points and manifesting psi limit; you have a
twice between rests because you are high enough maximum reserve of 20 psi points; and your psi
level in the Cleric class to have more uses. limit when manifesting a power is 4.
Whenever you use the feature, you can choose any Sublime Power/Power Surge. When your total
of the Channel Affinity/Vow effects available to you psionic character levels as determined above reach
from your two classes. 11th level, you must choose whether to gain the
Extra Attack Sublime Power feature from the Empath class, or
the Power Surge feature from the Psion class. You
If you gain the Extra Attack class feature from must have at least one level in Empath or Psion in
more than one class, the features don’t add order to choose its respective feature. Whichever
together. You can’t make more than two attacks
feature you choose, you use your total psionic
with this feature unless it says you do (as the
character level as determined above when
Fighter’s version of Extra Attack does). Similarly,
determining the feature’s effects (such as the
the Templar’s eldritch invocation Thirsting Blade
amount by which it increases your psi limit, and
doesn’t stack with the Extra Attack feature.
how many times you can use it), instead of your
Psionics levels in any one class. Once you choose one of
these features, the choice is permanent. You can
Your psionic potential depends partly on your
never gain the other feature, nor can you gain the
combined levels in all of your psionic classes and
same feature twice from the same class.
partly on your individual levels in those classes.
Once you have the Psionics feature from more than
one class, use the rules below. If you multiclass but
have the Psionics feature from only one class, you
Multiclassing Psionic Characters
follow the rules as described in that class. Level Psi Points Manifesting Psi Limit
Talents and Augments Known. You determine 1st 4 2
what psionic powers you know for each class 2nd 6 2
individually, as if you were a single-classed member 3rd 16 4
of that class. When choosing new psionic augments 4th 20 4
for that class. use that class’s level or psi limit. 5th 32 6
For example, if you are an Adamant Fighter 6th 38 6
5/Kineticist Psion 3, you know two Adamant 7th 46 8
talents and four powers that augment those talents
with a minimum psi cost of no more than 2, based 8th 54 8
on your levels in the Fighter class. As a 3rd-level 9th 72 10
Kineticist Psion, you know four Psion talents, 10th 82 10
including the bonus talent energy ray, and you 11th 94 10
know seven powers that augment your Psion 12th 94 10
talents, one of which may be a 2nd-level power, 13th 108 10
with the rest being level 1 powers. Additionally, as 14th 108 10
a 5th-level Fighter, you know battle trance and one 15th 124 10
Adamant talent, plus four powers that augment 16th 124 10
your Adamant talents that have a minimum psi cost 17th 142 10
of 2. 18th 152 10
Each psionic talent you know is associated with 19th 164 10
one of your classes, and you use the power ability of 20th 178 10
that class when you cast that psionic talent or
manifest any psionic augments to that talent.

197
Spellcasting
Your capacity for spellcasting depends partly on
your combined levels in all your spellcasting Spell Slots per Spell Level
classes and partly on your individual levels in those Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
classes. Once you have the Spellcasting feature 1st 2 — — — — — — — —
from more than one class, use the rules below. If 2nd 3 — — — — — — — —
you multiclass but have the Spellcasting feature 3rd 4 2 — — — — — — —
from only one class, you follow the rules as 4th 4 3 — — — — — — —
described in that class.
5th 4 3 2 — — — — — —
Spells Known and Prepared. You determine
6th 4 3 3 — — — — — —
what spells you know and can prepare for each
class individually, as if you were a single-classed 7th 4 3 3 1 — — — — —
member of that class. If you are a Nomad 8th 4 3 3 2 — — — — —
4/Arcanist 3, for example, you know three 1st-level 9th 4 3 3 2 1 — — — —
Nomad spells based on your levels in the Nomad 10th 4 3 3 2 2 — — — —
class. As 3rd-level Arcanist, you know three 11th 4 3 3 2 2 1 — — —
Arcanist cantrips, and your spellbook contains ten 12th 4 3 3 2 2 1 — — —
Arcanist spells, two of which (the two you gained 13th 4 3 3 2 2 1 1 — —
when you reached 3rd level as a Arcanist) can be 14th 4 3 3 2 2 1 1 — —
2nd-level spells. If your Intelligence is 16, you can 15th 4 3 3 2 2 1 1 1 —
prepare six Arcanist spells from your spellbook. 16th 4 3 3 2 2 1 1 1 —
Each spell you know and prepare is associated 17th 4 3 3 2 2 1 1 1 1
with one of your classes, and you use the 18th 4 3 3 3 3 1 1 1 1
spellcasting ability of that class when you cast the 19th 4 3 3 3 3 2 1 1 1
spell. Similarly, a spellcasting focus, such as a holy
20th 4 3 3 3 3 2 2 1 1
symbol, can be used only for the spells from the
class associated with that focus.
Spell Slots. You determine your available spell
slots by adding together all your levels in the Cleric,
Druid, and Arcanist classes, half your levels
(rounded down) in the Crusader and Nomad Unarmored Defense
classes, and a third of your Fighter or Rogue levels If you already have the Unarmored Defense
(rounded down) if you have the Profane Knight or feature, you can’t gain it again from another class.
Arcane Trickster feature. Use this total to
determine your spell slots by consulting the
Multiclass Spellcaster table.
If you have more than one spellcasting class, this
table might give you spell slots of a level that is
higher than the spells you know or can prepare.
You can use those slots, but only to cast your lower-
level spells. If a lower-level spell that you cast, like
burning hands, has an enhanced effect when cast
using a higher-level slot, you can use the enhanced
effect, even though you don’t have any spells of that
higher level.
For example, if you are the aforementioned
Nomad 4/Arcanist 3, you count as a 5th-level
character when determining your spell slots: you
have four 1st-level slots, three 2nd-level slots, and
two 3rd-level slots. However, you don’t know any
3rd-level spells, nor do you know any 2nd-level
Nomad spells. You can use the spell slots of those
levels to cast the spells you do know—and
potentially enhance their effects.
Pact Magic. If you have both the Spellcasting
class feature and the Pact Magic class feature from
the Templar class, you can use the spell slots you
gain from the Pact Magic feature to cast spells you
know or have prepared from classes with the
Spellcasting class feature, and you can use the
spell slots you gain from the Spellcasting class
feature to cast Templar spells you know.

198
CHAPTER 4
Identity

Character Details Sex and Gender Expression


Characters are defined by much more than their You can play a character of any sex or gender
race and class. They’re individuals with their own identity without gaining any special benefits or
stories, interests, connections, and capabilities hindrances. Think about how your character does
beyond those that class and race define. This or does not conform to their broader culture’s
chapter expounds on the details that distinguish expectations of sex, gender, and sexual behavior.
characters from one another, including the basics For example, a female-presenting Leonin character
of name and physical description, the rules of might expect deference from male-presenting
backgrounds and languages, and the finer points of Leonin on account of their matriarchal society.
personality and alignment. You don’t need to be confined to binary notions of
Your character’s name and physical description sex and gender. Athas is host to any number of
might be the first things that the other players at physical forms and gender identitites, and a
the table learn about you. It’s worth thinking about character could as easily be androgynous or
how these characteristics reflect the character you hermaphroditic as they could be masculine or
have in mind. feminine. You could also play a female character
who presents herself in a masculine manner, a man
Name who feels trapped in a female body, or someone
who moves fluidly between different expressions of
Your character’s race description includes sample gender as befits the moment. Likewise, your
names for members of that race. Put some thought character’s sexual orientation is for you to decide.
into your name, even if picking one from a list.
Height and Weight
Names by City-State You can decide your character’s height and weight,
using the information provided in your race
In Athas’ ancient history, many far-flung cultures
flocked to the Tablelands to survive. The regions description or on the Random Height and Weight
below offer inspiration for choosing a name based table. Think about what your character’s ability
on your character’s city-state of origin; this does not scores might say about their height and weight. A
necessarily reflect any physical attributes of your weak but agile character might be thin. A strong
character, only the different dialects that have and tough character might be tall or just heavy.
resulted from the city-states’ origins.
Other Physical Characteristics
Balic (Greek)
Draj (Mesoamerican) You choose your character’s age and the color of
Gulg (Niger-Congo) their hair, eyes, and skin. To add a touch of
Nibenay (Chinese) distinctiveness, you might want to give your
Raam (Indian) character an unusual or memorable physical
Tyr (Phoenician) characteristic, such as a scar, a limp, or a tattoo.
Urik (Babylonian/Mesopotamian)

199
Alignment Languages
A typical thinking creature has an alignment, which Your race indicates the languages your character
broadly describes its moral and personal attitudes. can speak by default, and your background might
Alignment is a combination of two factors: one give you access to one or more additional
identifies morality (good, evil, or neutral), and the languages of your choice. Note these languages on
other describes attitudes toward society and order your character sheet.
(lawful, chaotic, or neutral). Thus, nine distinct Choose your languages from the Standard
alignments define the possible combinations. Languages table, or choose one that is common in
These brief summaries of the nine alignments your campaign. With your DM’s permission, you
describe the typical behavior of a creature with that can instead choose a language from the Exotic
alignment. Individuals might vary significantly from Languages table or a secret language, such as
that typical behavior, and few people are perfectly thieves’ cant or the tongue of druids.
and consistently faithful to the precepts of their Some of these languages are actually families of
alignment. languages with many dialects. For example, the
Lawful good (LG) creatures can be counted on to Primordial language includes the Auran, Aquan,
do the right thing as expected by their society. Ignan, and Terran dialects, one for each of the four
Neutral good (NG) folk do the best they can to elemental planes. Creatures that speak different
help others according to their needs. dialects of the same language can communicate
Chaotic good (CG) creatures act as their with one another.
conscience directs, with little regard for law.
Lawful neutral (LN) individuals act in accordance
with law, tradition, or personal codes.
Neutral (N) is the alignment of those who prefer Standard Languages
to steer clear of moral questions and don’t take
sides, doing what seems most practical at the time. Language Typical Speakers
Chaotic neutral (CN) creatures follow their Aarakocra Aarakocra
whims, holding personal freedom above all else. Common All but Seedlings and Thri-kreen
Lawful evil (LE) creatures methodically take what Dwarvish Dwarves, some Duls
they want, within the limits of a code of tradition, Elvish Elvhen, some Changelings
loyalty, or order. Leonin Leonin, some citizens of Urik
Neutral evil (NE) is the alignment of those who Minotaur Minotaur
do whatever they can get away with, without Seedling Seedlings, Forest Ridge residents
compassion or qualms. Sign language Criminals, the deaf, Elvhen, slaves
Chaotic evil (CE) creatures act with arbitrary Thri-kreen Thri-kreen
violence, spurred by base instinct and bloodlust.
Most creatures that lack the capacity for rational
thought do not have alignments – they are
unaligned. Such a creature is incapable of making Exotic Languages
a moral or ethical choice and acts according to its
bestial nature. Dagorran are savage predators, for Language Typical Speakers
example, but they are not evil; they have no Haflatin (dead Ancient texts
alignment. language)
Draxa (dead language) Ancient texts
Dark Sun Social standings Druidic Druids, preservers, Veiled
Alliance
Within the city-states, your social standing can
Giant Mountain Folk, some Tareks
affect much of what you can get away with.
Guistenal Dray
Primordial Clerics, elementals, Ukoven
Social Caste Life Style Psurlonese Psurlons
Templar/City Official Aristocratic Sylvan Beasts, fey spirits
Noble Wealthy
Merchant Comfortable
Freeman/Freewoman Modest
Slave/Tribal/Hermit Poor to Wretched Literacy is Outlawed
Sorcerer-Kings in all cities outlaw literacy except
among the ruling class. Slaves can be executed if
they are caught reading. By default, most player
These are suggested levels for lifestyle expenses. characters are illiterate.
Only city officials, nobles, and merchants are
allowed under law to read and write.

200
Personal Characteristics your own best interests if they are threatened. They
can work very much like ideals, driving a
Fleshing out your character’s personality—the character’s motivations and goals.
array of traits, mannerisms, habits, beliefs, and Bonds might answer any of these questions:
flaws that give a person a unique identity—will help Whom do you care most about? To what place do
you bring them to life as you play the game. Four you feel a special connection? What is your most
categories of characteristics are presented here: treasured possession?
personality traits, ideals, bonds, and flaws. Beyond Your bonds might be tied to your class, your
those categories, think about your character’s background, your race, or some other aspect of
favorite words or phrases, tics and habitual your character’s history or personality. You might
gestures, vices and pet peeves, and whatever else also gain new bonds over the course of your
you can imagine. adventures.
Personality Traits Flaws
Give your character two personality traits. Finally, choose a flaw for your character. Your
Personality traits are small, simple ways to help character’s flaw represents some vice, compulsion,
you set your character apart from every other fear, or weakness—in particular, anything that
character. Your personality traits should tell you someone else could exploit to bring you to ruin or
something interesting and fun about your cause you to act against your best interests. More
character. They should be self-descriptions that are significant than negative personality traits, a flaw
specific about what makes your character stand might answer any of these questions: What enrages
out. “I’m smart” is not a good trait, because it you? What’s the one person, concept, or event that
describes a lot of characters. “I’ve read every book you are terrified of? What are your vices?
in Tyr” tells you something specific about your
character’s interests and disposition.
Personality traits might describe the things your
Inspiration
character likes, their past accomplishments, things Inspiration is a rule the Dungeon Master can use to
your character dislikes or fears, your character’s reward you for playing your character in a way
self-attitude or mannerisms, or the influence of that’s true to their personality traits, ideal, bond,
their ability scores. and flaw. By using inspiration, you can draw on
A useful place to start thinking about personality your personality trait of compassion for the
traits is to look at your highest and lowest ability downtrodden to give you an edge in negotiating
scores and define one trait related to each. Either with the Beggar Prince. Or inspiration can let you
one could be positive or negative: you might work call on your bond to the defense of your home
hard to overcome a low score, for example, or be village to push past the effect of a spell that has
cocky about your high score. been laid on you.

Ideals Gaining Inspiration


Describe one ideal that drives your character. Your Your DM can choose to give you inspiration for a
ideals are the things that you believe in most variety of reasons. Typically, DMs award it when
strongly, the fundamental moral and ethical you play out your personality traits, give in to the
principles that compel you to act as you do. Ideals drawbacks presented by a flaw or bond, and
encompass everything from your life goals to your otherwise portray your character in a compelling
core belief system. way. Inspiration can also be gained for stellar
Ideals might answer any of these questions: What actions in combat, or simply a moment of humor.
are the principles that you will never betray? What You either have inspiration or you don’t—you
would prompt you to make sacrifices? What drives can’t stockpile multiple “inspirations” for later use.
you to act and guides your goals and ambitions?
What is the single most important thing you strive Using Inspiration
for?
If you have inspiration, you can expend it when you
You can choose any ideals you like, but your
make an attack roll, saving throw, or ability check.
character’s alignment is a good place to start Spending your inspiration gives you advantage on
defining them.
that roll.
Additionally, if you have inspiration, you can
Bonds reward another player for good roleplaying, clever
Create one bond for your character. Bonds thinking, or simply doing something exciting in the
represent a character’s connections to people, game. When another player character does
places, and events in the world. They tie you to something that really contributes to the story in a
things from your background. They might inspire fun and interesting way, you can give up your
you to heights of heroism, or lead you to act against inspiration to give that character inspiration.

201
Backgrounds

E
very story has a beginning. Your Languages
character’s background reveals where
you came from, how you became an Some backgrounds also allow characters to learn
adventurer, and your place in the additional languages beyond those given by race.
world. Your Fighter might have been a See “Languages” earlier in this chapter.
vicious bandit or a grizzled gladiator.
Your Arcanist could have been a Equipment
fugitive or a ruin delver. Your Rogue might have
Each background provides a package of starting
gotten by as a thief or plied the courts as a bard.
equipment. If you use the optional rule from
Choosing a background provides you with
Chapter 5 to spend coin on gear, you do not receive
important story cues about your character’s
the starting equipment from your background.
identity. The most important question to ask about
your background is what changed? Why did you Customizing a Background
stop doing whatever your background describes
and start adventuring? Where did you get the You might want to tweak some of the features of a
money to purchase your starting gear, or, if you background so it better fits your character or the
come from a wealthy background, why don’t you campaign setting.
have more money? How did you learn the skills of To customize a background, you can replace one
your class? What sets you apart from ordinary feature with any other one, choose any two skills,
people who share your background? and choose a total of two tool proficiencies or
The sample backgrounds in this chapter provide languages. You can either use the equipment
both concrete benefits (features, proficiencies, and package from your background OR spend coin on
languages) and roleplaying suggestions. gear as described in Chapter 5.
Finally, choose two personality traits, one ideal,
Proficiencies one bond, and one flaw. If you can’t find a feature
that matches your desired background, work with
Each background gives a character proficiency in your DM to create one.
two skills. Skills are described in Chapter 6. In
addition, most backgrounds give a character
proficiency with one or more tools. Tools and tool
proficiencies are detailed in Chapter 5.
If a character would gain the same proficiency
from two different sources, they can choose a
different proficiency of the same kind (skill or tool)
instead.

202
Adherent
Bard
You were trained to master ‘the Way’ at one of the
many psionic academies across Athas, learning to You thrive in front of an audience. You know how
harness the Will within you into a nexus of to entrance them, entertain them, and even inspire
concentrated psionic energies. You are likely part them. Your poetics can stir the hearts of those who
of a noble or merchant house as few outside of hear you, awakening grief or joy, laughter or anger.
these families are able to find, let alone gain access, Your music raises their spirits or captures their
these schools– or perhaps you were taken off the sorrow. Your dance steps captivate, your humor
streets, one of the rare few talented enough to be cuts to the quick. Whatever techniques you use,
noticed and entered into the student body as a story your art is your life.
of underdog success to later get peddled to the Skill Proficiencies: Acrobatics, Performance
masses. Tool Proficiencies: Disguise kit, one type of
Skill Proficiencies: Arcana, Insight musical instrument
Tool Proficiencies: One type of artisan’s tools of Equipment: A musical instrument (one of your
your choice choice), the favor of an admirer (love letter, lock of
Languages: One language of your choice hair, or trinket), a costume, and a pouch containing
Equipment: Seal of graduation from a Psionic 15 ceramic tokens (ct).
School made out of clay or similar material, a Feature: By Popular Demand
symbol or item denoting the noble or merchant You can always find a place to perform, usually in
family you belong to if you belong to one, a set of an inn or tavern but possibly with a circus, at a
common clothes, and a pouch containing 10 theater, or even in a noble’s court. At such a place,
ceramic tokens (ct) you receive free lodging and food of a modest or
Feature: Tamed Talent comfortable standard (depending on the quality of
Gain an additional Wild Talent of your choice. the establishment), as long as you perform each
night. In addition, your performance makes you
Artisan something of a local figure. When strangers
recognize you in a town where you have performed,
One of the best ways for a slave to elevate their they typically take a liking to you.
position is to develop and demonstrate some sort of
artistic ability, such as singing, reciting poetry, Variant Bard: Arena Contender
painting, sculpting, and so forth. If they have The wealthiest Templars and most noble families
enough talent, a noble or Templar might purchase maintain stables of men and women picked and
the slave and treat them to a life of pampered trained for their fighting prowess. These slaves are
luxury. In exchange, the owner expects the slave to sent to fight in the gladiatorial stadiums for public
produce beautiful works which will impress their entertainment. Their owners, sitting in private
friends and associates. boxes perched high above the arenas, often wager
In most cities, it is common practice to secretly considerable sums on the outcome of these battles.
teach valued slaves the art of reading and writing, More than one noble has been sold into slavery for
so that they may receive written missives and not being able to pay the debts he incurred when a
orders from their masters and communicate in favored gladiator fell.
kind. Of course, this privilege is only a gilded collar. If you were born into slavery then you were
Should an artist generate controversy or fail to trained from your youth to do combat for the
keep up with shifting tastes, they quickly discover a cheering masses. If you were sold into slavery then
literate slave has only two fates before them: you were likely already an experienced combatant
execution for knowing how to read and write, or a or physically exceptional enough to warrant the
sentencing to the gladiatorial pits as fodder. training you received.
Skill Proficiencies: Choose two among A contender in the arena is as much an
Deception, History, Performance and Persuasion. entertainer as any minstrel or circus performer,
Tool Proficiencies: One artisan’s tool of your trained to make the arts of combat into a spectacle
choice. the crowd can enjoy. This kind of flashy combat is
Languages: One of your choice. your entertainer routine, though you might also
Equipment: Set of artisan’s tools, set of slave have some skills as a tumbler or actor. Using your
clothes, a pouch containing 5 ceramic tokens (ct) By Popular Demand feature, you can find a place to
that you’ve managed to hide away. perform in any place that features combat for
Feature: Creative Connections entertainment—perhaps a gladiatorial arena or
Word of your artistic skills has reached far, and secret pit fighting club. You can replace the musical
you can easily acquire a buyer for your works or instrument in your equipment package with an
seek patrons for commissions. In addition, you are inexpensive but unusual weapon, such as a trident
welcome at any of the underground communes of or net.
freed or escaped artisans spread throughout Athas.
There you will find safe harbor, supplies, and
kindred spirits eager for collaboration.

203
Bounty Hunter Courtier
Before you became an adventurer, your life was In your earlier days, you were a personage of some
already full of conflict and excitement, because you significance in a noble court or a bureaucratic
made a living tracking down people for pay. You’re organization. You might come from an upper-class
involved in a lucrative trade, in the place where you family, or you might not; your talents, rather than
live, that routinely tests your skills and survival the circumstances of your birth, could have secured
instincts. You routinely interact with both the you this position.
criminal subculture and other bounty hunters, Even if you are no longer a full-fledged member
maintaining contacts in both areas to help you of the group that gave you your start in life, your
succeed. relationships with your former fellows can be an
You might be a cunning thief-snatcher, prowling advantage for you and your adventuring comrades.
rooftops for burglars. Perhaps you are someone You might undertake missions with your new
who has your ear to the street, aware of the doings companions that further the interest of those that
of thieves’ guilds and street gangs. You might be a gave you your start in life. In any event, the abilities
“velvet mask” bounty hunter, one who blends in that you honed while serving as a courtier will
with high society and noble circles in order to catch stand you in good stead as an adventurer.
the criminals that prey on the rich, whether Skill Proficiencies: Insight, Persuasion
pickpockets or con artists. Or perhaps yours is the Languages: Two of your choice
darker trade of the slave-catcher, hunting down Equipment: A set of fine clothes and a pouch
those who have escaped their chains to return them containing 10 ceramic tokens (ct).
either as property or bloodied warnings. Feature: Court Functionary
Skill Proficiencies: Choose two from among the Your knowledge of how bureaucracies function
following: Deception, Insight, Persuasion, Survival, lets you gain access to the records and inner
and Stealth workings of any noble court or government you
Tool Proficiencies: Choose two from among the encounter. You know who the movers and shakers
following: one type of gaming set, one musical are, whom to go to for the favors you seek, and the
instrument, and thieves’ tools current intrigues of interest in the group.
Equipment: A set of clothes appropriate to your
work (common clothes, fine clothes, or traveler’s Criminal
clothes) and a pouch containing 20 ceramic tokens
(ct). You are an experienced criminal with a history of
Feature: Ear to the Ground breaking the law. You have spent a lot of time
You’ve developed connections with the type of among other criminals and still have contacts
folk you tend to hunt among, whether they be within the criminal underworld. You’re far closer
bandits, street-folk, courtiers, or even Templars. than most people to the world of murder, theft, and
You can find a contact for local information among violence that pervades the underbelly of civilization,
your chosen group in any place they congregate. and you have survived up to this point by flouting
the rules and regulations of society.
Charlatan Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set,
You have always had a way with people. You know thieves’ tools
what makes them tick, can tease out their hearts’ Equipment: A crowbar, a set of dark common
desires after a few minutes of conversation, and clothes including a hood, and a pouch containing
with a few leading questions you can have them 15 ceramic tokens (ct).
emptying their pockets gladly. Feature: Criminal Contact
Skill Proficiencies: Deception, Sleight of Hand You have a reliable and trustworthy contact who
Tool Proficiencies: Disguise kit, forgery kit acts as your liaison to a network of other criminals.
Languages: One of your choice. You know how to get messages to and from your
Equipment: A set of fine clothes, a disguise kit, contact, even over great distances; specifically, you
tools of the con of your choice (ten stoppered know the local messengers, corrupt caravan
bottles filled with colored liquid, a set of weighted masters, and seedy sailors who can deliver
dice, a deck of marked cards, or the signet ring of messages for you.
an imaginary noble), and a pouch containing 15
ceramic tokens (ct). Variant Criminal: Spy
Feature: False Identity Although your capabilities are not much different
You have created a second identity that includes from those of a burglar or smuggler, you practiced
documentation, established acquaintances, and them in a very different context: as an espionage
disguises that allow you to assume that persona. agent. You might have been officially sanctioned, or
Additionally, you can forge documents including perhaps you sold the secrets you uncovered to the
official papers and personal letters, as long as you highest bidder. Replace the Criminal’s gaming set
have seen an example of the kind of document or proficiency with a poisoner’s kit, and add one of the
the handwriting you are trying to copy. same to your background equipment.

204
Delver Ex-Bandit
A delver learns about the long-lost and fallen Your past is a sordid tale of robbery and
cultures of the past by studying their remains – bloodletting, making you well acquainted with
their bones, their ruins, their surviving risking life and limb for your chance at a share of
masterworks, and their tombs. Those who pursue treasure. Your experience makes you familiar with
such ambitions travel to the far corners of the the rough edges of life in the wastes, but now
world to root through crumbled cities and lost you’re looking for something else. Perhaps you
dungeons, digging in search of artifacts that might crossed a bandit boss and were marooned out in
tell the stories of monarchs and high priests, wars the sands, or fled to save your skin, or perhaps you
and cataclysms. simply seek work that lets you sleep easier at night.
Skill Proficiencies: History, Survival Skill Proficiencies: Choose two from among the
Tool Proficiencies: Cartographer’s tools or following: Deception, Intimidation, Survival, and
navigator’s tools Stealth
Languages: One of your choice. Tool Proficiencies: Choose one from among the
Equipment: A wooden case containing a map to a following: one type of gaming set, one musical
ruin or dungeon, a bullseye lantern, a miner’s pick, instrument, or thieves’ tools
a set of traveler’s clothes, a shovel, a two-person Languages: Choose one from among the
tent, a trinket recovered from a dig site, and a following: Sign Language or Thieves’ Cant
pouch containing 15 ceramic tokens (ct). Equipment: A set of traveler’s clothes, a tool of
Feature: Dust Digger the kind chosen from this background, and a pouch
When you enter a ruin or dungeon, you can containing your last share of 10 ceramic tokens (ct)
correctly ascertain its original purpose and Feature: Gang Signs
determine its builders, whether those were You know the bandit life as only someone who
Dwarves, Elvhen, Humans, Seedlings, or some has experienced it can. You are able to identify
other known race. In addition, you can determine bandits by their emblems, and you know a little
the monetary value of art objects more than a about any such group, including the names and
century old. reputation of their boss and what marks they’ve hit
recently. You can find the taverns and brothels
Dune Trader where bandits roost in any area, so long as you
speak the local language.
Merchants that travel between Athas’ city-states
through caravan routes, Dune Traders bring the Exile
necessities of life to every place where it’s in short
supply, from the cities of the Sorcerer-Kings to the You lived in seclusion – either in a sheltered
most remote slave villages in the wastes. community far from the city-states, or entirely
Skill Proficiencies: Survival, and one of the alone, for a formative part of your life. Perhaps you
following: Deception, Insight, or Persuasion were born to this path, perhaps you were forced
Tool Proficiencies: One artisan’s tool of your into it, as an escaped slave, a political refugee– the
choice. crimes of Athas are many if the wrong people are
Languages: One of your choice. offended, and exile to the wastes is a tidy solution
Equipment: A set of artisan’s tools, a set of to many problems. In your time apart from the
traveler’s clothes, and a pouch containing 15 clamor of society, you found quiet, solitude, and
ceramic tokens (ct). perhaps some of the answers you were looking for.
Feature: Supply Chain Skill Proficiencies: Medicine, Survival
Your travels through the wastes have given you Tool Proficiencies: Herbalism Kit
various connections with wholesalers, suppliers, Languages: One standard language of your
and other merchants. You can call upon these choice
connections when looking for items or information. Equipment: A scroll case stuffed full of notes
from your travels, a waterskin, a set of common
Variant Feature: House Membership clothes, a tent, a herbalism kit, and a pouch
As an established and respected member of a containing 5 ceramic tokens (ct)
major merchant house, you can rely on certain Feature: Epiphany
benefits that membership provides. Your fellow Your extended hermitage has resulted in a
house members will provide you with lodging and unique and powerful discovery. You might have
food if necessary, and pay for your funeral if followed the trail of a forgotten Sorcerer-King, or
needed. In some cities and towns, a guildhall offers unearthed some relic of the past that could rewrite
a central place to meet other members of your history. It might even be information dangerous to
profession, which can be a good place to meet the people who consigned you to exile, and hence
potential patrons, allies, or hirelings. the reason for your return.
Work with your DM to determine the details of
your discovery and its impact on the campaign.

205
Failed Merchant Heir
Maybe you come from a long line of merchants. You are the inheritor to something of great value –
Perhaps you were an entrepreneur. Regardless. not mere coin or wealth, but an object that has
your ventures ended poorly. Whether it was been entrusted to you and you alone. Your
because of outside influences, bad luck, or simply inheritance might have come directly to you from a
because your business acumen was weak, you lost member of your family, by right of birth, or it could
everything. have been left to you by a friend, a mentor, a
With failure, however. comes experience. You’re teacher, or someone else important in your life. The
free of that old life, having made some connections revelation of your inheritance changed your life,
and learned your lessons. and might have set you on the path to adventure,
Skill Proficiencies: Investigation, Persuasion but it could also come with many dangers,
Tool Proficiency: One type of artisan’s tools including those who covet your gift and want to
Languages: Any one standard language of your take it from you – by force, if need be.
choice Skill Proficiencies: Survival, plus one from the
Equipment: A set of artisan’s tools (one of your following: Arcana, History, or Religion
choice), a set of fine clothes, a clay pot, and a pouch Tool Proficiencies: Your choice of a gaming set or
containing 10 ceramic tokens (ct) a musical instrument
Feature: Supply Chain Languages: Any one of your choice
From your time as a merchant, you retain Equipment: Your inheritance, the tool you choose
connections with wholesalers, suppliers, and other for this background’s tool proficiency, a set of
merchants and entrepreneurs. You can call upon traveler’s clothes, and a pouch containing 15
these connections when looking for items or ceramic tokens (ct).
information. Feature: Inheritance
Work with your DM to come up with details: Why
Folk Hero is your inheritance so important, and what is its full
story? You might prefer for the DM to invent these
You come from a humble social rank, whether details as part of the game, allowing you to learn
having been forced into indentured servitude or more about your inheritance as your character
forced to scrape at the feet of civilized society to does. See the table below for some ideas.
survive. Your life has most likely been faught with The DM is free to use your inheritance as a story
abuse and near death experiences at the hands of hook, sending you on quests to learn more about its
Templars, nobles, and slavemasters alike– history or true nature, or confronting you with foes
however, you’ve found a way to stand out, for better who want to claim it for themselves or prevent you
or worse. Though you once pursued a simple life as from learning what you seek. The DM also
a farmer, miner, servant, or some such profession, determines the properties of your inheritance and
something has happened that set you on a different how they figure into the item’s history and
path and marked you for greater things. Determine importance. For instance, the object might be a
what this event was and how it has impacted your minor magic item, or one that begins with a modest
life– it may even have been this event which thrust ability and increases in potency with the passage of
you into the chains of slavery to begin with. time. Or, the true nature of your inheritance might
Skill Proficiencies: Athletics, and one of the not be apparent at first and is revealed only when
following– Acrobatics, Animal Handling, or certain conditions are met.
Survival When you begin your adventuring career, you can
Tool Proficiency: One type of artisan’s tools, decide whether to tell your companions about your
Vehicles (Land) inheritance right away. Rather than attracting
Equipment: A set of artisan’s tools (one of your attention to yourself, you might want to keep your
choice), a set of common or slave’s clothes, a clay inheritance a secret until you learn more about
pot, and a pouch containing 5 ceramic tokens (ct) what it means to you and what it can do for you.
that you’ve managed to hide away.
Feature: Squalor Hospitality
Since you come from the ranks of the lowest and d8 Object or Item
most forgotten caste of society, you fit in among 1 A document such as a map, a letter, or a journal
them with ease. You can find a place to hide, rest,
2-3 A trinket
or recuperate among other commoners, unless you
4 An article of clothing
have shown yourself to be a danger to them. They
will shield you from the law or anyone else 5 A piece of jewelry
searching for you, though they will not risk their 6 An arcane book or formulary
lives for you. 7 A written story, song, poem, or secret
8 A tattoo or other body marking

206
Hired Hand Noble
You are used to life on the road. You pride yourself You understand wealth, power, and privilege. You
at having traveled every major route in the carry a noble title, and your family owns land,
Tablelands, and a fair share of its best backroads collects taxes, and wields significant political
and shortcuts. When traveling these roads, you influence. You might be a pampered aristocrat
know where the best inns, campsites, and oases unfamiliar with work or discomfort, a former
are located, as well as potential locations for merchant just elevated to the nobility, or a
dangers such as bandits or predators. Having disinherited scoundrel with a disproportionate
worked the roads as long as you have, you have sense of entitlement. Or you could be an honest,
made many aquaintances and find it easy to pick up hard-working landowner who cares deeply about
information and rumors floating from town to town. the people who live and work on your land, keenly
You are skilled with beasts of burden and handling aware of your responsibility to them.
and repairing wagons of all kinds. Work with your DM to come up with an
Skill Proficiencies: Animal Handling, Survival appropriate title and determine how much
Tool Proficiencies: Vehicles (Land) authority that title carries. A noble title doesn’t
Languages: One standard language of your stand on its own–it’s connected to an entire family,
choice and whatever title you hold, you will pass it down to
Equipment: A whip, a tent, a regional map, a set your own children. Not only do you need to
of traveler’s clothes, and a pouch containing 10 determine your noble title, but you should also
ceramic tokens (ct). work with the DM to describe your family and their
Feature: Caravaneer influence on you.
You’re always the first pick for the long haul, with Is your family old and established, or was your
a reputation for reliability and the kind of gut title only recently bestowed? How much influence
instincts that keep a traveler alive long enough to do they wield, and over what area? What kind of
be called seasoned. Others recognize this and look reputation does your family have among the other
to you for direction when a situation gets serious. aristocrats of the region? How do the common
You are able to identify the most defensible people regard them?
locations for camping. You have an excellent What’s your position in the family? Are you the
memory for maps and geography and can always heir to the head of the family? Have you already
determine your cardinal directions while traveling. inherited the title? How do you feel about that
responsibility? Or are you so far down the line of
Mud Rat inheritance that no one cares what you do, as long
as you don’t embarrass the family? How does the
You grew up on the streets alone, orphaned, and head of your family feel about your adventuring
poor, You had no one to watch over you or to career? Are you in your family’s good graces, or
provide for you, so you learned to provide for shunned by the rest of your family?
yourself. You fought fiercely over food and kept a Does your family have a coat of arms? An insignia
constant watch out for other desperate souls who you might wear on a signet ring? Particular colors
might steal from you. You slept on rooftops and in you wear all the time? An animal you regard as a
alleyways, exposed to the elements, and endured symbol of your line or even a spiritual member of
sickness without the advantage of medicine or a the family?
place to recuperate. You’ve survived despite all These details help establish your family and your
odds, and did so through cunning, strength, speed, title as features of the world of the campaign.
or some combination of each. Skill Proficiencies: History, Persuasion
You begin your adventuring career with enough Tool Proficiencies: One type of gaming set
money to live modestly but securely for at least ten Languages: One of your choice
days. How did you come by that money? What Equipment: A set of fine clothes, a signet ring, a
allowed you to break free of your desperate gaming set of the type you’re proficient in, a scroll
circumstances and embark on a better life? of pedigree, and a pouch containing 20 ceramic
Skill Proficiencies: Sleight of Hand, Stealth tokens (ct)
Tool Proficiencies: Disguise kit, thieves’ tools Feature: Position of Privilege
Equipment: A small knife, a map of the city you Thanks to your noble birth, people are inclined to
grew up in, a pet mouse, a token to remember think the best of you. You are welcome in high
someone you lost, a set of common clothes, and a society, and people assume you have the right to be
pouch containing 10 ceramic tokens (ct). wherever you are. The common folk make every
Feature: City Secrets effort to accommodate you and avoid your
You know the secret patterns and flow to cities displeasure, and other people of high birth treat
and can find passages through the urban sprawl you as a member of the same social sphere. You
that others would miss. When you are not in can secure an audience with a local noble if you
combat, you (and companions you lead) can travel need to.
between any two locations in the city twice as fast
as your speed would normally allow.

207
Scholar Survivor
You spent years learning the forbidden knowledge You are haunted by a trauma so terrible that you
of the written word, and have scoured proscribed dare not speak of it. You’ve tried to bury it and run
manuscripts, studied heretical pamphlets, and away from it, to no avail. The memories that haunt
listened rapt to underground lectures from radicals you can’t be slain with a sword or banished with a
on the subjects that interest you. Your efforts have spell. They might come to you as a shadow on the
made you a master in your field of study, though wall, a bloodcurdling nightmare, a smell that
you’d do best to keep it quiet. refuses to fade, or a demonic whisper in the dark.
Skill Proficiencies: Athletics, Deception The burden has taken its toll, isolating you from
Languages: One standard and one exotic most people and making you question your sanity.
langauge of your choice Occupying your hands can stay the symptoms for a
Equipment: A bottle of black ink, a quill, a small time, but they always return. You must find a way
knife, a letter from a dead peer posing a question to overcome it before it destroys you.
you have not yet been able to answer, a set of Skill Proficiencies: Choose two of Arcana,
common clothes, and a belt pouch containing 10 Investigation, Intimidation, or Survival
ceramic tokens (ct). Tool Proficiencies: Choose one set of artisan’s
Feature: Researcher tools
When you attempt to learn or recall a piece of Equipment: A set of artisan’s tools, one trinket of
lore, if you do not know that information, you often special significance, a set of common clothes, and a
know where and from whom you can obtain it. belt pouch containing 5 ceramic tokens (ct).
Usually, this information comes from a library, Feature: Pitiable Suffering
scriptorium, or a sage or other learned person or Those who look into your eyes can see that you
creature. Your DM might rule that the knowledge have faced unimaginable horror and that you are
you seek is secreted away in an almost inaccessible no stranger to darkness. Though they might fear
place such as a Sorcerer-King’s vaults, or that it you, commoners will extend you every courtesy and
simply cannot be found. Unearthing the deepest do their utmost to help you. Unless you have shown
secrets of Athas can require an adventure or even a yourself to be a danger to them, they will even take
whole campaign. up arms to fight alongside you, should you find
yourself facing an enemy alone.
Smuggler
Veiled Auxiliary
In a desert blind, you evaded a Trade Watch patrol
with a hundred pounds of cured hides buried The Veiled Alliance is a loose confederation of
beneath you. You have sold ill-gotten wares to preservers working together to protect their
Templars and their Tarek bodyguards alike, and in members from assassination and harassment by
your more charitable times transported slaves from Sorcerer-Kings and other defilers. The members
their pens or helped guide folk into city-states by work together to shield each other’s identities from
ways other than the costly, visible gates. the authorities or to help those who have been
Skill Proficiencies: Arcana, History discovered to escape persecution. They are often
Languages: Thieves’ cant and one other of your involved in plots to overthrow their oppressive
choice overlords, and so keep their field agents on a need-
Equipment: A fancy leather vest or a pair of to-know basis, with most called “auxiliaries” only
leather boots, a set of common clothes, and a belt given instructions through dead drops.
pouch containing 15 ceramic tokens (ct). Skill Proficiencies: Arcana, Stealth
Feature: Down Low Languages: Druidic
You are acquainted with a network of smugglers Equipment: A set of common clothes, a forgery
who are willing to help you out of tight situations. kit, a list of recent orders and passphrases, and a
White in a particular town, city. or other similarly pouch containing 15 ceramic tokens (ct).
sized community (DM’s discretion). You and your Feature: Safe Haven
companions can stay for free in safe houses. Safe As an auxiliary, you have access to a secret
houses provide a poor lifestyle. While staying at a network of supporters and operatives who can
safe house, you can choose to keep your presence provide assistance on your adventures. You know a
(and that of your companions) a secret. set of secret signs and passwords you can use to
identify such operatives, who can provide you with
access to a hidden safe house, free room and
board, or assistance in finding information. These
agents never risk their lives for you or risk
revealing their true identities.

208
Veteran Wastelander
War has been your life for as long as you care to You grew up in the wastes, far from civilization and
remember. You trained as a youth, studied the use the comforts of town and technology. You’ve
of weapons and armor, learned basic survival witnessed the migration of herds larger than city-
techniques, including how to stay alive on the states, survived weather more extreme than any
battlefield. You might have been part of a city- city-dweller could comprehend, and enjoyed the
state’s army or a mercenary company, or perhaps a solitude of being the only thinking creature for
member of a local militia who rose to prominence miles in any direction. The wastes are in your
during a recent war. blood, whether you were a Nomad, an explorer, a
When you choose this background, work with recluse, a hunter-gatherer, or even a marauder.
your DM to determine which military organization Even in places where you don’t know the specific
you were a part of, how far through its ranks you features of the terrain, you know the ways of the
progressed, and what kind of experiences you had wild.
during your military career. Was it a standing army, Skill Proficiencies: Athletics, Survival
a town guard, or a village militia? Did you emerge Tool Proficiencies: One type of musical
victorious and celebrated from your battles, or have instrument
you been weathered by loss and defeat? Languages: One of your choice
Skill Proficiencies: Athletics, Intimidation Equipment: A staff, a hunting trap, a trophy from
Tool Proficiencies: One type of gaming set, an animal you killed, a set of traveler’s clothes, and
Vehicles (Land) a pouch containing 10 ceramic tokens (ct).
Equipment: An insignia of rank, a trophy taken Feature: Wanderer
from a fallen enemy (a dagger, broken blade, or You have an excellent memory for maps and
piece of a banner, etc), a set of bone dice or a deck geography, and you can always recall the general
of cards, a set of common clothes, and a pouch layout of terrain, settlements, and other features
containing 10 ceramic tokens (ct) around you. In addition, you have advantage on
Feature: Speciality checks to find food and water for yourself and up to
During your time as a soldier, you had a specific five other people each day, provided that the land
role to play in your unit or army. Roll a d8 or offers edible plants, small game, water, and so
choose from the options in the table below to forth.
determine your role:
Watchman
You are one of the many people that make sure the
d8 Object or Item trade routes are clear at all times– and at all costs.
1 Officer Most often you work independently, a lone ranger
2 Scout in the wastes, but larger problems might require a
3 Infantry posse of fellow officers or local milita. You
4 Cavalry investigate potential ambushes and possible
5 Healer rumors as to someone wanting to rob or stop
6 Quartermaster caravans. The bandits and brigands of Athas can
7 Standard bearer often be hard to distinguish from common folk, and
8 Support staff (cook, armorer, or the like) it takes a keen eye and careful tongue to track the
proper path of justice.
Skill Proficiencies: Investigation, Persuasion
Tool Proficiencies: Thieves Kit
Feature: Military Rank Languages: Elvhen
You have a military rank from your career as a Equipment: A thieves kit, a weatherbeaten yellow
soldier. Soldiers loyal to your former military cloak, a badge of office, a watchman’s uniform, and
organization still recognize your authority and a pouch containing 15 ceramic tokens (ct).
influence, and they defer to you if they are of a Feature: Investigative Services
lower rank. You can invoke your rank to exert You have a special way of communicating with
influence over other soldiers and requisition simple others and they seem to be at ease around you. You
equipment or mounts for temporary use. You can can invoke your rank to allow you access to a crime
also usually gain access to friendly military scene or to requisition equipment or mounts on a
encampments and fortresses where your rank is temporary basis. When you enter a town or village
recognized. inside the Tablelands you can identify a contact
who will give you information on the local rumors
and would help you simply because of your desire
to get answers and information for anyone wanting
to disrupt trade. This sometimes comes at the cost
of a minor bribe of 1-9 ceramic bits.

209
Feats

A
feat represents a talent or an area of
expertise that gives a character special
Actor
capabilities. It embodies training, Skilled at mimicry and dramatics, you gain the
experience, and abilities beyond what a following benefits:
class provides.
At certain levels, your class gives you Increase your Charisma score by 1, to a
the Ability Score Improvement feature. maximum of 20.
At each of these opportunities, you can forgo taking You have advantage on Charisma (Deception)
that feature to instead take a feat of your choice. and Charisma (Performance) checks when
You can take each feat only once, unless the feat’s trying to pass yourself off as a different person.
description says otherwise. You can mimic the speech of another person or
You must meet any prerequisite specified in a the sounds made by other creatures. You must
feat to take that feat. If you ever lose a feat’s have heard the person speaking, or heard the
prerequisite, you can’t use that feat until you regain creature make the sound, for at least 1 minute. A
the prerequisite. For example, the Grappler feat successful Wisdom (Insight) check contested by
requires you to have a Strength of 13 or higher. If your Charisma (Deception) check allows a
your Strength is reduced below 13 somehow — listener to determine that the effect is faked.
perhaps by a withering curse— you can’t benefit
from the Grappler feat until your Strength is
restored.
Charger
When you use your action to Dash, you can use a
Alert bonus action to make one melee weapon attack or
Always on the lookout for danger, you gain the to shove a creature.
following benefits: If you move at least 10 feet in a straight line
immediately before taking this bonus action, you
You gain a +5 bonus to initiative. either gain a +5 bonus to the attack’s damage roll
You can’t be surprised while you are conscious. (if you chose to make a melee attack and hit) or
Other creatures don’t gain advantage on attack push the target up to 10 feet away from you (if you
rolls against you as a result of being hidden from chose to shove and you succeed).
you.
Chef
Arena Clamor Time spent mastering the culinary arts has paid off,
granting you the following benefits:
Prerequisite: Charisma 13 or higher
With your savage blows, you can make your Increase your Constitution or Wisdom score by
companions give their best. 1, to a maximum of 20 .
You gain proficiency with cook’s utensils if you
After scoring a critical hit on an attack, you may
don’t already have it.
grant advantage to the next attack made by an
As part of a short rest, you can cook special
ally within a 60 feet who have line of sight on
food, provided you have ingredients and cook’s
you. This effect is not cumulative. Characters
utensils on hand. You can prepare enough of
cannot be affected more than once in this way in
this food for a number of creatures equal to 4 +
the same combat.
your proficiency bonus. At the end of the short
rest, any creature who eats the food and spends
Athlete one or more Hit Dice to regain hit points regains
an extra 1d8 hit points.
You have undergone extensive physical training to With one hour of work or when you finish a long
gain the following benefits:
rest, you can cook a number of treats equal to
Increase your Strength or Dexterity score by 1, your proficiency bonus. These special treats last
to a maximum of 20. 8 hours after being made. A creature can use a
When you are prone, standing up uses only 5 bonus action to eat one of those treats to gain
feet of your movement. temporary hit points equal to your proficiency
Climbing doesn’t halve your speed. bonus.
You can make a running long jump or a running
high jump after moving only 5 feet on foot,
rather than 10 feet.

210
Crossbow Expert Dungeoneer
Thanks to extensive practice with the crossbow, Alert to the hidden traps and secret doors found in
you gain the following benefits: many dungeons, you gain the following benefits:
You ignore the loading quality of crossbows with When you roll a Hit Die to regain hit points, the
which you are proficient. minimum number of hit points you regain from
Being within 5 feet of a hostile creature doesn’t the roll equals twice your Constitution modifier
impose disadvantage on your ranged attack (minimum of 2).
rolls. You have advantage on Wisdom (Perception)
When you use the Attack action and attack with and Intelligence (Investigation) checks made to
a one-handed weapon, you can use a bonus detect the presence of secret doors.
action to attack with a loaded hand crossbow You have advantage on saving throws made to
you are holding. avoid or resist traps.
You have resistance to the damage dealt by
traps.
Crusher You can search for traps while traveling at a
You are practiced in the art of crushing your normal pace, instead of only at a slow pace.
enemies, granting you the following benefits:

Increase your Strength or Constitution by 1, to a Durable


maximum of 20. Hardy and resilient, you gain the following benefits:
Once per turn, when you hit a creature with an
attack that deals bludgeoning damage, you can Increase your Constitution score by 1, to a
move it 5 feet to an unoccupied space, provided maximum of 20.
the target is no more than one size larger than
you.
When you score a critical hit that deals Elemental Adept
bludgeoning damage to a creature, attack rolls Prerequisite: The ability to cast at least one spell
against that creature are made with advantage When you gain this feat, choose one of the
until the start of your next turn. following damage types: acid, cold, fire, lightning,
or thunder.
Spells you cast ignore resistance to damage of
Defensive Duelist the chosen type. In addition, when you roll damage
for a spell you cast that deals damage of that type,
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with you can treat any 1 on a damage die as a 2.
which you are proficient and another creature hits You can select this feat multiple times. Each time
you with a melee attack, you can use your reaction you do so, you must choose a different damage
to add your proficiency bonus to your AC for that type.
attack, potentially causing the attack to miss you.
Eldritch Adept
Dual Wielder Prerequisite: Spellcasting or Pact Magic feature
You master fighting with two weapons, gaining the Studying occult lore, you have unlocked eldritch
following benefits: power within yourself: you learn one Eldritch
Invocation option of your choice from the Templar
You gain a +1 bonus to AC while you are class. If the invocation has a prerequisite of any
wielding a separate melee weapon in each hand. kind, you can choose that invocation only if you’re a
You can use two-weapon fighting even when the Templar who meets the prerequisite.
one-handed melee weapons you are wielding Whenever you gain a level, you can replace the
invocation with another one from the Templar
aren’t light.
class.
You can draw or stow two one-handed weapons
when you would normally be able to draw or
stow only one.

211
Fighting Initiate Heavily Armored
Prerequisite: Proficiency with a martial weapon Prerequisite: Proficiency with medium armor
Your martial training has helped you develop a You have trained to master the use of heavy
particular style of fighting. As a result, you learn armor, gaining the following benefits:
one Fighting Style option of your choice from the
Fighter class. If you already have a style, the one Increase your Strength score by 1, to a
you choose must be different. maximum of 20.
Whenever you reach a level that grants the Ability You gain proficiency with heavy armor.
Score Improvement feature, you can replace this
feat’s fighting style with another one from the
Fighter class that you don’t have. Heavy Armor Master
Prerequisite: Proficiency with heavy armor
Grappler You can use your armor to deflect strikes that
Prerequisite: Strength 13 or higher would kill others. You gain the following benefits:
You’ve developed the skills necessary to hold
your own in close-quarters grappling. You gain the Increase your Strength score by 1, to a
following benefits: maximum of 20.
While you are wearing heavy armor,
You have advantage on attack rolls against a bludgeoning, piercing, and slashing damage that
creature you are grappling. you take from non magical weapons is reduced
You can use your action to try to pin a creature by 3.
grappled by you. To do so, make another grapple
check. If you succeed, you and the creature are
both restrained until the grapple ends. Improved Natural Weapon
Creatures that are one size larger than you don’t Prerequisite: Requires a natural weapon or a spell,
automatically succeed on checks to escape your class, or racial feature that grants you access to a
grapple. natural weapon.
You have trained extensively in the use of your
natural weapons, granting you the following
Great Weapon Master benefits:
You’ve learned to put the weight of a weapon to Increase your Strength score by 1, to a
your advantage, letting its momentum empower
maximum of 20.
your strikes. You gain the following benefits:
Once on each of your turns when you take the
On your turn, when you score a critical hit with a attack action using only your natural weapons to
melee weapon or reduce a creature to 0 hit make attacks, you can make one additional
points with one, you can make one melee natural weapon attack as part of the same
weapon attack as a bonus action. action.
Before you make a melee attack with a heavy You have advantage on attack rolls with your
weapon that you are proficient with, you can natural weapons against creatures you are
choose to take a –5 penalty to the attack roll. If grappling.
the attack hits, add +10 to the attack’s damage. At 5th level your natural weapons receive a +1 to
attack and damage rolls. This bonus increases
to a +2 at 10th level and a +3 at 15th level. This
Healer feature does not stack with similar effects.
You are an able physician, allowing you to mend
wounds quickly and get your allies back in the fight.
You gain the following benefits: Inspiring Leader
Prerequisite: Charisma 13 or higher
Increase your Wisdom by 1, to a maximum of You can spend 10 minutes inspiring your
20. companions, shoring up their resolve to fight.
When you use a healer’s kit to stabilize a dying When you do so, choose up to six friendly creatures
creature, that creature also regains 1 hit point. (which can include yourself) within 30 feet of you
As an action, you can spend one use of a healer’s who can see or hear you and who can understand
kit to tend to a creature and restore 1d8 + 4 hit you. Each creature can gain temporary hit points
points to it, plus additional hit points equal to the equal to your level + your Charisma modifier. A
creature can’t gain temporary hit points from this
creature’s maximum number of Hit Dice. The
feat again until it has finished a short or long rest.
creature can’t regain hit points from this feat
again until it finishes a long rest.

212
Keen Mind Mage Slayer
You have a mind that can track time, direction, and You have practiced techniques useful in melee
detail with uncanny precision. You gain the combat against spellcasters, gaining the following
following benefits. benefits:
Increase your Intelligence score by 1, to a When a creature within 5 feet of you casts a
maximum of 20. spell, you can use your reaction to make a melee
You always know which way is north. weapon attack against that creature.
You always know the number of hours left When you damage a creature that is
before the next sunrise or sunset. concentrating on a spell, that creature has
You can accurately recall anything you have disadvantage on the saving throw it makes to
seen or heard within the past month. maintain its concentration.
You have advantage on saving throws against
spells cast by creatures within 5 feet of you.
Lightly Armored
You have trained to master the use of light armor,
gaining the following benefits: Magic Initiate
Choose a class: Arcanist, Cleric, Druid, or Templar.
Increase your Strength or Dexterity score by 1, You learn two cantrips of your choice from that
to a maximum of 20. class’s spell list.
You gain proficiency with light armor. In addition, choose one 1st-level spell from that
same list. You learn that spell and can cast it at its
lowest level. Once you cast it, you must finish a
Linguist long rest before you can cast it again.
You have studied languages and codes, gaining the Your spellcasting ability for these spells depends
following benefits: on the class you chose: Charisma for Templar;
Wisdom for Cleric or Druid: or Intelligence for
Increase your Intelligence score by 1, to a Arcanist.
maximum of 20.
You learn three languages of your choice. Martial Adept
You can ably create written ciphers. Others can’t You have martial training that allows you to
decipher a code you create unless you teach perform special combat maneuvers. You gain the
them, they succeed on an Intelligence check (DC following benefits:
equal to your Intelligence score + your
proficiency bonus), or they use magic to You learn two maneuvers of your choice from
decipher it. among those available to the Tactician
archetype in the Fighter class. If a maneuver you
use requires your target to make a saving throw
Lucid Meditation to resist the maneuver’s effects, the saving throw
Prerequisite: The ability to manifest at least one DC equals 8 + your proficiency bonus + your
psionic augment Strength or Dexterity modifier (your choice).
Your concentration is nigh unbreakable, even in If you already have superiority dice, you gain one
the midst of combat. You gain the following more; otherwise, you have one superiority die,
benefits: which is a d6. This die is used to fuel your
maneuvers. A superiority die is expended when
Your concentration cannot be broken by you use it. You regain your expended superiority
environmental phenomena. dice when you finish a short or long rest.
You have advantage on Constitution saving
throws that you make to maintain concentration
when you take damage.
If your concentration breaks on a power because
Medium Armor Master
Prerequisite: Proficiency with medium armor
you were dealt damage by an enemy, you may You have practiced moving in medium armor to
use your reaction to regain half the psi points gain the following benefits:
you spent to manifest that power.
Wearing medium armor doesn’t impose
disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3,
rather than 2, to your AC if you have a Dexterity
of 16 or higher.

213
Mobile Piercer
You are exceptionally speedy and agile. You gain You have achieved a penetrating precision in
the following benefits: combat, granting you the following benefits:
Your speed increases by 10 feet. Increase your Strength or Dexterity by 1, to a
When you use the Dash action, difficult terrain maximum of 20.
doesn’t cost you extra movement on that turn. Once per turn, when you hit a creature with an
When you make a melee attack against a attack that deals piercing damage, you can reroll
creature, you don’t provoke opportunity attacks one of the attack’s damage dice, and you must
from that creature for the rest of the turn, use the new roll.
whether you hit or not.

Polearm Master
Moderately Armored You can keep your enemies at bay with reach
Prerequisite: Proficiency with light armor weapons. You gain the following benefits:
You have trained to master the use of medium
armor and shields, gaining the following benefits: When you take the Attack action and attack with
only a glaive, halberd, quarterstaff, or similar
Increase your Strength or Dexterity score by 1, weapon, you can use a bonus action to make a
to a maximum of 20. melee attack with the opposite end of the
You gain proficiency with medium armor and weapon. The weapon’s damage die for this
shields. attack is a d4, and the attack deals bludgeoning
damage.
While you are wielding a glaive, halberd,
Mounted Combatant quarterstaff, or similar weapon, other creatures
provoke an opportunity attack from you when
You are a dangerous foe to face while mounted. they enter your reach.
While you are mounted and aren’t incapacitated,
you gain the following benefits:
You have advantage on melee attack rolls Poisoner
against any unmounted creature that is smaller You can prepare and deliver deadly poisons,
than your mount. granting you the following benefits:
You can force an attack targeted at your mount
When you make a damage roll that deals poison
to target you instead.
damage, it ignores resistance to poison damage.
If your mount is subjected to an effect that
You can apply poison to a weapon or piece of
allows it to make a Dexterity saving throw to
ammunition as a bonus action, instead of an
take only half damage, it instead takes no
action.
damage if it succeeds on the saving throw, and
You gain proficiency with the poisoner’s kit if
only half damage if it fails.
you don’t already have it. With one hour of work
using a poisoner’s kit and expending 50 ct worth
Observant of materials, you can create a number of doses
of potent poison equal to your proficiency bonus.
Quick to notice details of your environment, you
Once applied to a weapon or piece of
gain the following benefits:
ammunition, the poison retains its potency for 1
Increase your Intelligence or Wisdom score by minute or until you hit with the weapon or
1, to a maximum of 20. ammunition. When a creature takes damage
If you can see a creature’s mouth while it is from the coated weapon or ammunition, that
speaking a language you understand, you can creature must succeed on a DC 14 Constitution
interpret what it’s saying by reading its lips. saving throw or take 2d8 poison damage and
You have a +5 bonus to your passive Wisdom become poisoned until the end of your next turn.
(Perception) and passive Intelligence
(Investigation) scores.

214
Psionic Mimicry Ritual Caster
Prerequisite: The ability to cast at least one spell Prerequisite: Intelligence or Wisdom 13 or higher
You have studied the habits and motions of You have learned a number of spells that you can
mindbenders with a practiced eye, allowing you to cast as rituals. These spells are written in a ritual
utilize gestures, body language, and facial book, which you must have in hand while casting
expressions to suggest that your spellcasting is a one of them.
form of psionics. Though anyone could try to do When you choose this feat, you acquire a ritual
this, you have honed the performance to such a book holding two 1st-level spells of your choice
degree that it is incorporated into the very somatics from the Arcanist spell list. The spells you choose
of your spellcasting, gaining the following benefits: must have the ritual tag. Your spellcasting ability
for those spells is Intelligence.
When casting a spell, you may attempt to pass If you come across a spell in written form, such
the magic off as psionics with a Charisma as a magical spell scroll or an Arcanist’s spellbook,
(Deception) opposed by a Wisdom (Insight) you might be able to add it to your ritual book. The
check. You have advantage on these checks. spell must be on the Arcanist spell list, the spell’s
level can be no higher than half your level (rounded
If you defile as part of the spell, there is no way to up), and it must have the ritual tag. The process of
conceal that you are casting magic and the check copying the spell into your ritual book takes 2
will automatically fail. hours per level of the spell, and costs 50 ct per
level. The cost represents material components you
expend as you experiment with the spell to master
it, as well as the fine inks you need to record it.
Psionic Savant
You learn one of the following psionic talents:
ectoplasmic object, energy beam, imbue psicrystal,
mindblade, mindlink, psychic hammer, speed of Savage Attacker
thought, or wild technique. You also learn one 1st- Once per turn when you roll damage for a melee
level psionic power that augments your chosen weapon attack, you can reroll the weapon’s damage
psionic talent. dice and use either total.
Your psionic ability for these powers is either
Intelligence, Wisdom, or Charisma (your choice
when you select this feat).
In addition, you gain an internal reserve of
psionic energy represented by psi points. Your psi
Sentinel
point maximum is 2, or your existing psi point You have mastered techniques to take advantage of
maximum from another source (such as levels in a every drop in any enemy’s guard, gaining the
class with the Psionics feature) increases by 2. All following benefits:
expended psi points are restored when you finish a
long rest. Your psi limit is 2, unless another effect When you hit a creature with an opportunity
increases it. attack, the creature’s speed becomes 0 for the
rest of the turn.
Creatures within 5 feet of you provoke
opportunity attacks from you even if they take
Resilient the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an
Choose one ability score. You gain the following
benefits: attack against a target other than you (and that
target doesn’t have this feat), you can use your
Increase the chosen ability score by 1, to a reaction to make a melee weapon attack against
maximum of 20. the attacking creature.
You gain proficiency in saving throws using the
chosen ability.

215
Sharpshooter Skulker
You have mastered ranged weapons and can make Prerequisite: Dexterity 13 or higher
shots that others find impossible. You gain the You are an expert at slinking through shadows.
following benefits: You gain the following benefits:
Attacking at long range doesn’t impose You can try to hide when you are lightly
disadvantage on your ranged weapon attack obscured from the creature from which you are
rolls. hiding.
Your ranged weapon attacks ignore half cover When you are hidden from a creature and miss
and three-quarters cover. it with a ranged weapon attack, making the
Before you make an attack with a ranged attack doesn’t reveal your position.
weapon that you are proficient with, you can Dim light doesn’t impose disadvantage on your
choose to take a –5 penalty to the attack roll. If Wisdom (Perception) checks relying on sight.
the attack hits, you add +10 to the attack’s
damage.

Shield Master Slasher


You use shields not just for protection but also for You’ve learned where to cut to have the greatest
offense. You gain the following benefits while you results, granting you the following benefits:
are wielding a shield:
Increase your Strength or Dexterity by 1, to a
If you take the Attack action on your turn, you maximum of 20.
can use a bonus action to try to shove a creature Once per turn when you hit a creature with an
within 5 feet of you with your shield. attack that deals slashing damage, you can
If you aren’t incapacitated, you can add your reduce the speed of the target by 10 feet until
shield’s AC bonus to any Dexterity saving throw the start of your next turn.
you make against a spell or other harmful effect When you score a critical hit that deals slashing
that targets only you. damage to a creature, you grievously wound it.
If you are subjected to an effect that allows you Until the start of your next turn, the target has
to make a Dexterity saving throw to take only disadvantage on all attack rolls.
half damage, you can use your reaction to take
no damage if you succeed on the saving throw,
interposing your shield between yourself and the
source of the effect.
Spell Sniper
Prerequisite: The ability to cast at least one spell
Skilled You have learned techniques to enhance your
attacks with certain kinds of spells, gaining the
You gain proficiency in any combination of three following benefits:
skills or tools of your choice.
When you cast a spell that requires you to make
an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and
Skill Expert three-quarters cover.
You have honed your proficiency with particular You learn one cantrip that requires an attack
skills, granting you the following benefits: roll. Choose the cantrip from the Arcanist,
Cleric, Druid, or Templar spell list. Your
Increase one ability score of your choice by 1, to spellcasting ability for this cantrip depends on
a maximum of 20. the spell list you chose from: Charisma for
You gain proficiency in one skill of your choice. Templar; Wisdom for Cleric or Druid; or
Choose one skill in which you have proficiency. Intelligence for Arcanist.
You gain expertise with that skill, which means
your proficiency bonus is doubled for any ability
check you make with it. The skill you choose
must be one that isn’t already benefiting from a
feature, such as Expertise, that doubles your
proficiency bonus.

216
Tavern Brawler Tough
Accustomed to rough-and-tumble fighting using Your hit point maximum increases by an amount
whatever weapons happen to be at hand, you gain equal to twice your level when you gain this feat.
the following benefits: Whenever you gain a level thereafter, your hit point
maximum increases by an additional 2 hit points.
Increase your Strength or Constitution score by
1, to a maximum of 20.
You are proficient with improvised weapons and
unarmed strikes.
Your unarmed strike uses a d4 for damage.
Unlocked Potential
Prerequisite: Must know at least one psionic talent
When you hit a creature with an unarmed strike When you reach 4th level, your psi limit becomes
or an improvised weapon on your turn, you can 4, unless it is already higher, and you learn 2
use a bonus action to attempt to grapple the powers of your choice that augment psionic talents
target. you know. When you reach 8th level, your psi limit
becomes 6, unless it is already higher, and you
learn one additional power of your choice that
Telekinetic augments a psionic talent you know. The powers
You learn to move things with your mind, granting you choose to learn must have a psi cost equal to or
you the following benefits: lower than your psi limit at the time you learn
them.
Increase your Intelligence, Wisdom, or
Charisma score by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it
without verbal or somatic components, and you War Caster
can make the spectral hand invisible. If you Prerequisite: The ability to cast at least one spell
already know this spell, its range increases by You have practiced casting spells in the midst of
30 feet when you cast it. Its spellcasting ability is combat, learning techniques that grant you the
the ability increased by this feat. following benefits:
As a bonus action, you can try to telekinetically
shove one creature you can see within 30 feet of You have advantage on Constitution saving
you. When you do so, the target must succeed on throws that you make to maintain your
a Strength saving throw (DC 8 + your concentration on a spell when you take damage.
proficiency bonus + the ability modifier of the You can perform the somatic components of
score increased by this feat) or be moved 5 feet spells even when you have weapons or a shield
toward you or away from you. A creature can in one or both hands.
willingly fail this save. When a hostile creature’s movement provokes
an opportunity attack from you, you can use your
reaction to cast a spell at the creature, rather
Telepathic than making an opportunity attack. The spell
must have a casting time of 1 action and must
You awaken the ability to mentally connect with
others, granting you the following benefits: target only that creature.

Increase your Intelligence, Wisdom, or


Charisma score by 1, to a maximum of 20.
You can speak telepathically to any creature you
can see within 60 feet of you. Your telepathic
Weapon Master
utterances are in a language you know, and the You have practiced extensively with a variety of
creature understands you only if it knows that weapons, gaining the following benefits:
language. Your communication doesn’t give the
Increase your Strength or Dexterity score by 1,
creature the ability to respond to you
to a maximum of 20.
telepathically.
You gain proficiency with four weapons of your
You can cast the detect thoughts spell, requiring
choice.
no spell slot or components, and you must finish
a long rest before you can cast it this way again.
Your spellcasting ability for the spell is the
ability increased by this feat. If you have spell
slots of 2nd level or higher, you can cast this
spell with them.

217
Wild Talents
Many of the creatures of Athas have innate psionic ability, even if they can never approach a mindbender in
skill nor learn any additional skills.

1. Body Equilibrium. You sense how to shift your


Determining Wild Talents weight from step to step, staying atop a tricky
When you create a character, roll to receive a surface. You gain proficiency in the Acrobatics
random Wild Talent. skill. If you are already proficient, your bonus is
doubled if it is not being doubled by another
feature. As a bonus action, you ignore difficult
d20 Wild Talent terrain when moving over soft or brittle terrain,
1 Body Equilibrium such as dust, silt, mud, snow, or thin ice. This
2 Far Hearing effect lasts until the end of your next turn. You
3 Know Direction can use this feature a number of times equal to
your proficiency bonus. You regain all uses
4 Sense Danger
when you finish a long rest.
5 Object Projection
2. Far Hearing. For a few moments, you can hear
6 Psionic Image
even distant whispers. As an action, you focus
7 Psionic Spark on a spot you can see within 60 feet of you. For
8 Sensing Eye the next minute, you can hear as if you occupied
9 Telekinetic Grasp that square. You can end this effect at any time
10 Thought Projection as a bonus action. You can use this feature a
11 Heightened Senses number of times equal to your proficiency
12 Biofeedback bonus. You regain all uses when you finish a
13 Levitate long rest.
14 Control Flame 3. Know Direction. With a moment’s
15 Wild Leap concentration, you sense which way is true
16 Graft Weapon north. As an action, you immediately determine
17 Control Sound which way is north and have advantage on
18 Martial Trance ability checks related to navigating natural
19 Light Step terrain. This effect lasts for an hour and you
20 Beacon can’t use this feature again until you finish a
long rest.
4. Sense Danger. You can feel danger coming
moments before it arrives. You can’t be
surprised while you are conscious and other
creatures don’t gain advantage on attack rolls
against you as a result of being unseen by you.
5. Object Projection. Your force of will teleports an
object a short distance away. As an action, you
can teleport a tiny object you are holding in one
hand to an unoccupied square within 30 feet of
you or to a willing creature within 30 feet of you.
You can use this feature a number of times
equal to your proficiency bonus. You regain all
uses when you finish a long rest.
6. Psionic Image. You learn the Minor Illusion
cantrip but can only make the image of an
object. Your spellcasting ability for this spell is
either Intelligence, Wisdom or Charisma, your
choice when you gain this feature.
7. Psionic Spark. As an action, you conjure a small
fiery spark on a single object or creature within
25 feet of you. The target must make a DC 10
Dexterity saving throw or take 1 fire damage. A
flammable object ignites if it isn’t being worn or
carried and a creature can use an action to put
out the flames. You can use this feature a
number of times equal to your proficiency
bonus. You regain all uses when you finish a
long rest.

218
8. Sensing Eye. An image forms in your mind, 15. Wild Leap. You may make a second jump
revealing what you would see if you were immediately after making a first jump.
standing some distance away. As a bonus action, Whenever you make a long or high jump, you
you can choose a point you can see within 30 can roll a d8 and add the number rolled to the
feet of you. Until the end of your next turn, you number of feet you cover, even when making a
are blinded and can see from that point as if you standing jump. This extra distance costs
were standing there. While seeing through this, movement as normal.
you can shift your vision around that point as if 16. Graft Weapon. As a bonus action, a one-handed
you were standing there. You can use this melee weapon you are holding becomes one
feature a number of times equal to your with your hand for a number of rounds equal to
proficiency bonus. You regain all uses when you your proficiency bonus or until you lose your
finish a long rest. concentration (as if you were concentrating on a
9. Telekinetic Grasp. You learn the mage hand spell). You cannot let go of the weapon or be
cantrip. You can cast it without verbal or disarmed. You gain a +1 to attack and damage
somatic components, and you can make the rolls with that weapon. You can use this feature
spectral hand invisible, but its range is reduced a number of times equal to your proficiency
to 15 feet. If you already know this spell, or gain bonus. You regain all uses when you finish a
it through another feature later on, it gains the long rest.
same features as this one but its range instead 17. Control Sound. As an action, create a 5 foot
increases by 15 feet when you cast it. Your aura of sound dampening around you that lasts
spellcasting ability for this spell is either for a number of rounds equal to your proficiency
Intelligence, Wisdom or Charisma, your choice bonus. Any speech into or out of this aura is
when you gain this feature. muffled enough to be incomprehensible, and
10. Thought Projection. You learn the message creatures within gain advantage on hearing-
cantrip. You can cast it without verbal, somatic, based Stealth checks and have resistance to
and material components a number of times thunder damage. You can use this feature a
equal to your proficiency bonus. Instead of a number of times equal to your proficiency
message, you can send an image. You regain all bonus. You regain all uses when you finish a
uses when you finish a long rest. Your long rest.
spellcasting ability for this spell is either 18. Martial Trance. As a bonus action, you focus
Intelligence, Wisdom or Charisma, your choice your mind against mental attacks. You have
when you gain this feature. advantage against charm and fear effects for a
11. Heightened Senses. All five of your senses number of rounds equal to your proficiency
become heightened. You become proficient in bonus. You can use this feature a number of
the Perception skill. If you are already proficient, times equal to your proficiency bonus. You
then your proficiency bonus is doubled for that regain all uses when you finish a long rest.
skill as long as it isn’t being doubled by another 19. Light Step. As a bonus action, you can alter your
feature. density to improve your mobility. For the rest of
12. Biofeedback. As a reaction, you can redirect your turn, your walking speed increases by 5
blood flow to mitigate harm from a single source feet, and the first time you stand up this turn,
of bludgeoning, piercing, or slashing damage you do so without expending any of your
that you can see. Reduce the damage by your movement if your speed is greater than 0. You
proficiency bonus. You can use this feature a can use this feature a number of times equal to
number of times equal to your proficiency your proficiency bonus. You regain all uses
bonus. You regain all uses when you finish a when you finish a long rest.
long rest. 20. Beacon. As an action, you cause bright light to
13. Levitate. As an action, you can vertically move radiate from your body in a 20-foot radius and
your body (clothing and equipment don’t count) dim light for an additional 20 feet. The light can
plus up to 10 pounds per level up to 10 feet in be colored as you like. The light lasts for up to 1
the air. At the end of your next turn, you gently minute per level. You can use this feature a
float to the ground. Movement while aloft is the number of times equal to your proficiency
same as the levitate spell. You can use this bonus. You regain all uses when you finish a
feature a number of times equal to your long rest.
proficiency bonus. You regain all uses when you
finish a long rest.
14. Control Flame. You learn the control flames
cantrip. Your spellcasting ability for this spell is
either Intelligence, Wisdom or Charisma, your
choice when you gain this feature.

219
CHAPTER 5
Equipment

The marketplace of a large city-state teems with A bit, the most prevalent coin among
buyers and sellers of many sorts: Dwarven artisans commoners, can generally buy a cheap night’s rest
and Elvhen hagglers, merchant stalls and on an inn floor, a loaf of bread, or entry into a city
government-owned armories alike. For an state. An unskilled laborer might earn 1 bit a week.
adventurer, the availability of armor, weapons, One bit is worth ten lead beads, which are
backpacks, rope, and similar goods is of paramount common among laborers and beggars. A single
importance, since proper equipment can mean the lead bead buys a candle, a torch, or a piece of chalk.
difference between life and death in Athas. This A standard ceramic token weighs about a third of
chapter details the mundane and exotic an ounce, so fifty ceramic tokens weigh a pound.
merchandise that will aid in your exploits.

Commerce and Currency Exchange Rate


To understand commerce and equipment in Dark Athasian Currency ct
Sun, one must understand Athas is a metal-poor Lead Bead (bead) 1/100th
world with only a handful of iron mines. Many Ceramic bit (bit) 1/10th
items that would be crafted from metal are instead Ceramic token (ct) 1
made from bone, stone, or ceramics. When Silver piece (sp) 10
thinking about commerce, consider its many Gold piece (gp) 100
forms– gemstones, trade goods, art, animals, and
property are all symbols of wealth and power.
Members of the peasantry, for example, hold
wealth in practical, material forms, whether in Starting Equipment
direct currency or goods such as grain which can
When you create your character, you receive
be bartered or used to pay tithe to the Templars.
equipment based on a combination of your class
Members of the nobility, on the other hand, hold
and background. Alternatively, you can start with a
wealth in more abstract ways- either in legal rights,
number of ceramic tokens based on your class and
such as the rights to a mine or custom house, or in
spend them on items in this chapter. See the table
jealously guarded reserves of rare treasures.
below to calculate your starting wealth.
Coinage
Virtually all city-states issue coins minted in tribute
to their Sorcerer-Kings, but their value depends on Starting Wealth by Class
the material. Gold is too scarce to make good Class Funds
currency, and silver is only slightly more common. Arcanist 3d4 x 10 ct
Coins of either metal are thus rare and enormously Barbarian 2d4 x 10 ct
valuable, typically reserved for the business of great Cleric 3d4 x 10 ct
nobles or city-state officials, and many Athasians go Crusader 5d4 x 10 ct
their whole lives without ever seeing one. Druid 2d4 x 10 ct
The standard unit of measure for wealth is the
Empath 3d4 x 10 ct
ceramic token (ct). Templar-controlled kilns
Fighter 4d4 x 10 ct
manufacture these ceramic tokens from clay,
glazed in specific colors to discourage forgery. Icon 3d4 x 10 ct
Notches on the “tails” side radiate from a center Monk 5d4 ct
point so you can break the ceramic token into 10 Nomad 4d4 x 10 ct
pie shaped “bits.” Psion 3d4 x 10 ct
With one ceramic token, a character can buy a Rogue 4d4 x 10 ct
belt pouch, 50 feet of good rope, or an aprig. A Templar 5d4 x 10 ct
skilled (but not exceptional) artisan can earn one
ceramic token a day.

220
Armor and Shields
Athas presents a vast tapestry made up of many Heavy Armor. Heavier armor interferes with the
different cultures, each with its own technology wearer’s ability to move quickly, stealthily, and
level. For this reason, adventurers have access to a freely. If the Armor table shows “Str 13” or “Str
variety of armor types, ranging from leather armor 15” in the Strength column for an armor type, the
to so-ut mail to costly braxat plate armor, with armor reduces the wearer’s speed by 10 feet unless
several other kinds of armor in between. The the wearer has a Strength score equal to or higher
Armor table collects the most commonly available than the listed score.
types of armor found in the game and separates Stealth. If the Armor table shows “Disadvantage”
them into three categories: light armor, medium in the Stealth column, the wearer has disadvantage
armor, and heavy armor. Many warriors on Dexterity (Stealth) checks.
supplement their armor with one of many kinds of Shields. Shields are made from a variety of
shields, split between simple and martial options. materials, ranging from thick beetle shells to
The Armor table shows the cost, weight, and mekillot plates to reinforced bark, and are carried
other properties of the common types of armor. in one hand.
Armor Proficiency. Anyone can put on a suit of Any classes that would have proficiency with
armor or strap a shield to an arm. Only those shields have proficiency with Simple Shields by
proficient in the armor’s use know how to wear it default.
effectively, however. Your class gives you If you have proficiency with shields and martial
proficiency with certain types of armor. If you wear weapons, you have proficiency with Martial
armor that you lack proficiency with, you have Shields.
disadvantage on any ability check, saving throw, or You can benefit from only one shield at a time.
attack roll that involves Strength or Dexterity, and
you can’t cast spells.
Armor Class (AC). Armor protects its wearer
from attacks. The armor (and shield) you wear
determines your base Armor Class.

221
Light Armor Heavy Armor
The lightest and cheapest option, worn by most Of all the armor categories, heavy armor offers the
Athasians, designed to trap moisture and maximize best protection. These suits of armor cover the
air flow. entire body and are designed to stop a wide range
Made from supple and thin materials, light armor of attacks. Only proficient warriors can manage
favors agile adventurers since it offers some their weight and bulk.
protection without sacrificing mobility. If you wear Heavy armor doesn’t let you add your Dexterity
light armor, you add your Dexterity modifier to the modifier to your Armor Class, but it also doesn’t
base number from your armor type to determine penalize you if your Dexterity modifier is negative.
your Armor Class. Years of experimentation and clever crafting
Padded. Commonly made by layering oiled methods have led armorers to develop ingenious
canvas between silk, with a soft padding air ventilation and circulation methods allowing
underneath. Types: kes’trekel feather, spidersilk, alternative armors to be worn in the heat of Athas,
giantweave. albeit with some drawback.
Leather. The breastplate and shoulder protectors Baazrag Mail. Hardened leather with the thick
of this armor are made of leather that has been bones of boneclaw baazrags sewn within. While
stiffened by being boiled in oil. The rest of the appearing massive and imposing, it is the least
armor is made of softer and more flexible practical of the heavy armors.
materials. Types: inix, baazrag, jhakarskin. So-ut Mail. The scales of a so-ut are attached to a
Studded Leather. Made from tough but flexible layer of quilted fabric worn underneath to prevent
leather, studded leather is reinforced with close-set chafing and cushion blows. The hard scales provide
rivets or spikes made of bone or chitin. superior protection to traditional scale armor.
Mastyrial Splint Mail. The chitinous shell of the
Medium Armor mastyrial is valued for its protective qualities. This
More protection with less flexibility, more often armor is made of narrow vertical strips of chitin
used in cities than in the direct sun but also built riveted to a backing of leather over cloth padding,
with ventilation in mind allowing some to avoid with flexible webbed hide protecting the joints.
overheating during exertion. If you wear medium Braxat Plate. Braxat shell makes excellent
armor, you add your Dexterity modifier, to a armor plates that can be shaped to fit the body and
maximum of +2, to the base number from your interlocked. A suit of braxat plate includes
armor type to determine your Armor Class. gauntlets, greaves, a visored helmet, and thick
Hide. Crude but flexible enough for use in the padding underneath to cushion attacks. Buckles
sun, favored by many warriors. Types: tembo, kank, and straps distribute the weight across your body.
kirre, mekillot. Getting Into and Out of Armor
Bone Mail. Stiff leather jackets adorned with
small disks or squares of horn, bone, or wood. The The time it takes to don or doff armor depends on
kank and the cilops have hard body parts ideal for the armor’s category. If you have help, reduce this
such coats. time by half.
Scale Mail. A heavy coat with carru leather Don. This is the time it takes to put on armor.
leggings (and perhaps a seperate skirt), covered You benefit from the armor’s AC only if you take
with the overlapping scales of a beast. The suit the full time to don the suit of armor.
includes gauntlets. Types: scorpion, mekillot. Doff. This is the time it takes to take off armor.
Shell Breastplate. Fitted inix or mekillot shell
pieces worn over supple leather. Legs and arms are
left vulnerable but the vital organs are protected Donning and Doffing Armor and Shields
and movement unhampered.
Chitin Half Plate. Shaped chitin plates covering Category Don Doff
most of the body except the leg, which is protected Armor
by simple greaves held together by leather straps. Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Armor and Extreme Heat Heavy Armor 10 minutes 5 minutes
Shields
Extreme heat rules (see Chapter 7) will almost
always apply every day in Athas. Characters exposed Buckler 1 bonus action 1 bonus action
to the heat and without access to water must make Focus Shield 1 bonus action 1 bonus action
a Constitution saving throw at the end of each hour Spiked Shield 1 bonus action 1 bonus action
of exposure (DC 5 + 1 per hour after first) or gain a Target Shield 1 bonus action 1 bonus action
level of exhaustion. Those wearing Medium or Kite Shield 1 action 1 action
Heavy armors have disadvantage on this save. Tower Shield 1 action 1 action
Anyone foolish enough to wear metal armor in
extreme heat also requires double their normal
allotment of water.

222
Simple Shields Spiked Shield. A spiked shield is made from
wood or bone, and contains either a single large
Simple shields are held by straps or a handle spike protruding from its boss or numerous smaller
attached on one side, and used as basic protection spikes placed closer to the edges.
against blows or missiles. A spiked shield counts as a melee weapon with
Buckler. A buckler is made from thin wood, often the light property, dealing 2 piercing damage.
overlaid with leather and braced with some kind of Target Shield. A target shield is a large, round
hide or chitin. It is an inexpensive and easy to make shield typically used by soldiers to guard against
shield option, making it popular in every class of arrows or heavy blows. They are designed to resist
society. splitting, making them pricier and less common
Wielding a buckler increases your Armor Class outside of the city-states.
by 1 against melee weapon attacks only. Kite Shield. A kite shield is a large leaf-shaped
Focus Shield. The focus shield appears as a type shield designed for mounted combatants, with a
of bracer which draws upon a spellcaster’s arcane rounded top and narrow, pointed bottom.
energy to create a small defensive field and act in If you are attacked by a creature with a melee
place of an arcane focus. They are often issued to attack, but the attack does not hit, you may expend
Templars but are extremely rare to see on non- your reaction to make an opposed Strength check
sanctioned spellcasters, not least of all because of against the creature. If successful, you knock the
the attention it can bring upon the wielder. creature off balance, giving the next attack against
You may not wield a focus, weapon, or other them advantage.
object in the hand with a focus shield, but you may If you are mounted, you may add +1 to your
still make ability checks and skill checks as if your mount’s armor class.
hand was empty. Tower Shield. A tower shield is a large,
The focus shield can act as a spellcasting focus, rectangular shield often used as portable cover.
even for classes that normally cannot use shields as While wielding a tower shield, you cannot cast
a focus. spells, and you have disadvantage on ability checks,
You may not use a focus shield if you are wearing saving throws, and attack rolls you make that
medium or heavy armor. involve Strength or Dexterity.
Martial Shields As an action, you can plant the tower shield on
the ground using its built-in stand, or lift it up and
Martial shields have a more specific purpose than wield it as a shield. The wielder and one other
basic defense, and are thus equipped by creature can use the planted shield as three-
experienced users. quarters cover.
Small or Tiny creatures cannot wield tower
shields.

Armor and Shields


Armor Cost Armor Class (AC) Strength Requirement Stealth Weight Properties
Light Armor
Padded 5 ct 11 + Dex modifier — Disadvantage 8 lbs. —
Leather 10 ct 11 + Dex modifier — — 10 lbs. —
Studded Leather 45 ct 12 + Dex modifier — — 13 lbs. —
Medium Armor
Hide 10 ct 12 + Dex modifier (max 2) — — 12 lbs. —
Bone Mail 50 ct 13 + Dex modifier (max 2) — — 20 lbs. —
Scale Mail 50 ct 14 + Dex modifier (max 2) — Disadvantage 45 lbs. —
Shell Breastplate 400 ct 14 + Dex modifier (max 2) — — 20 lbs. —
Chitin Half Plate 750 ct 15 + Dex modifier (max 2) — Disadvantage 40 lbs. —
Heavy Armor
Baazrag Mail 30 ct 14 — Disadvantage 40 lbs. —
So-ut Mail 75 ct 16 13 Disadvantage 55 lbs. —
Mastyrial Splint Mail 200 ct 17 15 Disadvantage 60 lbs. —
Braxat Plate 1,500 ct 18 15 Disadvantage 65 lbs. —
Simple Shields
Buckler 10 ct +1 — — 4 lbs. —
Focus Shield 50 ct +2 — — 2 lbs. Special
Martial Shields
Spiked Shield 25 ct +1 — — 8 lbs. Special
Target Shield 35 ct +2 — — 10 lbs. —
Kite Shield 40 ct +2 13 Disadvantage 14 lbs. Special
Tower Shield 60 ct +4 15 Disadvantage 20 lbs. Special
223
Weapons
Your class grants proficiency in certain weapons, Double-weapon. If you are proficient with this
reflecting both the class’s focus and the tools you weapon and you attack with it as part of the Attack
are most likely to use. Whether you favor a action, you can use a bonus action immediately
longsword or a longbow, your weapon and your after to make a melee attack with the other end.
ability to wield it effectively can mean the difference This attack does 1d4 damage.
between life and death while adventuring. Finesse. When making an attack with a finesse
The Weapons table shows the weapons most weapon, you use your choice of your Strength or
used in Athas, their price and weight, the damage Dexterity modifier for the attack and damage rolls.
they deal when they hit, and any special properties You must use the same modifier for both rolls.
they possess. Every weapon is classified as either Heavy. Small creatures have disadvantage on
melee or ranged. A melee weapon is used to attack attack rolls with heavy weapons. A heavy weapon’s
a target within 5 feet of you, whereas a ranged size and bulk make it too large for a Small creature
weapon is used to attack a target at a distance. to use effectively.
Weapon Proficiency Light. A light weapon is small and easy to handle,
making it ideal for use when fighting with two
Your race, class, and feats can grant you weapons. See the rules for two-weapon fighting in
proficiency with certain weapons or categories of Chapter 7.
weapons. The two categories are simple and Loading. Because of the time required to load
martial. Most people can use simple weapons with this weapon, you can fire only one piece of
proficiency. These weapons include clubs, maces, ammunition from it when you use an action, bonus
and other weapons often found in the hands of action, or reaction to fire it, regardless of the
commoners. Martial weapons, including swords, number of attacks you can normally make.
axes, and polearms, require more specialized Polearm. This weapon works with the polearm
training to use effectively. Most warriors use master feat.
martial weapons because these weapons put their Range. A weapon that can be used to make a
fighting style and training to best use. ranged attack has a range shown in parentheses
Proficiency with a weapon allows you to add your after the ammunition or thrown property. The
proficiency bonus to the attack roll for any attack range lists two numbers. The first is the weapon’s
you make with that weapon. If you make an attack normal range in feet, and the second indicates the
roll using a weapon with which you lack weapon’s maximum range. When attacking a target
proficiency, you do not add your proficiency bonus beyond normal range, you have disadvantage on
to the attack roll. the attack roll. You can’t attack a target beyond the
weapon’s long range.
Weapon Properties Reach. This weapon adds 5 feet to your reach
Many weapons have special properties related to when you attack with it. Creatures with at least 10’
their use, as shown in the Weapons table. reach may make an Attack of Opportunity if a
Ammunition. You can use a weapon that has the creature without at least 10’ reach voluntarily
ammunition property to make a ranged attack only enters its threatened zone.
if you have ammunition to fire from the weapon. Secure. This weapon can’t be disarmed from the
Each time you attack with the weapon, you expend wielder.
one piece of ammunition. Drawing the ammunition Special. A weapon with the special property has
from a quiver, case, or other container is part of the unusual rules governing its use, explained in the
attack. If tracking ammunition, you can recover half weapon’s description (see “Special Weapons” later
your expended ammunition by taking a minute to in this section).
search the battlefield after battle ends. Thrown. If a weapon has the thrown property,
If you use a weapon that has the ammunition you can throw the weapon to make a ranged attack.
property to make a melee attack, you treat the If the weapon is a melee weapon, you use the same
weapon as an improvised weapon (see “Improvised ability modifier for that attack roll and damage roll
Weapons” later in the section). A sling must be that you would use for a melee attack with the
loaded to deal any damage when used in this way. weapon. For example, if you throw a handaxe, you
Disarming. A weapon with the disarming use your Strength, but if you throw a dagger, you
property is specially designed to disarm an can use either your Strength or your Dexterity,
opponent. They often have hooks, curved blades, since the dagger has the finesse property.
angled spikes, or wrapping chains. Two-Handed. This weapon requires two hands to
If you are proficient with a disarming weapon, use.
you add your proficiency bonus to disarm checks Versatile. This weapon can be used with one or
while wielding it. two hands. When the weapon is used with two
hands, use the damage value presented in
parentheses which appears with the property on
the Weapons table.

224
Melee Weapon Descriptions
Alhulak. A blunt grappling hook attached to 7 Mace. A heavy club with a flanged or spiked head
feet of rope with a 2 foot-long handle. The bladed to inflict brutal wounds.
head is commonly carved from mekillot bone while Maul. A maul is effectively a very large
the handle is wood or bone. sledgehammer that crushes opponents to death.
Battleaxe. A large broad-bladed axe. This weapon is commonly used by Duls, Dwarves,
Carrikal. The sharpened jawbone of a large Tareks, and other creatures that value great
creature lashed to a haft, forming a sharp club with strength.
two forward facing heads. Morningstar. A club with a heavy spiked head
Club. A simple length of wood or bone used which is attached to the handle by a chain.
purely for blunt force. Puchik. A bone or obsidian punching dagger.
Dagger. A short knife with a pointed and edged Quabone. Four jawbones are fastened around a
blade. central haft, at right angles to one another. The
Datchi Club. This weapon, generally found in the quabone is often used in the arenas. The wounds it
arenas, is made by affixing a 4‐5 foot length of inflicts are non‐lethal, yet have entertainment
dried insect hive or roots to a three‐foot long shaft. value, as the quabone tends to open up many small
Teeth, claws, or obsidian shards are embedded into cuts that bleed freely for a brief time.
the head of the weapon. Quarterstaff. A stout pole used as both walking
Elvhen Longblade. A longsword with a curved staff and blunt weapon.
blade designed for swift swings and precise thrusts. Shortsword. A sword generally shorter than 30
Flail. A farming tool consisting of a wooden staff inches but longer than a dagger.
with a short heavy stick swinging from the end. Sickle. A short-handled farming tool with a
Greataxe. A massive axe with a double-bladed semicircular blade.
head. Slodak. The slodak is a wooden short sword,
Great Macahuitl. An oversized version of the carved from young hardwood trees and treated
macahuitl, often called the “obsidian sword” due to with a mixture of tree sap and id fiend blood. This
the sharp shards of obsidian embedded into the treatment renders the blade of the weapon
edges of the wooden core. extremely strong, making it a deadly weapon.
Gouge. Worn in an over-the-shoulder harness, Spear. A thrusting or throwing weapon with a
this is commonly found in the Nibenese infantry. A long shaft and sharp, pointed head.
wide blade is mounted to a 3-foot-long wooden Swatter. The swatter is a popular name for a
shaft that requires two hands to wield. The weapon Tarek weapon consisting of a heavy spiked club
is wielded much like a shovel. made from hardwood, with a bronze or lead core in
Gythka. A Thri-kreen polearm with wicked the tip for added weight. The swatter got its name
crystalline blades at each end, wielded like a from the tales of a Tarek soldier who reputedly
quarterstaff. Like the chatkcha, few outside the used a similar weapon to defeat an entire Thri‐
Thri-kreen know how to wield one, and its kreen hunting party.
manufacture is a closely guarded racial secret. Thanak. The thanak is a chopping weapon of
Handaxe. A small axe with a sharpened stone on pterran manufacture resembling a jagged sword or
one end, often used for chopping wood. sawblade. It consists of a pair of hardwood strips
Javelin. A sharp-tipped, lightweight throwing bound together, with a row of pterrax teeth
spear. protruding from between them along one edge of
Khopesh. A sickle-like blade featuring both sharp the weapon particularly capable of slicing through
and blunt edges, with an axe-like curve and a muscle and sinew.
hooked tip. Trikal. Three blades radially project from the
Light hammer. A small sledge hammer no larger business end of a 6 foot shaft. A series of sharp,
than a foot and a half at the haft. serrated edges line the shaft below the blades while
Lotulis. Two barbed, crescent-shaped blades the far end of the weapon is weighted to balance it.
adorn either end of the lotulis, a long weapon Trident. A three-pronged spear popular in
popular in the arena of Tyr. gladiatorial combat.
Macahuitl. A macahuitl is a sword painstakingly War Pick. An anti-armor weapon with a pointed
crafted using a core of solid wood, with small, tip on one end of its head and a hammer on the
sharp shards of obsidian embedded into the wood other.
to form an edge on two opposite sides of the Warhammer. A long-handled weapon with a
weapon. The macahuitl is especially popular heavy head, blunt on one end and spiked on the
among the Draji, who seem to be the only ones who other.
can easily pronounce this weapon’s Draji name Whip. A strip of leather or lengths of cord
(“ma‐ka‐wheet‐luh”). Non‐Draji simply refer to it as fastened to a handle, used to flog a person or
the “obsidian sword” or the “Draji sword.” animal.

225
Melee Weapons
Cost
Name Damage Weight Properties
Simple Melee Weapons
Club 1 ct 1d4 bludgeoning 2 lbs. Light
Dagger 2 ct 1d4 piercing 1 lbs. Finesse, light, thrown (range 20/60)
Datchi Club 8 ct 1d8 bludgeoning 10 lbs. Two-handed
Garotte 2 ct 1d4 bludgeoning 2 lbs. Two-handed, special
Handaxe 5 ct 1d6 slashing 2 lbs. Light, thrown (range 20/60)
Javelin 3 ct 1d6 piercing 2 lbs. Thrown (range 30/120)
Light hammer 2 ct 1d4 bludgeoning 2 lbs. Light, thrown (range 20/60)
Mace 5 ct 1d6 bludgeoning 4 lbs. —
Quabone 3 ct 1d6 slashing 4 lbs. —
Quarterstaff 1 ct 1d6 bludgeoning 4 lbs. Versatile (1d8)
Puchik 4 ct 1d4 piercing 1 lb. Light
Sickle 1 ct 1d4 slashing 2 lbs. Light
Spear 1 ct 1d6 piercing 3 lbs. Thrown (range 20/60), versatile (1d8)
Talid 5 ct 1d4 bludgeoning, piercing, or 1 lb. Light, secure, special
slashing
Tonfa 5 ct 1d4 bludgeoning 2 lbs. Special
Unarmed strike — 1 bludgeoning — —
Widow’s knife 5 ct 1d4 piercing 4 lbs. Light, special
Wrist razor 15 ct 1d6 slashing 1 lb. Light, finesse, secure, special
Martial Melee Weapons
Alhulak 10 ct 1d6 piercing 10 lbs. Reach
Battleaxe 10 ct 1d8 slashing 4 lbs. Versatile (1d10)
Carrikal 10 ct 2d4 slashing 6 lbs. —
Dragon’s paw 15 ct 1d8 piercing 9 lbs. Two-handed, double-weapon, heavy,
special
Elvhen Longblade 100 ct 1d8 slashing 3 lbs. Finesse
Flail 10 ct 1d8 bludgeoning 2 lbs. —
Forearm Axe 20 ct 1d6 slashing or piercing 3 lbs. Light, secure, special
Greataxe 30 ct 1d12 slashing 7 lbs. Two-handed, heavy
Great Macahuitl 50 ct 2d6 slashing 12 lbs. Two-handed
Gouge 5 ct 1d12 piercing 12 lbs. Two-handed, heavy
Khopesh 14 ct 1d8 piercing 5 lbs. Disarming, versatile (1d10)
Lotulis 15 ct 1d8 piercing or slashing 10 lbs. Two-handed, double-weapon, heavy
Macahuitl 35 ct 1d8 slashing 5 lbs. Finesse
Maul 10 ct 2d6 bludgeoning 10 lbs. Two-handed, heavy
Morningstar 15 ct 1d8 piercing 4 lbs. —
Rapier 25 ct 1d8 piercing 2 lbs. Finesse
Shortsword 10 ct 1d6 piercing 2 lbs. Finesse, light
Singing Sticks 25 ct 1d6 bludgeoning 1 lb. Finesse, light, special
Slodak 18 ct 1d6 slashing 4 lbs. Light
Swatter 100 ct 2d8 bludgeoning 35 lbs. Two-handed, heavy
Thanak 20 ct 2d6 slashing 10 lbs. Two-handed
Tkaesali 8 ct 1d10 slashing 15 lbs. Reach, special, two-handed
Trikal 11 ct 1d10 slashing or bludgeoning 5 lbs. Two-handed, heavy, polearm, reach
Tortoise blade 30 ct 1d6 slashing 8 lbs. Secure, special
Trident 5 ct 1d6 piercing 4 lbs. Thrown (range 20/60), versatile (1d8)
War pick 5 ct 1d8 piercing 2 lbs. —
Warhammer 15 ct 1d8 bludgeoning 2 lbs. Versatile (1d10)
Whip 2 ct 1d4 slashing 3 lbs. Finesse, reach
Exotic Melee Weapons
Carvewhip 25 ct 1d3 slashing 5 lbs. Reach
Cahulak 20 ct 1d6 piercing 15 lbs. Reach, thrown (range 10/40), special
Gythka 60 ct 2d4 slashing 12 lbs. Two-handed, heavy, double-weapon
Lajav 12 ct 1d4 bludgeoning 8 lbs. Light, special

226
Exotic Weapons An object that bears no resemblance to a weapon
Exotic weapons are not widely available and thus deals 1d4 damage (the DM assigns a damage type
few can teach how to properly use them. You do not appropriate to the object). If a character uses a
have proficiency with exotic weapons unless your ranged weapon to make a melee attack, or throws a
background would allow it or you find a mentor melee weapon that does not have the thrown
capable of teaching you. property, it also deals 1d4 damage. An improvised
thrown weapon has a normal range of 20 feet and a
long range of 60 feet.
Special Weapon Materials
There are no silvered or adamantine weapons
available for sale on Athas. Such relics, if they ever Ranged Weapon
existed, would be in the vaults of the richest
merchant houses or a Sorcerer-King, or lost beneath
Descriptions
the ruins of a civilization gone eons ago. Blowgun. A tube of wood, bone, or hollowed horn
Metal weapons, on the other hand, do exist within used to fire darts by breath alone.
Athas- they are extremely rare however, and are best Crossbow, hand. A rare variant of the crossbow
represented mechanically as a +1 magic weapon or which fires with less force but is able to be
the like. concealed and used with one hand.
Crossbow, heavy. A bow fixed to a stock, often
accompanied by a stirrup which assists with the
Improvised Weapons tension required to load bolts.
Sometimes characters don’t have their weapons Crossbow, light. A lighter variant of the
and have to attack with whatever is close at hand. crossbow, firing bolts with less force but also
An improvised weapon includes any object you can requiring less strength to arm and carry.
wield in one or two hands, such as broken glass, a Dart. A small pointed missile that can be thrown.
table leg, a frying pan, a wagon wheel, or a dead Dejada. A long, scooped basket is worn on the
body. arm and used to propel 2-inch ceramic or stone
In many cases, an improvised weapon is similar projectiles called “pelota” at high speed.
to an actual weapon and can be treated as such. Longbow. A tall wooden bow able to fire with
For example, a table leg is akin to a club. At the great range and accuracy.
DM’s option, a character proficient with a weapon Shortbow. A smaller bow which can be drawn
can use a similar object as if it were that weapon with greater ease but cannot fire nearly as far.
and use their proficiency bonus. Sling. A simple weapon used to hurl stones or
other small missiles.

Ranged Weapons

Name Cost Damage Weight Properties


Simple Ranged Weapons
Boomerang 2 ct 1d4 bludgeoning 4 lbs. Thrown (20/60), special
Crossbow, light 25 ct 1d8 piercing 5 lbs. Ammunition (range 80/320), loading, two-handed
Dart 5 ct 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Dejada 10 ct 1d6 bludgeoning 8 lbs. Ammunition (range 20/60)
Shortbow 25 ct 1d6 piercing 2 lbs. Ammunition (range 80/320), two-handed
Sling 1 ct 1d4 bludgeoning — Ammunition (range 30/120)
Martial Ranged Weapons
Bola 1 ct 1d4 bludgeoning 3 lbs. Thrown (20/60), special
Blowgun 10 ct 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 ct 1d6 piercing 3 lbs. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 ct 1d10 piercing 18 lbs. Ammunition (range 100/400), heavy, loading, two-
handed
Lasso 2 ct — 2 lbs. Special
Longbow 50 ct 1d8 piercing 2 lbs. Ammunition (range 150/600), heavy, two-handed
Net 1 ct — 3 lbs. Special, thrown (range 5/15)
Exotic Ranged Weapons
Chatkcha 15 ct 1d6 slashing 1/2 lb. Light, finesse, thrown (range 30/90), special
Skyhammer 50 ct 1d10 6 lbs. Heavy
bludgeoning
Splashbow 300 ct 1d4 bludgeoning 60 lbs. Special

227
Special Weapons
Weapons with special rules are described here. Carvewhip. The carvewhip is usually braided
Bola. A bola consists of a length of cord with from giant hair or leather, and has shards of chitin,
weights on each end or three to six weights tied to obsidian or bone braided into the end of the whip.
a center point. A creature hit by a bola is grappled Unlike normal whips, the carvewhip deals damage
until it is freed. A bola has no effect on creatures normally, has only a ten‐foot range, and you apply
that are formless, or creatures that are Huge or your Strength modifier to damage dealt. In all other
larger. A creature can use its action to make a DC respects, it is treated as a normal whip.
10 Strength check, freeing itself or another Chatkcha. This 3-bladed crystalline throwing
creature within reach on a success. Dealing 5 wedge is made exclusively by Thri-kreen in a
slashing damage to the bola (AC 10) also frees the secret, carefully guarded process. In their language,
creature harmlessly by destroying the bola. it means “rememberer-who-ends-knowledge,”
Boomerang. This curved piece of carved wood is reflecting it ends awareness by killing and
specially designed to return after being thrown. On remembers to return to its thrower. Due to its spin
a missed attack, the boomerang will return to its it will return to a proficient thrower if it misses.
thrower if there are no obstacles in its path. Dragon’s Paw. Popular in the arenas, the
Cahulak. A pair of alhulak heads tied to either dragon’s paw consists of a five or six‐foot long pole,
end of a 12-foot rope. As a melee weapon, the with a blade on either end. A basket guards your
wielder holds one blade cluster in each hand and hands from attack, granting a +2 bonus on all
swings them at the foe. This type of weapon can be attempts to defend against being disarmed.
used in the following ways: Forearm Axe. Worn on the forearm, this weapon
consists of a large, double-bladed axe on either end
Holding each end of the Cahulak counts as of a bracer with a spike protruding perpendicularly
having two one-handed light melee weapons. from the upper sheath. You may continue to use
Holding only one end allows you to make a one your hand normally, but you cannot wield a shield
handed weapon attack with reach. with the same arm or attack with the forearm axe
It can also be thrown, tangling around the target and a wielded weapon in the same hand in one
like a net and dealing 1d6 damage. round. Your opponent cannot use a disarm action
to disarm you of a forearm axe.

228
Garrote. A short piece of thick wire or rope with Skyhammer. The sky hammer consists of a 10‐foot
handles at the ends, used for choking victims to length of rope with a large hammer‐like object at
death. On a hit, the target is grappled. Until the one end. Its rope is coiled and swung around the
grapple ends, the target takes 2d6 bludgeoning body two‐handedly until enough momentum is
damage at the start of your turn. You cannot make gained to hurl the hammer at a target. A successful
weapon attacks while grappling a creature in this hit grants a free trip attempt, and you receive a +4
way. bonus to your opposed Strength roll due to the
Lajav. The lajav is a Thri-kreen weapon designed momentum of the skyhammer.
to capture opponents. It incorporates two flattened Splashbow. This exotic weapon looks like a
bones, joined in a hinge about two feet from the misshapen crossbow, only three feet long from bow
end. The result looks something like a nutcracker, to stock, but with a horizontal bow nearly five feet
and is used roughly in the same crushing way. If wide. Rather than bolts, the splashbow fires hinged
you hit an opponent at least one size category pelotas, which are filled with splash–globes of acid,
smaller than yourself with a lajav, you can alchemical fire, or contact poisons. Splash–globes
immediately initiate a grapple (as a free action) burst on impact, functioning as an acid flask,
without provoking an attack of opportunity. alchemist’s fire, or contact poison depending on the
Regardless of your size, you need two hands to use ammunition. The splashbow takes a full round to
a lajav, since a second hand is required to hold the draw and load, assuming that the hinged pelotas
other end of the lajav. have already been prepared.
Lance. You have disadvantage when you use a Talid. Also known as the “gladiator’s gauntlet,”
lance to attack a target within 5 feet of you. Also, a this is made of stiff leather with chitin or bone
lance requires two hands to wield when you aren’t plating on the hand cover and along the forearm.
mounted. Spikes protrude from the knuckles and along the
Lasso. This weapon consists of 60ft of rope that back of the hand. A sharp blade runs along the
you throw and then draw closed. Throwing a lasso thumb and there is a 6 inch spike on the elbow.
is a ranged touch attack. If you successfully hit your Melee attacks with this weapon count as unarmed
opponent, make a grapple check. If you succeed at strikes and deal one damage die higher then
the grapple check, then your opponent is grappled, normal (to a maximum of a d12).
and you can continue the grapple contest by Tkaesali. This polearm, commonly used by the
continuing to pull on the rope. You can make trip nikaal, consists of a long wooden haft topped with a
attacks with a lasso against a grappled opponent. If circular, jagged blade. A tkaesali has reach. You
you are tripped during your own trip attempt, you can strike opponents 10 feet away with it, but you
can drop the lasso to avoid being tripped. can’t use it against an adjacent foe.
Net. A Large or smaller creature hit by a net is Tonfa. The tonfa is a baton with a short handle,
restrained until it is freed. A net has no effect on and is popular among street‐patrolling Nibenese
creatures that are formless, or creatures that are Templars and their guards. You can deal nonlethal
Huge or larger. A creature can use its action to damage with a tonfa without the usual –4 penalty.
make a DC 10 Strength check, freeing itself or Tortoise Blade. A short blade attached to the
another creature within its reach on a success. shell of a desert tortoise. It straps to the forearm
Dealing 5 slashing damage to the net (AC 10) also and provides +1 to armor class like a buckler. A
frees the creature without harming it, ending the magical bonus to this weapon (such as a +1
effect and destroying the net. version) increases the bonus to AC accordingly. It
When you use an action, bonus action, or cannot be combined with a regular shield (the
reaction to attack with a net, you can make only better bonus applies). If worn as a pair, you gain an
one attack regardless of the number of attacks you additional +1 to AC and can use them with two-
can normally make. weapon fighting as if they had the Light property.
Singing Sticks. Carefully crafted and polished Widow’s Knife. Named for its results, this
thin clubs, often used in pairs, named for their weapon has a wide blade on one end of a wood or
characteristic whistling noises when used. They an ivory handle. Hidden within the handle are two
make enough noise to attract attention if used spring-loaded prongs. On a successful hit, you may
while hiding. trigger the prongs by releasing a catch in the hilt as
a free action. The prongs do an additional 1d3
points of damage (1d2 for a Small widow’s knife)
when sprung, and take a standard action to reload.
Wrist Razor. Wrist razors consist of a trio of
blades that protrude from a heavy arm band. The
razors project out over the back of the hand, are
extremely sharp, and can be up to 6 inches long.
Wrist razors can be worn on one or both forearms.
Melee attacks with this weapon count as unarmed
strikes and deal one damage die higher then
normal (to a maximum of a d12).

229
Adventuring Gear
Item Cost Weight Item Cost Weight
Abacus 5 ct 2 lbs. Flask or tankard 2 beads 1 lb.
Acid (vial) 25 ct 1 lb. Grappling Hook 10 ct 4 lbs.
Alchemist’s Fire (flask) 50 ct 1 lb. Hammer 10 ct 3 lbs.
Ammunition Healer’s kit 5 ct 5 lbs.
Arrows (20) 1 ct 1 lb. Holy Symbol
Blowgun needles (20) 1 ct — Gemstones 10 ct 1 lb.
Crossbow bolts (20) 1 ct 1 1/2 lbs. Sorcerer-King emblem 10 ct 1 lb.
Dejada pelota (20) 6 ct 8 lbs. Untainted water 10 ct 1 lb.
Sling bullets (20) 4 bits 1 1/2 lbs. Volcanic glass 10 ct —
Splash-globes Hourglass 25 ct 1 lb.
Acid 10 ct 1 lb. Hunting trap 5 ct 25 lbs.
Liquid Darkness 35 ct 1 lb. Ink (1 ounce bottle) 10 ct —
Liquid Dust 25 ct 1 lb. Ink pen 2 beads —
Liquid Fire 20 ct 1 lb. Jug or pitcher 2 beads 4 lbs.
Liquid Light 40 ct 1 lb. Ladder (10-foot) 10 ct 25 lbs.
Poison Poison cost x 1.5 1 lb. Lamp 20 ct 1 lb.
Antitoxin (vial) 50 ct 1 lb. Lantern, bullseye 25 ct 2 lbs.
Arcane Focus Lantern, hooded 50 ct 2 lbs.
Crystal 10 ct 1 lb. Lock 10 ct 1 lb.
Orb 25 ct 3 lbs. Magnifying glass 40 ct —
Staff 5 ct 4 lbs. Manacles 2 ct 6 lbs.
Wand 10 ct 1 lb. Mess kit 6 bits 1 lb.
Arcanic Water (flask) 25 ct 1 lb. Miner’s pick 3 ct 10 lbs.
Backpack 5 ct 5 lbs. Mirror 5 ct 1/2 lb.
Ball bearings (bag of 1,000) 10 ct 2 lbs. Oil (flask) 1 bit 1 lb.
Barrel 2 ct 70 lbs. Papyrus (one sheet) 4 bits —
Basket 4 bits 2 lbs. Parchment (one sheet) 2 bits —
Bedroll 1 ct 7 lbs. Perfume (vial) 10 ct —
Bell 10 ct — Piton 5 ct 1/4 lb.
Blanket 5 bits 3 lbs. Pole (10-foot) 5 bits 7 lbs.
Block and tackle 1 ct 5 lbs. Pot 2 ct 10 lbs.
Book 100 ct 5 lbs. Potion of healing 50 ct 1/2 lb.
Bottle, glass 2 ct 2 lbs. Pouch 1 ct 1 lb.
Bucket 5 beads 2 lbs. Quiver 1 ct 1 lb.
Caltrops (bag of 20) 5 ct 2 lbs. Ram, portable 15 ct 35 lbs.
Candle 1 bead — Rations (1 day) 5 bits 2 lbs.
Case, crossbow bolt 1 ct 1 lb. Robes 1 ct 4 lbs.
Case, map or scroll 1 ct 1 lb. Rope, hempen (50 feet) 1 ct 10 lbs.
Chalk (1 piece) 1 bead — Rope, silk (50 feet) 10 ct 5 lbs.
Chest 10 ct 25 lbs. Sack 1 bit 1/2 lb.
Climber’s kit 25 ct 12 lbs. Scale, merchant’s 100 ct 3 lbs.
Clothing Sealing wax 5 bits —
Common 5 ct 3 lbs. Shovel 50 ct 5 lbs.
Fine 35 ct 6 lbs. Signal whistle 5 bits —
Royal Defiler 80 ct 5 lbs. Signet ring 25 ct —
Slave 2 bits 1 lb. Silt Mask 15 ct 1 lb.
Templar 100 ct 8 lbs. Soap 2 beads —
Traveler’s 2 ct 4 lbs. Spellbook 200 ct 3 lbs.
Component pouch 25 ct 2 lbs. Spikes, iron (10) 200 ct 5 lbs.
Crowbar 20 ct 5 lbs. Spyglass 1,000 ct 1 lb.
Druidic Focus Tent, two-person 2 ct 20 lbs.
Cacti spines 2 ct — Tinderbox 5 bits 1 lb.
Seed pouch 10 ct 1 lb. Torch 1 bead 1 lb.
Totem 1 ct 1 lb. Vial 1 ct —
Wooden Staff 5 ct 4 lbs. Waterskin 2 bits 5 lbs. (full)
Whetstone 1 bead 1 lb.
230
Gear Descriptions Athasian Engineering
This section describes items that have special rules Adventuring gear in DARK SUN is assumed to be
or require further explanation. made of non-metal components. Items which
Acid. As an action, you can splash the contents of require metal cost more than in other settings.
this vial onto a creature within 5 feet of you or
throw the vial up to 20 feet, shattering it on impact. Caltrops. As an action, you can spread a single
In either case, make a ranged attack against a bag of bone caltrops to cover a 5-foot-square area.
creature or object, treating the acid as an Any creature that enters the area must succeed on
improvised weapon. On a hit, the target takes 2d6 a DC 15 Dexterity saving throw or stop moving and
acid damage. take 1 piercing damage. Until the creature regains
Alchemist’s Fire. This sticky, adhesive fluid at least 1 hit point, its walking speed is reduced by
ignites when exposed to air. As an action, you can 10 feet. A creature moving through the area at half
throw this flask up to 20 feet, shattering it on speed doesn’t need to make the saving throw.
impact. Make a ranged attack against a creature or Candle. For 1 hour, a candle sheds bright light in
object, treating the alchemist’s fire as an a 5-foot radius and dim light for 5 more feet.
improvised weapon. On a hit, the target takes 1d4 Case, Crossbow Bolt. This wooden case can
fire damage at the start of each of its turns. A hold up to twenty crossbow bolts.
creature can end this damage by using its action to Case, Map or Scroll. This cylindrical leather
make a DC 10 Dexterity check to extinguish the case can hold up to ten rolled-up sheets of paper or
flames. five rolled-up sheets of parchment.
Antitoxin. A creature that drinks this vial of Chain. A chain has 10 hit points. It can be burst
liquid gains advantage on saving throws against with a successful DC 20 Strength check.
poison for 1 hour. It confers no benefit to undead or Climber’s Kit. A climber’s kit includes pitons,
constructs. climbing chalk, and a harness. You can use the kit
Arcane Focus. An arcane focus is a special item as an action to anchor yourself; when you do, you
— an orb, a crystal, a rod, a specially constructed can’t fall more than 25 feet from the anchor, nor
staff, a wand-like length of wood, or some similar climb more than 25 feet away without reanchoring.
item— designed to channel the power of arcane Clothing, Common. Common clothing varies
spells. An Arcanist or Templar can use such an from culture to culture, but is typically made from
item as a spellcasting focus, as described in lower-clothing quality with simple stitching.
Chapter 9. Clothing, Fine. Fine clothing is made from high
Arcanic Water. As an action, you can splash the quality fabrics, often with embellishments and
contents of this flask onto a creature within 5 feet filigree to flaunt the wearer’s wealth.
of you or throw it up to 20 feet, shattering it on Clothing, Royal Defiler. Royal defilers, who
impact. In either case, make a ranged attack practice sorcery with the full legal backing of a
against a target creature, treating the flask as an Sorcerer‐King, must clearly indicate their protected
improvised weapon. If the target is an elemental, status if they are to be spared the mob’s wrath.
fey, or undead, it takes 2d6 radiant damage. Wearing it may give advantage to Charisma
A character with the Spellcasting class feature (Intimidation) checks depending on the NPC.
may create arcanic water by performing a special Clothing, Slave. This simple set of clothes
ritual. The ritual takes 1 hour to perform, uses 25 consists of a loincloth or short skirt and a
ct worth of powdered silver, and requires the caster sleeveless tunic, all made of rough‐hewn materials.
to expend a 1st-level spell slot. For some NPCs, this clothing may cause
Ball Bearings. As an action, you can spill these disadvantage on Charisma (Persuasion) checks.
tiny stone balls from their pouch to cover a level Clothing, Templar. This set of clothing is made
area 10 feet square. A creature moving across the by the best artisans of a city-state and exemplifies
covered area must succeed on a DC 10 Dexterity it’s templarate. Wearing it in your city-state may
saving throw or fall prone. A creature moving give advantage on some Charisma checks in that
through the area at half speed doesn’t need to city.
make the saving throw. Clothing, Traveler’s. Hardy clothing made with
Block and Tackle. A set of pulleys with a cable the wearer’s safety and comfort in mind. This
threaded through them and a hook to attach to clothing might give advantage on Constitution
objects, a block and tackle allows you to hoist up to saving throws made due to rough environmental
four times the weight you can normally lift. conditions such as strong winds or extreme heat.
Book. A book might contain poetry, historical Component Pouch. A small, watertight leather
accounts, information pertaining to a particular belt pouch that has compartments to hold all the
field of lore, diagrams and notes on strange material components you need to cast your spells,
contraptions, or just about anything else that can be except for those components that have a specific
represented using text or pictures. A book of spells cost (as indicated in a spell’s description).
is a spellbook (described later in this section). Crowbar. Using a crowbar grants advantage to
Strength checks where leverage can be applied.

231
Druidic Focus. A druidic focus might be a sprig Hunting Trap. When you use your action to set it,
of mistletoe or holly, a wand or scepter made of this trap forms a saw-toothed bone ring that snaps
yew or another special wood, a staff drawn whole shut when a creature steps on a pressure plate in
out of a living tree, or a totem object incorporating the center. The trap is affixed by a heavy chain to
feathers, fur, bones, and teeth from sacred animals. an immobile object, such as a tree or a spike driven
A Druid can use such an object as a spellcasting into solid ground. A creature that steps on the plate
focus, as described in Chapter 10. must succeed on a DC 13 Dexterity saving throw or
Healer’s Kit. This kit is a leather pouch take 1d4 piercing damage and stop moving.
containing bandages, salves, and splints. The kit Thereafter, until the creature breaks free of the
has ten uses. As an action, you can expend one use trap, its movement is limited by the length of the
of the kit to stabilize a creature that has 0 hit chain (typically 3 feet long). A creature can use its
points, without needing to make a Wisdom action to make a DC 13 Strength check, freeing
(Medicine) check. itself or another creature within its reach on a
Holy Symbol. A holy symbol is a representation success. Each failed check deals 1 piercing damage
of an element or Sorcerer-King. For Clerics, a to the trapped creature.
symbol tends to be a physical embodiment of your Lamp. A lamp casts bright light in a 15-foot
chosen element. For Crusaders, this is most often radius and dim light for an additional 30 feet. Once
some representation of the vow they’ve sworn, or lit, it burns for 6 hours on a flask (1 pint) of oil.
the entity to whom it was sworn. to. A Cleric or Lantern, Bullseye. A bullseye lantern casts
Crusader can use a holy symbol as a spellcasting bright light in a 60-foot cone and dim light for an
focus, as described in Chapter 9. To use the symbol additional 60 feet. Once lit, it burns for 6 hours on a
in this way, the caster must hold it in hand, wear it flask (1 pint) of oil.
visibly, or bear it on a shield.

232
Lantern, Hooded. A hooded lantern casts bright Mess Kit. This latching box contains a cup and
light in a 30-foot radius and dim light for an simple cutlery. One side can be used as a cooking
additional 30 feet. Once lit, it burns for 6 hours on pan and the other as a plate or shallow bowl.
1 pint) of oil. As an action, you can lower the hood, Oil. Oil usually comes in a clay flask that holds 1
reducing the light to dim light in a 5-foot radius. pint. As an action, you can splash the oil in this
Lock. A key is provided. Without the key, a flask onto a creature within 5 feet of you or throw it
creature proficient with thieves’ tools can pick this up to 20 feet, shattering it on impact. Make a
lock with a successful DC 15 Dexterity check. ranged attack against a target creature or object,
Magnifying Glass. This lens allows a closer look treating the oil as an improvised weapon. On a hit,
at small objects. It is also useful when starting fires. the target is covered in oil. If the target takes any
Lighting a fire with a magnifying glass requires fire damage before the oil dries (after 1 minute), the
light as bright as sunlight to focus, tinder to ignite, target takes an additional 5 fire damage from the
and about 5 minutes. A magnifying glass grants burning oil. You can also pour a flask of oil on the
advantage on any ability check made to appraise or ground to cover a 5-foot-square area, provided that
inspect an item that is small or highly detailed. the surface is level. If lit, the oil burns for 2 rounds
Manacles. These restraints can bind a Small or and deals 5 fire damage to any creature that enters
Medium creature. Escaping the manacles requires the area or ends its turn in the area. A creature can
a successful DC 20 Dexterity check. Breaking them take this damage only once per turn.
requires a successful DC 20 Strength check. Each
set comes with one key. Without the key, a creature
proficient with thieves’ tools can pick the lock with
a successful DC 15 Dexterity check. Manacles have
15 hit points.

233
Spellbook. Essential for Arcanists, a spellbook is
a leather-bound tome with 100 blank vellum pages
Container Capacity suitable for recording spells.
Splash-globes. Splash‐globes are spherical glass
Container Capacity
jars containing contact poison or up to half a pint of
Backpack* 1 cubic foot/30 pounds of gear alchemical fluid. In addition to bursting on impact
Barrel 40 gallons liquid, 4 cubic feet solid like any grenade, splash‐globes can be placed in
Basket 2 cubic feet/40 pounds of gear hinged pelota, thus giving the grenade additional
Bottle 1 1/2 pints liquid range when launched from a splashbow or dejada.
Bucket 3 gallons liquid, 1/2 cubic foot solid Spyglass. Objects viewed through a spyglass are
Chest 12 cubic feet/300 pounds of gear magnified to twice their size.
Flask or tankard 1 pint liquid Tent. A simple and portable canvas shelter. A tent
Jug or pitcher 1 gallon liquid sleeps two.
Pot 1 gallon liquid Tinderbox. This small container holds flint,
Pouch 1/5 cubic foot/6 pounds of gear striker, and tinder (usually dry cloth soaked in light
Sack 1 cubic foot/30 pounds of gear oil) used to kindle a fire. Using it to light a torch—or
Vial 4 ounces liquid anything else with abundant, exposed fuel—takes
Waterskin 4 pints liquid an action. Lighting any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright
* You can also strap items, such as a bedroll or a light in a 20-foot radius and dim light for an
coil of rope, to the outside of a backpack. additional 20 feet. If you make a melee attack with
a burning torch and hit, it deals 1 fire damage.

Equipment Packs
Potion of Healing. A character who drinks the
magical red fluid in this vial regains 2d4 + 2 hit Most people avoid cumbersome equipment packs
points. Administering a potion to another character in the heat of the desert. Still, some items are vital
takes an action and requires the imbiber to roll for for one’s travels to such inhospitable lands.The
starting equipment you get from your class includes
healing, but characters have the choice of using an
a collection of useful adventuring gear, put together
action or a bonus action when drinking a potion in a pack. The contents of these packs are listed
themselves. If taking an action, the potion here. If you are buying your starting equipment, you
automatically heals the maximum amount of can purchase a pack for the price shown, which
points; on a bonus action, roll as normal. might be cheaper than buying the items individually.
Pouch. A cloth or leather pouch can hold up to Burglar’s Pack (16 ct). Includes a backpack, a
20 sling bullets or 50 blowgun needles, among crowbar, 10 feet of string, a bell, 5 candles, a bag of
other things. A compartmentalized pouch for bone caltrops, a tinderbox, a bone grappling hook, 2
holding spell components is called a component flasks of oil, 5 days’ rations, and a waterskin. The
pouch (described earlier in this section). pack also has 50 feet of hempen rope strapped to
Quiver. A quiver can hold up to 20 arrows. the side of it.
Ram, Portable. You can use a portable ram to Diplomat’s Pack (39 ct). Includes a chest, 2 cases
break down doors. When doing so, you gain a +4 for maps and scrolls, a set of fine clothes, a bottle of
bonus on the Strength check. One other character ink, an ink quill, a lamp, 2 flasks of oil, 5 sheets of
can help you use the ram, giving you advantage on parchment, a vial of perfume, sealing wax, and soap.
this check. Dune Trader’s Pack (12 ct). Includes a backpack,
Rations. Rations consist of dry foods suitable for an abacus, a blanket, a lamp, a flask of oil, a pouch,
extended travel, including jerky, dried fruit, a sack, a merchant’s tunic, 2 ceramic vials, and two
hardtack, and nuts. waterskins.
Rope. Rope, whether made of hemp or silk, has 2 Entertainer’s Pack (40 ct). Includes a backpack, a
hit points and can be burst with a DC 17 Strength bedroll, 2 costumes, 5 candles, 5 days of rations, a
check. waterskin, and a disguise kit.
Scale, Merchant’s. A scale includes a small Explorer’s Pack (10 ct). Includes a backpack, a
bedroll, a mess kit, a tinderbox, 10 torches, 10 days
balance, pans, and a suitable assortment of weights
of rations, a two-person tent, a set of desert clothes,
up to 2 pounds. With it, you can measure the exact
and 2 waterskins. The pack also has 50 feet of
weight of small objects, such as raw precious hempen rope strapped to the side of it.
metals or trade goods, to help determine their Priest’s Pack (19 ct). Includes a backpack, a
worth. blanket, 10 candles, a tinderbox, an alms box, 2
Silt Mask. A filtered and ventilated mask formed blocks of incense, a censer, vestments, 2 days of
from insectoid webbing and animal hides. While rations, and a waterskin.
wearing a silt mask, you have advantage on all Scholar’s Pack (40 ct). Includes a backpack, a
checks made to resist suffocation effects from the bedroll, a book of lore, a bottle of ink, an ink quill, 10
Gray Death. sheets of parchment, a small knife, 5 days’ rations,
and a waterskin.

234
Tools Artisan’s Tools. These special tools include the
items needed to pursue a craft or trade. The table
A tool helps you to do something you couldn’t shows examples of the most common types of
otherwise do, such as craft or repair an item, forge tools, each providing items related to a single craft.
a document, or pick a lock. Your race, class, Proficiency with a set of artisan’s tools lets you add
background, or feats give you proficiency with your proficiency bonus to any ability checks you
certain tools. Proficiency with a tool allows you to make using the tools in your craft. Each type of
add your proficiency bonus to any ability check you artisan’s tools requires a separate proficiency.
make using that tool. Tool use is not tied to a single Disguise Kit. This pouch of cosmetics, hair dye,
ability, since proficiency with a tool represents and small props lets you create disguises that
broader knowledge of its use. For example, the DM change your physical appearance. Proficiency with
might ask you to make a Dexterity check to carve a this kit lets you add your proficiency bonus to any
fine detail with your woodcarver’s tools, or a ability checks you make to create a visual disguise.
Strength check to make something out of Forgery Kit. This small box contains a variety of
particularly hard wood. papers and parchments, pens and inks, seals and
sealing wax, imitation gold and silver leaf, and
other supplies necessary to create convincing
Tools forgeries of physical documents. Proficiency with
Item Cost Weight this kit lets you add your proficiency bonus to any
Artisan’s Tools ability checks you make to create a physical forgery
Alchemist’s supplies 50 ct 8 lbs. of a document.
Brewer’s supplies 20 ct 9 lbs. Gaming Set. This item encompasses a wide
range of items depending on the game. A few
Calligrapher’s supplies 10 ct 5 lbs.
common examples appear on the Tools table, but
Carpenter’s tools 8 ct 6 lbs.
other kinds of gaming sets exist. If you are
Cobbler’s tools 5 ct 5 lbs. proficient with a gaming set, you can add your
Cook’s utensils 1 ct 8 lbs. proficiency bonus to ability checks you make to
Glassblower’s tools 30 ct 5 lbs. play a game with that set. Each type of gaming set
Jeweler’s tools 25 ct 2 lbs. requires a separate proficiency.
Leatherworker’s tools 5 ct 5 lbs. Herbalism Kit. This kit contains a variety of
Mason’s tools 10 ct 8 lbs. instruments such as clippers, mortar and pestle,
Painter’s supplies 10 ct 5 lbs. and pouches and vials used by herbalists to create
Potter’s tools 10 ct 3 lbs. remedies and potions. Proficiency with this kit lets
Smith’s tools 40 ct 8 lbs. you add your proficiency bonus to any ability
Tinker’s tools 50 ct 10 lbs. checks you make to identify or apply herbs. Also,
Weaver’s tools 1 ct 5 lbs. proficiency with this kit is required to create
Woodcarver’s tools 1 ct 5 lbs. antitoxins and potions of healing.
Disguise kit 25 ct 3 lbs. Musical Instrument. Several of the most
common types of musical instruments are shown
Forgery kit 15 ct 5 lbs.
on the table as examples. If you have proficiency
Gaming set
with a given musical instrument, you can add your
Dice set 2 bits — proficiency bonus to any ability checks you make to
Dragonchess set 1 ct 1/2 lb. play music with the instrument. Each type of
Loaded dice 2 ct — musical instrument requires a separate proficiency.
Playing card set 5 bits — Navigator’s Tools. This set of instruments is used
Herbalism kit 5 ct 3 lbs. for navigation on the silt sea. Proficiency with
Musical Instrument navigator’s tools lets you chart a silt skimmer’s
Bone flute 2 ct 1 lb. course and follow navigation charts. In addition,
Chelys 30 ct 4 lbs. these tools allow you to add your proficiency bonus
Drum 6 ct 3 lbs. to any ability check you make to avoid getting lost
Horn 3 ct 2 lbs. at sea.
Ocarina 15 ct 1 lb. Poisoner’s Kit. A poisoner’s kit includes the
Oud 40 ct 3 lbs. vials, chemicals, and other equipment necessary for
Pan flute 10 ct 1 lb. the creation of poisons. Proficiency with this kit lets
you add your proficiency bonus to any ability
Rebab 35 ct 3 lbs.
checks you make to craft or use poisons.
Shawm 25 ct 2 lbs.
Thieves’ Tools. This set of tools includes a small
Navigator’s tools 25 ct 2 lbs. file, a set of lockpicks, a small mirror mounted on a
Poisoner’s kit 50 ct 2 lbs. handle, a set of narrow-bladed scissors, and a pair
Thieves’ tools 25 ct 1 lb. of pliers. Proficiency with these tools lets you add
your proficiency bonus to any ability checks you
make to disarm traps or open locks.

235
Mounts and Vehicles

A
good mount can help you move more
quickly through the wastes, but its
primary purpose is to carry the gear that Mounts
would otherwise slow you down. The Item Cost Speed Carrying Capacity
Mounts table shows each animal’s
Carru 50 ct 50 ft. 240 lbs.
speed and base carrying capacity.
An animal pulling a carriage, cart, Crodlu, riding 100 ct 50 ft. 360 lbs.
chariot, sled, or wagon can move weight up to five Crodlu, heavy 200 ct 50 ft. 600 lbs.
times its base carrying capacity, including the Crodlu, warmount 400 ct 50 ft. 600 lbs.
weight of the vehicle. If multiple animals pull the Erdland 150 ct 50 ft. 600 lbs.
same vehicle, they can add their carrying capacity Erdlu 100 ct 50 ft. 300 lbs.
together. Inix 300 ct 50 ft. 1600 lbs.
Inix, warmount 500 ct 50 ft. 2000 lbs.
Mount Descriptions Kank, untrained
Kank, trained
50 ct
130 ct
50 ft.
50 ft.
400 lbs.
400 lbs.
Carru. A strain of humped cattle with a bony skull
and drab hide. With many products and resources Mekillot 800 ct 50 ft. 8000 lbs.
being derived from it, the carru is a staple of
Athasian life. The carru’s hump is used for water
storage and holds 1d6 + 2 pints of water at any Inix are commonly used in the armies of the
given time. Sorcerer-Kings and as mounts and escorts for the
caravans of the great merchant houses and dune
Crodlu. A crodlu is a large reptilian animal used traders. An inix can be trained to carry a howdah or
for transportation or as a beast of burden. It bear a Large rider with a specially constructed
resembles an enormous scaled ostrich, its limbs saddle. Tareks use them as individual mounts; they
tipped with wicked claws. Heavy crodlu are bred are one of the few beasts able to carry a Tarek
for carrying Medium humanoids or pulling larger comfortably. Inix can’t generally pull wagons
passengers and cargo. Warmount crodlu are because of their lengthy tails.
powerful beasts raised for combat. Every day that an inix doesn’t receive its fill of
water or food, it must save vs. death or go berserk.
Erdland. These flightless, featherless birds are
The animal’s basic saving throw is 11, but there is
covered with red to gray scales and often stand
a cumulative –2 penalty on the save imposed with
nearly 15 feet tall. The legs of an erdland are
each passing day. The berserk inix’s aim is not to
powerful and strong, sporting large four-clawed
eat its masters, but to escape to forage elsewhere.
feet. Erdlands are not capable of fast speeds and
However, it will attack those who try to stop it –
are used more for their endurance than their speed. once berserk, an inix must be either set free,
Erdlands can be hitched to wagons individually or
magically or psionically charmed, or killed. The
in teams. An erdland is appropriate as a mount for
chance for an inix to go berserk is in addition to
a Medium humanoid creature and can be ridden
dehydration.
into battle.
Kank. Kanks are large, docile insects used as
Erdlu. Erdlus are smaller relatives of erdland,
herd animals and beasts of burden. They are
used as herd beasts by many different cultures on
effective mounts for a single Medium character.
Athas. They stand 7 feet tall and weigh around 200
Kanks are 4 feet high and 8 feet long, weighing 400
lbs. An erdlu is the appropriate size to function as a
pounds, durable and easily tended. Kanks are not
mount for a Medium humanoid, but are skittish and
raised for their meat, which becomes foul-smelling
hard to control in battle. Their scales, claws and
as soon as they die. Instead, they are raised for
meat make them valued as sources of various honey globules produced on their bellies – each
commodities. The price of a single erdlu can be as
globule is worth 4 bits – and for chitin.
much as double that listed or as little as half,
All kank mounts are of the food-producer variety,
depending upon availability. Erdlu eggs are also
creating large globules of green honey on the
edible; one egg can fetch 8 bits.
abdomen every other day; it can be eaten by all the
Inix. The inix is a large, 16-foot-long reptile player character races and counts as one gallon of
commonly used for riding and as a beast of burden. water. Characters on a strict diet of kank honey can
Though herbivorous by nature, inix are vicious survive on it alone for a period of days equal to
combatants, attacking with both tail and bite. Inix their Constitution modifier; after that, the
trained for riding are also trained not to fight while character’s diet must be supplemented with other
mounted, for no rider could manage to keep his foodstuffs or they will become ill. A kank that is
seat while an inix thrashed its mighty tail. dehydrated or underfed does not produce honey.

236
Mekillot. A mekillot is an enormous six-ton lizard
used as a beast of burden or to transport troops. A
mekillot can be fitted with a pack or war howdah, Feed, Tack, and Harness
carrying several men into combat. These beasts are Item Cost Weight
hard to control and usually require a psionic
handler in addition to a tremendous amount of food Barding (+2 AC)
and water. Mekillots instinctively drop on their Erdlu 150 ct 50 lbs.
bellies should something move beneath them, Wise Crodlu 250 ct 80 lbs.
Athasians know never to come between a mekillot Kank 350 ct 90 lbs.
and the ground. Inix 500 ct 100 lbs.
When in use as a pack animal, a mekillot may Mekillot 1,000 ct 200 lbs.
decide to stop working or to move in a random Feed (per day)
direction. Each day, roll 1d20. On a roll of one, the Erdlu (or Medium creature) 2 ct 5 lbs.
mekillot stops where it is and won’t move further Crodlu (or Large creature) 10 ct 25 lbs.
that day. On a roll of two, the mekillot takes a new Inix (or Huge creature) 30 ct 150 lbs.
direction not given to it. Exactly when the mekillot Mekillot (or Gargantuan creature) 50 ct 300 lbs.
becomes stubborn is determined randomly (roll Saddles
1d10 for the ten-hour march day). A stubborn Pack 5 ct 15 lbs.
mekillot can sometimes be controlled through Riding 10 ct 35 lbs.
magic or psionics. Any physical effort to change a Stabling (per day)
mekillot’s mind (a beating, attempting to lure it
with food, etc.) enrages it and causes it to attack. A Erdlu (or Medium creature) 5 bits
mekillot cannot be pushed to double or triple its Crodlu (or Large creature) 1 ct
normal movement. Inix (or Huge creature) 10 ct
Mekillot (or Gargantuan creature) 50 ct
Caring for Mounts
Athas’ beasts are hardy, savage creatures; their
handlers must establish an uneasy peace, hoping to Barding. A mount’s defense can be reinforced by
balance the burdens asked of their beasts with the covering it with barding. Made of leather pads with
allure of steady food and water. bone, chitin, or wood plates, barding increases a
mount’s Armor Class by 2.
Feed Saddles. A pack saddle adds fifty pounds to the
A creature’s daily feed consumption is based on creature’s base carrying capacity. A riding saddle
their size. Food for creatures is usually dried and of braces the rider, helping you keep your seat on an
low quality. Medium sized creatures need 1 to 2 active mount in battle. It gives you advantage on
pounds of feed per day, Large creatures need 3 to 4 any check you make to remain mounted.
pounds, Huge creatures need 7 to 8 pounds, and Stabling. Housing, feeding, and watering of
Gargantuan creatures need 15 to 16 pounds per animals is offered in all of the major cities. Inix and
day. Mekillot stabling is not always available in villages,
Average costs for these supplies are shown unless they are on major trade routes.
shown in the Feed, Tack, and Harness table. If
allowed to graze for a day in scrub plain, forest, or
verdant belt terrain, most mounts will be able to
forage enough food for themselves. Some
creatures, such as erdlu or kanks, can forage
effectively in any terrain except salt flats.
Dehydration
Animals also suffer dehydration. Each day, animals
require the following quantities of water: Tiny
animals need 1/8 gallon, Small animals need 1/2
gallon, Medium animals need 1 gallon, Large
animals need 4 gallons, Huge animals need 8
gallons, and Gargantuan animals need 16 gallons.
Animal water intake can be cut in half for shade or
inactivity, or quartered for both.
At the end of a day that an animal doesn’t get its
full water allotment, there is a 10% chance it will
die; the chance increases by 10% for each
additional day without water. Animals are fully
rehydrated after receiving their full allotment of
water for one day.

237
Silt skimmer. Silt skimmers are essentially huge
wagons that roll across narrow shoals within the
Vehicles Silt Sea, shallow paths where rock and hardened
silt can support weight. Skimmers of this sort are
Item Cost Carrying Capacity
largely driven by massive, hollow wheels, with
Cart 40 ct 300 lbs.
slaves or undead in their center churning a set of
Chariot 250 ct 100 lbs. circulating “stairs” to provide power. When
Howdah weather conditions are favorable, sails may also be
Inix, normal 50 ct 50 lbs. mounted to propel the skimmer across the silt. In
Inix, war 150 ct 150 lbs. either manner, silt skimmers can cover distances of
Mekillot, normal 100 ct 250 lbs. six to eight miles in a day. However, they are still
Mekillot, war 500 ct 1,000 lbs. limited to the shoals of the Silt Sea, unable to cross
Sand Skiffs loose silt deeper than 15 feet.
Glider 700 ct 450 lbs. Though a great deal more expensive, there are
Ram 1,200 ct 800 lbs. silt skimmers equipped with obsidian engines that
Barge 1,800 ct 2500 lbs. allow travel to be powered by psionics rather than
Silt Skimmers manual labor. To operate such crafts, a wild talent
Manual (Wheeled) 1,200 ct 4000 lbs. or mindbender must channel their psionic energy
Obsidian Engine 3,500 ct 4000 lbs. through an enchanted, symmetrical piece of
obsidian that distributes the energy across the
Wagons
skimmer’s hull. The silt then supports the ship and
Armored 1,000 ct 15,000 lbs.
moves the skimmer at whatever speed the pilot
Enclosed 150 ct 500 lbs. desires, allowing travel at any depth.
Open 85 ct 400 lbs. Wagon. A wagon is the simplest form of
transportation. Crodlus or kanks can be used as
beasts of burden for the normal versions. An open
wagon is a little more than a wooden box on four
Vehicle Descriptions wooden wheels while an enclosed wagon ensures
Cart. A two-wheeled transportation vehicle, small its riders are unaffected by weather.
enough to be pulled by a single character or An armored caravan wagon requires two
creature of Medium or greater size. mekillots to pull, has multiple rooms on multiple
Chariot. A chariot is a lightly armored vehicle levels, and can carry a cargo of 15,000 pounds of
constructed of wood, chitin and hardened leather, goods, up to 50 fully armed warriors, 25 slaves in
designed for riding and combat. Two people can transit, and a handful of merchants, nobles, or
ride a chariot. A creature riding a chariot has half other travelers. The defense balconies in an
cover against attacks from the front or the sides. armored caravan wagon provide half cover against
Crodlu and kanks can be used to pull a chariot. any attacks from outside. Anyone riding an
Howdah. A howdah is a frame with seats enclosed or armored caravan wagon is considered
designed to be mounted on the back of an inix or to be at rest and shaded.
mekillot. Howdahs do not count against a
creature’s carrying capacity, unlike riders and
cargo. A normal howdah is made of a light wooden
Vehicle Proficiency
frame while a war howdah is constructed of much If you have proficiency with a certain kind of vehicle
sturdier materials designed for battle, offering half (land or silt), you can add your proficiency bonus to
cover against any attacks from outside. An inix any check you make to control that kind of vehicle
howdah can hold a driver and up to four additional in difficult circumstances.
people. A mekillot howdah can be constructed in a
more elaborate affair; it often contains two levels
and can accommodate up to sixteen people.
Anyone riding in a howdah is considered to be at
rest and shaded.
Sand skiff. Sand skiffs are three or four-wheeled,
single-masted vehicles built to harness the danger
and fury of a sandstorm for the sake of travel
across the desert wastes. They often require a great
deal of maintenance to cope with the sail-cutting
winds and volatile terrain of Athas, but these
trifling concerns matter little to the bandits and
raiders that favor the skiff over costly, troublesome
beasts. Their sizes vary, from nimble three-person
gliders and offense-minded six-person rams to
hulking barges with a crew of twelve or more.

238
Expenses Squalid. You live in a leaky stable, a mud-floored
hut just outside town, or a vermin-infested boarding
When not descending into the depths of the earth, house in the worst part of town. You have shelter
exploring ruins for lost treasures, or waging war from the elements, but you live in a desperate and
against the encroaching darkness, adventurers face often violent environment, in places rife with
more mundane realities. Even in a fantastical disease, hunger, and misfortune. You are beneath
world, people require basic necessities such as the notice of most people, and you have few legal
shelter, sustenance, and clothing. These things cost protections. Most people at this lifestyle level have
money, although some lifestyles cost more than suffered some terrible setbacks. They might be
others. disturbed, marked as exiles, or suffer from disease.
Lifestyle Expenses Poor. A poor lifestyle means going without the
comforts available in a stable community. Simple
Lifestyle expenses provide you with a simple way to food and lodgings, threadbare clothing, and
account for the cost of living in a fantasy world. unpredictable conditions result in a sufficient,
They cover your accommodations, food and drink, though probably unpleasant, experience. Your
and all your other necessities. Furthermore, accommodations might be a room in a flophouse or
expenses cover the cost of maintaining your in the common room above a tavern. You benefit
equipment so you can be ready when adventure from some legal protections, but you still have to
next calls. contend with violence, crime, and disease. People
At the start of each week or month (your choice), at this lifestyle level tend to be unskilled laborers,
choose a lifestyle from the Expenses table and pay costermongers, peddlers, thieves, mercenaries, and
the price to sustain that lifestyle. The prices listed other disreputable types.
are per day, so if you wish to calculate the cost of Modest. A modest lifestyle keeps you out of the
your chosen lifestyle over a thirty-day period, slums and ensures that you can maintain your
multiply the listed price by 30. Your lifestyle might equipment. You live in an older part of town,
change from one period to the next, based on the renting a room in a boarding house, inn, or temple.
funds you have at your disposal, or you might You don’t go hungry or thirsty, and your living
maintain the same lifestyle throughout your conditions are clean, if simple. Ordinary people
character’s career. living modest lifestyles include soldiers with
Your lifestyle choice can have consequences. families, priests, artisans, and the like.
Maintaining a wealthy lifestyle might help you Comfortable. Choosing a comfortable lifestyle
make contacts with the rich and powerful, though means that you can afford nicer clothing and can
you run the risk of attracting thieves. Likewise, easily maintain your equipment. You live in a small
living frugally might help you avoid criminals, but cottage in a middle-class neighborhood or in a
you are unlikely to make powerful connections. private room at a fine inn. You associate with
merchants, skilled tradespeople, and military
officers.
Lifestyle Expenses Wealthy. Choosing a wealthy lifestyle means
Lifestyle Price/Day living a life of luxury, though you might not have
Wretched — achieved the social status associated with the old
Squalid 5 beads money of nobility or royalty. You live a lifestyle
Poor 2 bits comparable to that of a highly successful merchant,
Modest 1 ct a favored servant of the royalty, or the owner of a
few small businesses. You have respectable
Comfortable 3 ct
lodgings, usually a spacious home in a good part of
Wealthy 5 ct
town or a comfortable suite at a fine inn. You likely
Aristocratic 10 ct minimum have a small staff of servants.
Aristocratic. You live a life of plenty and comfort.
You move in circles populated by the most powerful
Wretched. You live in inhumane conditions. With people in the community. You have excellent
no place to call home, you shelter wherever you lodgings, perhaps a townhouse in the nicest part of
can, sneaking into barns, huddling in old crates, town or rooms in the finest inn. You dine at the best
and relying on the good graces of people better off restaurants, retain the most skilled and fashionable
than you. A wretched lifestyle presents abundant tailor, and have servants attending to your every
dangers. Violence, disease, and hunger follow you need. You receive invitations to the social
wherever you go. Other wretched people covet your gatherings of the rich and powerful, and spend
armor, weapons, and adventuring gear, which evenings in the company of politicians, guild
represent a fortune by their standards. You are leaders, high priests, and nobility. You must also
beneath the notice of most people. contend with the highest levels of deceit and
treachery. The wealthier you are, the greater the
chance you will be drawn into political intrigue as a
pawn or participant.

239
Goods and Services
In the world of Athas, trade is the greatest power Services
next to the Sorcerer-Kings themselves. Your next
meal, your path to the next adventure, your very Adventurers can pay nonplayer characters to assist
freedom- all depend on the mighty token. them or act on their behalf in a variety of
circumstances. Most such hirelings have fairly
ordinary skills, while others are masters of a craft
Selling Treasure or art, and a few are experts with specialized
Opportunities abound to find treasure, equipment, adventuring skills.
weapons, armor, and more in the dungeons you Some of the most basic types of hirelings appear
explore. Normally, you can sell your treasures and on the Services table. Other common hirelings
trinkets when you return to a town or other include any of the wide variety of people who
settlement, provided that you can find buyers and inhabit a typical town or city, when the adventurers
merchants interested in your loot. pay them to perform a specific task. For example,
Arms, Armor, and Other Equipment. As a an Arcanist might pay a carpenter to construct an
general rule, undamaged weapons, armor, and elaborate chest (and its miniature replica) for use in
other equipment fetch half their cost when sold in a the secret stash spell. A Fighter might commission
market. Weapons and armor used by monsters are a blacksmith to forge a special sword. A Rogue
rarely in good enough condition to sell. might pay a tailor to make exquisite clothing for an
Magic Items. Selling magic items is problematic. upcoming gala in a wealthy noble’s estate.
Finding someone to buy a potion or a scroll isn’t Other hirelings provide more expert or
too hard, but other items are out of the realm of dangerous services. Mercenary soldiers paid to
most but the wealthiest nobles. Likewise, aside help the adventurers take on a psurlon den are
from a few common magic items, you wouldn’t hirelings, as are sages hired to research ancient or
normally come across magic items or spells to esoteric lore. If a high-level adventurer establishes
purchase. The value of magic is far beyond simple a stronghold of some kind, they might hire a whole
currency and should always be treated as such. staff of servants and agents to run the place, from a
Gems, Jewelry, and Art Objects. These items castellan or steward to menial laborers to keep the
retain their full value in the marketplace, and you stables clean. These hirelings often enjoy a long-
can either trade them in for coin or use them as term contract that includes a place to live within
currency for other transactions. For exceptionally the stronghold as part of the compensation.
valuable treasures, the DM might require you to Skilled hirelings include anyone hired to perform
find a buyer in a large town or larger community a service that involves a proficiency (including
first. weapon, tool, or skill): a mercenary, artisan, scribe,
Trade Goods. On the borderlands, many people and so on. The pay shown is a minimum; some
conduct transactions through barter. Like gems expert hirelings require more pay. Untrained
and art objects, trade goods—bars of iron, bags of hirelings are hired for menial work that requires no
salt, livestock, and so on—retain their full value in particular skill and can include laborers, porters,
the market and can be used as currency. maids, and similar workers.
Spellcasting Services
People who are able to cast spells don’t fall into the
category of ordinary hirelings. It might be possible
Services to find someone willing to cast a spell in exchange
Service Pay for coin or favors, but it is rarely easy and no
Caravan transit established pay rates exist. As a rule, the higher the
level of the desired spell, the harder it is to find
Between towns 1 ct per mile
someone who can cast it and the more it costs.
Within a city 5 bits Hiring someone to cast a relatively common spell
Hireling of 1st or 2nd level, such as cure wounds or identify,
Skilled 2 ct per day is difficult enough in a city or town, and might cost
Untrained 2 bits per day 10 to 50 ceramic tokens (plus the cost of any
Messenger 1 bit per mile expensive material components). Finding someone
Road toll 1 ct able and willing to cast a higher-level spell might
Gate Tax (to enter city-state) 2 ct involve entreating a city-state’s templarate or noble
Silt passage 5 ct per mile houses. Once found, the spellcaster might ask for a
service instead of payment—the kind of service that
only adventurers can provide, such as retrieving a
rare item from a dangerous locale or traversing a
monster-infested wilderness to deliver something
important to a distant settlement.

240
Food, Drink, and Lodging
The Food, Drink, and Lodging table gives prices for Food, Drink, and Lodging
individual consumable items and a single night’s
lodging. These prices are included in your total Item Cost
lifestyle expenses. Food
Berril Moss. A blue-green moss that often covers Agave Syrup 4 bits
the floor of forests. When dried it is edible and Berril Moss 2 bits
tastes like dried tea leaves. Betel Nuts 3 ct
Betel Nuts. A soft-shelled nut with a soft blue Bread (1 loaf) 1 bit
interior kernel. Betel nuts release a sweet juice Farro 5 bits
when chewed that stains the teeth blue, but upset Figs 3 bits
the stomach when eaten. Grubs 1 bit
Broy. Broy is made from fermented kank nectar. Insects 2 bits
When served plain, it is potent and foul tasting. Maize 1 bit
However, broy can be served warm and spiced with Meat 6 bits
a pungent herb that disguises its sourness.
Rations (15 days) 6 ct
Farro. Farro is a cactus, both the needles and
cortex are edible. The cortex is tart and juicy. The Renk (16) 1 ct
needles are bland and tasteless, but nutritious. Rock Cactus 3 bits
Kank Mead. A fermented alcoholic beverage Teff grain 2 bits
made from kank honey. It is green. Spiced mead Yucca 1 bit
has spices added for a range of exotic flavors. Drink
Kumis. A foamy fermented beverage made from Ale 1 bit
sygra milk. It is white and slightly sour. Broy 5 bits
Meats. The edible flesh of animals. Aprig meat is Cactus Juice 2 bits
a succulent and nutty white meat. Baazrag meat is Kank Mead 2 bits
a mellow tasting lean red meat. Carru meat is a Kumis 6 bits
savory red meat. Erdland and Erdlu meat is very Pulque 3 bits
similar, they are both lean white meats that easily Water, gallon 2 bits
absorb the flavor of spices. Inix meat is dry and Water, mug 1 bit
gamey. Jankx meat is often dried, instead of Water, tun (250 gallons) 40 ct
cooked, and has a strong peppery flavor. Kip meat
Wine, bottle 2 ct
has a soft nutty flavor. Mekillot meat is dry, stringy,
and barely palatable. Sygra meat is a tough red Wine, cup 5 bits
meat that is slightly sweet. Z’tal meat is a salty Lodging (per day)
white meat. Squalid 1 bit
Pulque. A thick fermented beverage made from Poor 2 ct
cactus juice. It is milky white and sour tasting. Modest 5 ct
Rations. All the dried food an adult Medium Comfortable 10 ct
sized creature needs for a single day. Rations Wealthy 15 ct
contain some sort of dried meat, vegetable, and
bread.
Renk. A 2 to 3 inch slug that varies in color. Renk
live in rotting vegetation or on the body of a
creature. Renk store moisture in an extra stomach
that ruptures when they are eaten raw. If eaten
raw, renk provide 1/2 cup of water. Exposure to
direct sunlight kills them in 1d4 turns.
Rock Cactus. The rock cactus is a spherical plant
that is edible if peeled, having a taste and texture
similar to apples. A single plant will yield up to a
pound of edible flesh and 4 pints of fluid.
Teff Grain. A cereal grass cultivated for its small
grain.
Water. In most cities, water is drawn from a
collective cistern maintained by Templars and then
distributed or sold. The prices are subject to
change during dry periods or when Templars want
to extort more money.
Yucca. A tree or shrub grown for its edible seeds,
flowers, flowering stems, roots, and fruits.

241
Drugs and Poisons
Hypnos. This is a tasteless, odorless brew of herbs
Drugs of Athas commonly peddled in Bard’s Quarters. It is
typically used by bards and mindbenders to “soften
Drug Type Price per dose up” a target before attempting to manipulate them
Absentia Imbibed 80 ct or manifest a power. The target must make a DC
Githleaf Ingested 30 ct 12 Constitution saving throw or suffer a 1d4
Hypnos Imbibed 10 ct penalty modifier to saving throws against psionic
Laq Inhaled 100 ct effects for 1 minute.
Quicksilver Injury 200 ct
Voda Injected 120 ct Laq. Laq is a vicious drug of black, syrupy venom,
poured into a heated clay or porcelain pot, whose
vapors are then inhaled. It induces a psychadelic
effect in the user swiftly followed by voracious
Drug Descriptions amounts of energy. Used excessively, it can cause a
blackened tongue and a darkening of the eyes’
Absentia. When you drink absentia, you fall into a sclera. In heavy doses it brings about raving,
comatose state and are unconscious for one hour. uncontrollable battle rage that pushes the user to
During this time, you perceive the world through fight well past the point others would die.
the senses of a random creature with an A user of laq at normal doses must make a DC 10
Intelligence score of 5 or higher within a radius of Intelligence saving throw to remain focused, adding
one mile from you. The effect is similar to that of 1d4 to any Charisma or Intelligence-based skill
the scrying spell, but you perceive sensations checks for 1 hour on a success, with no benefits
through all five senses from the point of view of the beyond the high on a failure.
targeted creature. The elixir cannot target anyone Any user who takes two or more doses within an
affected by Hamanu’s aegis, mind blank, or a hour begins to froth at the mouth as they are filled
similar effect. Some users of absentia report that it with a wild frenzy, gaining an additional action on
occasionally causes bouts of sleepwalking during each turn and no longer suffering the staggered
the comatose state induced by the substance. condition if reduced to 0 hit points. They must
Absentia’s origin is unknown, but it possesses a immediately make a DC 20 Intelligence saving
strange hold over those who use it. Repeated use throw, suffering no additional effects on a success
risks shaky hands and a kind of nervous disorder– and losing the ability to determine friend from foe
when waking from a use of absentia, you must on a failure. These effects last for 1 minute, after
make a DC 5 Wisdom saving throw or become which the user suffers one level of exhaustion and
cursed. While cursed, you have disadvantage on all vomits profusely.
Dexterity checks. A remove curse or greater
restoration spell can remove this curse. Quicksilver. A silvery dust of refined esperweed,
created by Monks seeking greater understanding of
Githleaf. Often sold as bundles of dried, torn plant
the Way. The user must make a small incision and
matter called “scrap”, githleaf is used by tucking a mix the dust with their blood until a shiny paste
pinch between the gum and cheek. As the githleaf forms, then bind the wound like a poultice.
regains moisture, its toxins are quickly absorbed
Those who use this drug feel their skulls shake
into the blood stream, causing the user to
with psionic energies, and must roll on the table
experience intense feelings of relaxation and
below to determine the drug’s effects.
calmness before falling into a semi-unconscious
euphoria. More importantly, however, githleaf
slows the user’s psionic activity to such a point that d4 Quicksilver Effects
they become more resilient against telepathic 1 Unspeakable horror causes 2d12 psychic damage
probes or projections, a quality that has led to a
harsh Templar crackdown against the drug. 2 Lucid dreams extend your next rest by 1d10 hours
Upon use, the user must make a DC 15 3 Gain 1 Wild Talent of your choice for 1 day
Constitution saving throw or become incapacitated. 4 Your mind buzzes. Gain 1 point of Inspiration
If they succeed, any psionics targeting them with a
saving throw to resist (including spells such as
mind whip) must reduce their DC by 2 for 1 hour. Voda. A concentrated variant of laq which compels
Once the effect ends, the user must make a DC 12 truth when injected. A creature subjected to voda
Constitution saving throw or become addicted. The must succeed on a DC 15 Constitution saving
DC increases by 2 for each use of githleaf within throw or become poisoned for 1 hour. The
the past 7 days. Once addicted, the user takes 1d6 poisoned creature can’t knowingly speak a lie, as if
damage each day unless they use githleaf again. under the effect of a zone of truth spell.
The withdrawals end after 5 days.

242
Poisons of Athas
Ether vapor (Inhaled). A creature subjected to this
Poison Type Price per dose poison must succeed on a DC 15 Constitution
Basic Poison Injury 25 ct saving throw or become poisoned for 8 hours. The
Bleached Slumber Ingested 650 ct poisoned creature is unconscious. The creature
Blight Injury 90 ct wakes up if it takes damage or if another creature
Cactus venom Injury 200 ct takes an action to shake it awake.
Ether vapor Inhaled 130 ct
Id fiend essence (contact). A combination of an id
Id fiend essence Contact 175 ct
fiend’s blood and cranial fluid can create a poison
Malice Injury 120 ct
that causes terrifying hallucinations on contact. A
Midnight tears Ingested 1500 ct creature subject to this poison must succeed on a
Pale tincture Ingested 350 ct DC 14 Constitution save or be frightened for 1
Purple scorpion venom Injury 250 ct minute. The creature can attempt a save at the end
Slayer Sap Injury 75 ct of each of its turns to end the effect.

Malice (Inhaled). A creature subject to this poison


must succeed on a DC 11 Constitution saving
Poison Descriptions throw or take 4 (1d8) poison damage and have
Few markets peddle poisons openly, but such disadvantage on saves against poison and disease.
merchants exist in every city-state. Those with skill The creature must repeat the saving throw every 24
in crafting may harvest and develop less commonly hours, taking 4 (1d8) poison damage on a failed
seen poisons (see Chapter 7). save. After one successful save, the effect ends.

Basic Poison. You can use the poison in this vial to Midnight Tears (Ingested). A creature that ingests
coat one slashing or piercing weapon or up to three this poison suffers no effect until the stroke of
pieces of ammunition. Applying the poison takes an midnight. If the poison has not been neutralized
action. A creature hit by the poisoned weapon or before then, they must succeed on a DC 17
ammunition must make a DC 10 Constitution Constitution saving throw, taking 45 (10d8) poison
saving throw or take 1d4 poison damage. Once damage on a failure, or half damage on a success.
applied, the poison retains potency for 1 minute.
Pale Tincture (Ingested). A near-undetectable
Bleached Slumber (ingested). Made from mixing poison often used to riddle a target with
sun bleached inix bone and esperweed sap, inexplicable sickness for weeks on end. A creature
typically mixed with spiced wine. This poison is subjected to this poison must succeed on a DC 16
typically used as a preliminary attack before Constitution saving throw or take 3 (1d6) poison
ambushing rival noble houses, Templar officials, or damage and become poisoned. The poisoned
Veiled Alliance cells. The target must make a DC creature must repeat the saving throw every 24
16 Constitution saving throw or be poisoned and hours, taking 1d6 poison damage on a failed save.
unable to use psionics or cast arcane spells for 1 Until this poison ends, the damage the poison deals
minute. Those who fail the saving throw by 5 or can’t be healed by any means. After seven
more are also unconscious and may be awakened successful saving throws, the effect ends and the
by taking damage or if another creature uses an creature can heal normally.
action to shake them awake. At the end of each of
its turns, the target repeats the saving throw to be Purple scorpion venom (injury). The poison of the
able to use psionics and cast arcane spells again. purple scorpion, often found camouflaged in the
violet grasses outside Urik, is extremely potent for
Blight (injury). This poison made from undead its tiny size, causing muscle spasms and loss of
extract forces the target to make a DC 13 strength more commonly associated with much
Constitution saving throw or become blinded for 1 larger poisonous creatures. The target must
hour. The creature can attempt a saving throw at succeed on a DC 15 Constitution saving throw or
the end of each of its turns to end the effect. take 17 (3d10) poison damage on a failed save, or
half as much damage on a successful one.
Cactus venom (injury). When correctly harvested
and refined, the venom contained in the tiny sac at Slayer Sap. Harvested from a tree common to the
the base of a hunting cactus’ spine can be made Ringing Mountains, this thick green sap burns like
into a fast-acting paralytic agent. The target must acid. A creature subjected to this poison must make
make a DC 14 Constitution save or be poisoned for a DC 12 Constitution saving throw. On a failed
1 minute. The poisoned creature is also paralyzed. save, it takes 1d12 poison damage and is poisoned
The target can repeat the saving throw at the end of for 24 hours. On a successful save, the creature
each of its turns to end the effect. takes half damage and isn’t poisoned.

243
Magic Items Identifying a Magic Item
Magic items are gleaned from the hoards of Some magic items are indistinguishable from their
conquered monsters or discovered in long-lost nonmagical counterparts, whereas other magic
vaults. Such items grant capabilities a character items display their magical nature conspicuously.
could rarely have otherwise, or they complement Whatever a magic item’s appearance, handling the
their owner’s capabilities in wondrous ways. item is enough to give a character a sense that
Rarity something is extraordinary about it. Discovering a
magic item’s properties isn’t automatic, however.
Each magic item has a rarity: common, uncommon, The identify spell is the fastest way to reveal an
rare, very rare, or legendary. Common magic items, item’s properties. Alternatively, a character can
such as a potion of healing, are the most plentiful. focus on one magic item during a short rest, while
Some legendary items, such as the apparatus of being in physical contact with the item. At the end
Kwalish, are unique. The secrets of creating the of the rest, the character learns the item’s
most powerful items arose ages ago and were then properties, as well as how to use them. Potions are
gradually lost as a result of wars, cataclysms, and an exception; a little taste is usually enough to tell
mishaps. Even uncommon items can’t be easily the taster what the potion does.
created. Thus, many magic items are well- Sometimes a magic item carries a clue to its
preserved antiquities. properties. The command word to activate a ring
Rarity provides a rough measure of an item’s might be etched in tiny letters inside it, or a
power relative to other magic items. Each rarity feathered design might suggest that it’s a ring of
corresponds to character level, as shown in the feather falling.
Magic Item Rarity table. A character doesn’t Wearing or experimenting with an item can also
typically find a rare magic item, for example, until offer hints about its properties. For example, if a
around 5th level. That said, rarity shouldn’t get in character puts on a ring of jumping, the DM could
the way of your campaign’s story. If the DM allows say, “Your steps feel strangely springy.” Perhaps
a ring of invisibility to fall into the hands of a 1st- the character then jumps up and down to see what
level character, so be it. No doubt a great story will happens. You then find the character jumps
arise from that event. unexpectedly high.
Rarity can also help the DM set prices for them. Buying and Selling
The DM determines the value of an individual
magic item based on its rarity. Suggested values Unless you decide your campaign works otherwise,
are provided in the Magic Item Rarity table. The most magic items are so rare that they aren’t
value of a consumable item, such as a potion or available for purchase. Common items, such as a
scroll, is typically half the value of a permanent potion of healing, can be procured from an
item of the same rarity. alchemist, herbalist, or spellcaster. Doing so is
rarely as simple as walking into a shop and
selecting an item from a shelf. The seller might ask
Magic Item Rarity for a service, rather than coin.
Rarity Character Level Value In a large city-state, buying and selling magic
items might be possible. Even so, it’s likely to
Common 1st or higher 50–100 ct
remain similar to the market for fine art, with
Uncommon 1st or higher 101–500 ct
invitation-only auctions and a tendency to attract
Rare 5th or higher 501–5,000 ct thieves.
Very rare 11th or higher 5,0001–50,000 ct Selling magic items is difficult primarily because
Legendary 17th or higher 50,001+ ct of the challenge of finding a buyer. Plenty of people
might like to have a magic sword, but few of them
can afford it. Those who can afford such an item
Cursed Items usually have more practical things to spend on. See
Chapter 7 for ideas on how to handle selling magic
Some magic items bear curses that bedevil their items.
users, sometimes long after a user has stopped
using an item. A magic item’s description specifies
whether the item is cursed. Most methods of
identifying items, including the identify spell, fail to
reveal such a curse, although lore might hint at it. A
curse should be a surprise to the item’s user when
the curse’s effects are revealed.
A cursed item typically cannot be removed, and
the effects can’t be ended voluntarily unless the
curse is broken first, such as with the remove curse
spell.

244
Magic Item Categories Staffs
A magic staff is about 5 or 6 feet long. Staffs vary
Each magic item belongs to a category: armor,
widely in appearance: some are of nearly equal
potions, rings, rods, scrolls, staffs, tattoos, wands,
diameter throughout and smooth, others are
weapons, or wondrous items.
gnarled and twisted, some are made of wood, and
Armor others are composed of polished metal or crystal.
Unless an armor’s description says otherwise, Depending on the material, a staff weighs between
armor must be worn for its magic to function. 2 and 7 pounds.
Some suits of magic armor specify the type of Unless a staff’s description says otherwise, a staff
armor they are, such as so-ut mail or braxat plate. If can be used as a quarterstaff.
a magic armor doesn’t specify its armor type, you Tattoo
may choose the type or determine it randomly.
A magic tattoo is inscribed on the body of a
Potions creature, often requiring special inks with exotic
Different kinds of magical liquids are grouped in ingredients like crystal dust or dragon blood. Magic
the category of potions: brews made from tattoos cannot overlap each other.
enchanted herbs, water from magical fountains or Magic tattoos are consumable magic items,
sacred springs, and oils that are applied to a fading from the body of the creature once used.
creature or object. Most potions consist of one Activating a magic tattoo requires an action to
ounce of liquid. touch it and will it to produce its effect, called
Potions are consumable magic items. “tapping” it. Once used, a tattoo takes effect
Administering a potion to another character immediately and then disappears.
requires an action, while drinking a potion may be A magic tattoo is more dynamic than its mundane
either an action or bonus action (with some counterpart. As an action, the bearer of a magic
potions, such as a potion of healing gaining tattoo can move it to any surface on its body it
additional benefits if used as an action). Applying wishes, or onto another creature in physical contact
an oil might take longer, as specified in its with it who then becomes its new bearer.
description. Once used, a potion takes effect If the bearer of a magic tattoo is unconscious or
immediately, and it is used up. dead, another creature can touch the tattoo as an
action and either activate its effects on the bearer,
Rings or transfer the magic tattoo onto their own body.
Magic rings offer an amazing array of powers to Wands
those lucky enough to find them. Unless a ring’s
A magic wand is about 15 inches long and crafted
description says otherwise, a ring must be worn on
of metal, bone, or wood. It is tipped with metal,
a finger, or a similar digit, for the ring’s magic to
crystal, stone, or some other material.
function.
Rods Weapons
A scepter or just a heavy cylinder, a magic rod is Whether crafted for some fell purpose or forged to
typically made of metal, wood, or bone. It’s about 2 serve the highest ideals of chivalry, magic weapons
or 3 feet long, 1 inch thick, and 2 to 5 pounds. are coveted by many adventurers.
Some magic weapons specify the type of weapon
Scrolls they are in their descriptions, such as a longsword
Most scrolls are spells stored in written form, while or longbow. If a magic weapon doesn’t specify its
a few bear unique incantations that produce potent weapon type, you may choose the type or determine
wards. Whatever its contents, a scroll is a roll of it randomly.
paper, sometimes attached to wooden rods, and Wondrous Items
typically kept safe in a tube of ivory, jade, leather,
metal, or wood. Wondrous items include worn items such as boots,
A scroll is a consumable magic item. Whatever belts, capes, gloves, and various pieces of jewelry
the nature of the magic contained in a scroll, and decoration, such as amulets, brooches, and
unleashing that magic requires using an action to circlets. Bags, carpets, crystal balls, figurines,
read the scroll. When its magic has been invoked, horns, musical instruments, and other objects also
the scroll can’t be used again. Its words fade, or it fall into this catch-all category.
crumbles into dust.
Any creature that can understand a written
language can read the arcane script on a scroll and
attempt to activate it.

245
Wearing and Wielding Items Paired Items
Items that come in pairs– such as boots, bracers,
Using a magic item’s properties might mean
gauntlets, and gloves– impart their benefits only if
wearing or wielding it. A magic item meant to be
worn must be donned in the intended fashion: both items of the pair are worn. For example, a
boots go on the feet, gloves on the hands, hats and character wearing a boot of striding and springing
on one foot and a boot of elvenkind on the other
helmets on the head, and rings on the finger. Magic
foot gains no benefit from either item.
armor must be donned, a shield strapped to the
arm, a cloak fastened about the shoulders. A Magic Item Resilience
weapon must be held in hand.
In most cases, a magic item that’s meant to be Most magic items are objects of extraordinary
worn can fit a creature regardless of size or build. artisanship. Thanks to a combination of careful
Many magic garments are made to be easily crafting and magical reinforcement, a magic item is
adjustable, or they magically adjust themselves to at least as durable as a nonmagical item of its kind.
the wearer. Most magic items, other than potions and scrolls,
Rare exceptions exist. If the story suggests a have resistance to all damage. Artifacts are
good reason for an item to fit only creatures of a practically indestructible, requiring extraordinary
certain size or shape, you can rule that it doesn’t measures to destroy.
adjust. For example, armor made by the Thri-kreen Special Features
might not fit more humanoid races, or Seedlings
may only make items whose effects extend to Small You can add distinctiveness to a magic item by
creatures. The ultimate decision on whether an thinking about its backstory. Who made the item?
item is worn as intended lies with the DM. Is anything unusual about its construction? Why
was it made, and how was it originally used? What
Multiple Items of the Same Kind minor magical quirks set it apart from other items
Use common sense to determine whether more of its kind? Answering these questions can help
than one of a given kind of magic item can be worn. turn a generic magic item, such as a +1 longsword,
A character can’t normally wear more than one pair into a more flavorful discovery.
of footwear, one pair of gloves or gauntlets, one
pair of bracers, one suit of armor, one item of head
wear, and one cloak. The DM may make
exceptions; a character might be able to wear a
circlet under a helmet, for example, or be able to
layer two cloaks.

246
Activating an Item Spells
Activating some magic items requires a user to do Some magic items allow the user to cast a spell
from the item. The spell is cast at the lowest
something special, such as holding the item and
possible spell level, doesn’t expend any of the
uttering a command word. The description of each
user’s spell slots, and requires no components,
item category or individual item details how an
unless the item’s description says otherwise. The
item is activated. Certain items use one or more of
spell uses its normal casting time, range, and
the following rules for their activation.
duration, and the user of the item must concentrate
If an item requires an action to activate, that
action isn’t a function of the Use an Item action, so if the spell requires concentration. Many items,
a feature such as the Rogue’s Fast Hands can’t be such as potions, bypass the casting of a spell and
confer the spell’s effects, with their usual duration.
used to activate the item.
Certain items make exceptions to these rules,
Command Word changing the casting time, duration, or other parts
A command word is a word or phrase that must be of a spell.
spoken for an item to work. A magic item that A magic item, such as certain staffs, may require
requires a command word can’t be activated in an you to use your own spellcasting ability when you
area where sound is prevented, as in the area of the cast a spell from the item. If you have more than
silence spell. one spellcasting ability, you choose which one to
use with the item. If you don’t have a spellcasting
Consumables ability-perhaps you’re a Rogue with the Use Magic
Some items are used up when they are activated. A Device feature- your spellcasting ability modifier is
potion or an elixir must be swallowed, or an oil +0 for the item, and your proficiency bonus does
applied to the body. The writing vanishes from a apply.
scroll when it is read. Once used, a consumable Charges
item loses its magic.
Some magic items have charges that must be
expended to activate their properties. The number
of charges an item has remaining is revealed when
an identify spell is cast on it, as well as when a
creature is wielding or wearing the item.
Additionally, when an item regains charges, the
creature using it learns how many charges it
regained.

247
Trinkets
When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly
touched by mystery. It can help the DM stock a room in a dungeon or fill a creature’s pockets.

d100 Trinket d100 Trinket


01 A faro needle 42 A bone key of Balican design
02 A scrap of rasclinn hide 43 A Seedling war fetish with dried blood on it
03 A Thri-kreen antennae 44 A broken Pterran thanak
04 A roc feather fan 45 A wooden toy in the shape of a mekillot
05 A shard of obsidian with a tiny skull inside of it 46 A mummified hand of a thrax
06 A necklace made with gith fingerbones 47 The holy symbol of an elemental priest of water
07 A wyvern’s stinger 48 A sharpened feather
08 A small bag containing the complete skeleton of a 49 A tkaesali head formerly owned by a disgraced
snake Nikaal
09 A dried esperweed flower 50 A perfectly round black obsidian orb, 2” in
10 A bone insignia of rank from Yaramuke diameter, with a small chunk taken out of it
11 A hardened sand painting depicting a gladiator 51 A ceramic coin minted by a long dead merchant
match house
12 A leather amulet with a strange rune on it 52 A fire drake scale that is always warm to the touch
13 A vial that contains silt from the bottom of the silt 53 An inert Psionicus
sea 54 The tip of a kirre’s horn
14 A crystal eye from a crystal spider 55 A small piece of bronze hammered into the form
15 A dried out hurrum beetle that still hums of a bearded Dwarf’s head
16 A coin made from carved carapace 56 A 6” piece of cha’thrang shell
17 A small set of bones that forms a one-inch, 57 A small wooden top, that creates a sound of
anatomically accurate skeleton of a humanoid rushing wind when spun, but only for you
18 A rough stone statue of a crodlu 58 A piece of crystal that lightly vibrates
19 A treasure map written on parchment with names 59 A Templar amulet from the city of Kalidnay
of places you’ve never heard of 60 A tiny sketch of a small humanoid the likes of
20 A broken bone heartpick inscribed with the history which you’ve never seen
of a long dead Tarek tribe 61 An erdlu beak with string tied to it, to make a mask
21 A lock of giant hair 62 A dried out kank honey globule
22 A small wooden statue of a small Seedling like 63 A crystal with a face that bears uncanny likeness to
creature you’ve never seen before you etched inside of it
23 A ring made of agafari wood 64 A glass bead, hardened by psionics
24 A petrified kes’trekel egg 65 A small stone box with unknown ashes in it
25 A smooth cylinder made from dasl 66 A small wooden sailcart toy
26 A small rock that was once part of a stone 67 A pouch filled with defiler ash
elemental 68 A small sundial
27 A vial with the saliva of an id fiend 69 An incense holder carved in the likeness of a silt
28 A slave’s hardened bone collar horror
29 A scroll with a spell written incorrectly on it 70 A piece of wax imprinted with the image of the
30 An ock’n shell Grand Vizier
31 A small gem that holds the focus of a Dwarf 71 A small stone carving of the Raamic god, Badnu
32 Half of a Templar’s amulet depicting the sorcerer 72 A broken jade disk inscribed with the image of a
king Hamanu Draji templar holding up a heart
33 A tuft of hair from a feylaar 73 An Athasian sloth’s tooth carved with the image of
34 A piece of supple leather with the image of a forest a Seedling village on it
on it 74 A small orange flag with crossed carrikals inblack
35 An Aarakocra feather on it
36 A glass jar with tentacles in a pickling fluid 75 A gourd with dried herbs
37 A whistle made of bone 76 A small piece of leather which holds several small
38 An Elvhen rattle made from a tortoise shell pieces of dried sap
39 A jankx spur 77 A broken M’Ke trade coin
40 A tooth from a water drake that always has 78 A ceremonial dagger given to free a gladiator slave
condensation on it from Tyr
41 An agafari wood needle 79 The cracked bell of a belgoi

248
d100 Trinket
80 A rusted scale
81 An Urikite beard ring
82 The skull of a Pristine Tower warped creature
83 A wooden box filled with dried leaves from the Crescent forest
84 A silk veil
85 A wooden plate with a drawing of the Sunrise Home on it
86 A small stone statue taken from a building in Nibenay
87 A flask with water from the Lake of Golden Dreams
88 A small bottle with sand from the Black Sand region
89 A piece of ceramic with the image of a silt skimmer on it
90 A skull carved from lava rock
91 An ancient coin from Giustenal
92 A faded writ of trade from Kurn
93 A drumstick from the forgotten city of Eldaarich
94 A stone tablet with names of ancient knights
95 A clay tablet with unknown runes on it
96 A bone plate with images of Ral & Guthay etched on it
97 A yellow scrap from a Watchman’s cloak
98 A ceramic disk in the shape of the sun
99 An arrowhead made by a dead Elvhen tribe
00 A small iron hammer made by an ancient Dwarven clan
PART 2
Game Mechanics
CHAPTER 6
Ability Scores

Six abilities provide a quick description of every


creature’s physical and mental characteristics: Ability Scores and Modifiers
Strength, measuring physical power Score Modifier Score Modifier
Dexterity, measuring agility 1 –5 16–17 +3
Constitution, measuring endurance 2–3 –4 18–19 +4
Intelligence, measuring reasoning and memory 4–5 –3 20–21 +5
Wisdom, measuring perception and insight 6–7 –2 22–23 +6
Charisma, measuring force of personality 8–9 –1 24–25 +7
10–11 +0 26–27 +8
Is a character muscle-bound and insightful? 12–13 +1 28–29 +9
Brilliant and charming? Nimble and hardy? Ability 14–15 +2 30 +10
scores define these qualities—a creature’s assets as
well as weaknesses.
The three main rolls of the game—the ability
check, the saving throw, and the attack roll—rely on Advantage & Disadvantage
ability scores. The book’s introduction describes
the basic rule behind these rolls: roll a d20, add an Sometimes an ability or spell gives you advantage
ability modifier derived from one of the six ability or disadvantage on an ability check, a saving throw,
scores, and compare the total to a target number. or an attack roll. When that happens, you roll a
This chapter focuses on how to use ability checks second d20 when you make the roll. Use the higher
and saving throws, covering the fundamental of the two rolls if you have advantage, and use the
activities that creature’s attempt in the game. Rules lower roll if you have disadvantage.
for attack rolls appear in Chapter 8. If multiple situations affect a roll and each one
grants advantage or imposes disadvantage on it,
Ability Scores & Modifiers you don’t roll more than one additional d20. If two
Each of a creature’s abilities has a score, a number favorable situations grant advantage, for example,
that defines the magnitude of that ability. An ability you still roll only one additional d20.
score is not just a measure of innate capabilities, If circumstances cause a roll to have both
but also encompasses a creature’s training and advantage and disadvantage, you are considered to
competence in activities related to that ability. have neither of them, and you roll one d20. This is
A score of 10 or 11 is the normal human average, true even if multiple circumstances impose
but adventurers and many monsters are a cut disadvantage and only one grants advantage or vice
above average in most abilities. A score of 18 is the versa. In such a situation, you have neither
highest that a person usually reaches. Adventurers advantage or disadvantage.
can have scores as high as 20, and monsters and When you have advantage or disadvantage and
supernatural beings can have scores as high as 30. something in the game, such as the Seedling’s
Each ability also has a modifier, derived from the Lucky trait, lets you reroll the d20, you can reroll
score and ranging from –5 (for an ability score of 1) only one of the dice. You choose which one. For
to +10 (for a score of 30). The Ability Scores and example, if a Seedling has advantage on an ability
Modifiers table notes the ability modifiers for the check and rolls a 1 and a 13, the Seedling could
range of possible ability scores, from 1 to 30. use the Lucky trait to reroll the 1.
To determine an ability modifier without You usually gain advantage or disadvantage
consulting the table, subtract 10 from the ability through the use of special abilities, actions, or
score and then divide the total by 2 (round down). spells. Inspiration (see Chapter 4) can also give a
Because ability modifiers affect almost every character advantage on checks related to the
attack roll, ability check, and saving throw, ability character’s personality, ideals, or bonds. The DM
modifiers come up in play more often than their can also decide that circumstances influence a roll
associated scores. in one direction or the other and grant advantage or
impose disadvantage as a result.

251
Proficiency Bonus Ability Checks
Characters have a proficiency bonus determined by An ability check tests a character’s or monster’s
level, as detailed in Chapters 1 and 2. Monsters innate talent and training in an effort to overcome a
also have this bonus, which is incorporated in their challenge. The DM calls for an ability check when a
stat blocks. The bonus is used on ability checks, character or monster attempts an action (other
saving throws, and attack rolls. than an attack) that has a chance of failure. When
Your proficiency bonus can’t be added to a single the outcome is uncertain, the dice determine the
die roll or other number more than once. For results.
example, if two different rules say you can add your For every ability check, the DM decides which of
proficiency bonus to a Wisdom saving throw, you the six abilities is relevant to the task at hand and
nevertheless add the bonus only once when you the difficulty of the task, represented by a Difficulty
make the save. Class. The more difficult a task, the higher its DC.
Occasionally, your proficiency bonus might be The Typical Difficulty Classes table shows the most
multiplied or divided (doubled or halved, for common DCs.
example) before you apply it. For example, the
Rogue’s Expertise feature doubles the proficiency
bonus for certain ability checks. If a circumstance Typical Difficulty Classes
suggests that your proficiency bonus applies more Task Difficulty DC
than once to the same roll, you still add it only once
Very easy 5
and multiply or divide it only once.
Easy 10
By the same token, if a feature or effect allows
you to multiply your proficiency bonus when Medium 15
making an ability check that wouldn’t normally Hard 20
benefit from your proficiency bonus, you still don’t Very hard 25
add the bonus to the check. For that check your Nearly impossible 30
proficiency bonus is 0, given the fact that
multiplying 0 by any number is still 0. For instance,
if you lack proficiency in the History skill, you gain To make an ability check, roll a d20 and add the
no benefit from a feature that lets you double your relevant ability modifier. As with other d20 rolls,
proficiency bonus when you make Intelligence apply bonuses and penalties, and compare the total
(History) checks. to the DC. If the total equals or exceeds the DC, the
In general, you don’t multiply your proficiency ability check is a success—the creature overcomes
bonus for attack rolls or saving throws. If a feature the challenge at hand. Otherwise, it’s a failure,
or effect allows you to do so, these same rules which means the character or monster makes no
apply. progress toward the objective or makes progress
combined with a setback determined by the DM.
Contests Working Together
Sometimes one character’s or monster’s efforts are Sometimes two or more characters team up to
directly opposed to another’s. This can occur when attempt a task. The character who’s leading the
both of them are trying to do the same thing and effort—or the one with the highest ability modifier—
only one can succeed, such as attempting to snatch can make an ability check with advantage,
up a magic ring that has fallen on the floor. This reflecting the help provided by the other characters.
situation also applies when one of them is trying to In combat, this requires the Help action (see
prevent the other one from accomplishing a goal— Chapter 8).
for example, when a monster tries to force open a A character can only provide help if the task is
door that an adventurer is holding closed. In one that they could attempt alone. For example,
situations like these, the outcome is determined by trying to open a lock requires proficiency with
a special form of ability check, called a contest. thieves’ tools, so a character who lacks that
Both participants in a contest make ability checks proficiency can’t help another character in that
appropriate to their efforts. They apply all task. Moreover, a character can help only when two
appropriate bonuses and penalties, but instead of or more individuals working together would
comparing the total to a DC, they compare the actually be productive. Some tasks, such as
totals of their two checks. The participant with the threading a needle, are no easier with help.
higher check total wins the contest. That character
or monster either succeeds at the action or Group Checks
prevents the other one from succeeding. When a number of individuals are trying to
If the contest results in a tie, the situation accomplish something as a group, the DM might
remains the same as it was before the contest. ask for a group ability check. In such a situation,
Thus, one contestant might win the contest by the characters who are skilled at a particular task
default. If two characters tie in a contest to snatch a help cover those who aren’t.
ring off the floor, neither character grabs it. In a To make a group ability check, everyone in the
contest between a monster trying to open a door group makes the ability check. If at least half the
and an adventurer trying to keep the door closed, a group succeeds, the whole group succeeds.
tie means that the door remains shut. Otherwise, the group fails.
Group checks don’t come up very often, and
Passive Checks they’re most useful when all the characters succeed
A passive check is a special kind of ability check or fail as a group. For example, when adventurers
that doesn’t involve any die rolls. Such a check can are navigating a swamp, the DM might call for a
represent the average result for a task done group Wisdom (Survival) check to see if the
repeatedly, such as searching for secret doors over characters can avoid the quicksand, sinkholes, and
and over again, or can be used when the DM wants other natural hazards of the environment. If at least
to secretly determine whether the characters half the group succeeds, the successful characters
succeed at something without rolling dice, such as are able to guide their companions out of danger.
noticing a hidden monster. Here’s how to Otherwise, the group stumbles into one of these
determine a character’s total for a passive check: hazards.

10 + all modifiers that normally apply to the check

If the character has advantage on the check, add


5. For disadvantage, subtract 5. The game refers to
a passive check total as a score.
For example, if a 1st-level character has a
Wisdom of 15 and proficiency in Perception, they
have a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section
below rely on passive checks, as do the exploration
rules in Chapter 7.

253
Using Each Ability

E
very task that a character or Attack Rolls and Damage
monster might attempt in the game is You add your Strength modifier to your attack roll
covered by one of the six abilities. This and your damage roll when attacking with a melee
section explains in more detail what weapon such as a mace, a battleaxe, or a javelin.
those abilities mean and the ways they You use melee weapons to make melee attacks in
are used in the game. hand-to-hand combat, and some of them can be
thrown to make a ranged attack.
Strength Lifting and Carrying
Strength measures bodily power, athletic training,
and the extent to which you can exert raw physical Your Strength score determines the amount of
force. weight you can bear. The following terms define
what you can lift or carry.
Strength Checks Carrying Capacity. Your carrying capacity is your
A Strength check can model any attempt to lift, Strength score multiplied by 15. This is the weight
push, pull, or break something, to force your body (in pounds) that you can carry, which is high
through a space, or to otherwise apply brute force enough that most characters don’t usually have to
to a situation. The Athletics skill reflects aptitude in worry about it.
certain kinds of Strength checks. Push, Drag, or Lift. You can push, drag, or lift a
Athletics. Your Strength (Athletics) check covers weight in pounds up to twice your carrying capacity
difficult situations you encounter while climbing, (or 30 times your Strength score). While pushing or
jumping, or swimming. Examples include the dragging weight in excess of your carrying capacity,
following activities: your speed drops to 5 feet.
Size and Strength. Larger creatures can bear
You attempt to climb a sheer or slippery cliff, more weight, whereas Tiny creatures can carry
avoid hazards while scaling a wall, or cling to a less. For each size category above Medium, double
surface while something is trying to knock you the creature’s carrying capacity and the amount it
off. can push, drag, or lift. For a Tiny creature, halve
You try to jump an unusually long distance or these weights.
pull off a stunt midjump.
You struggle to swim or stay afloat in
treacherous currents, storm-tossed waves, or
areas of thick seaweed. Or another creature
tries to push or pull you underwater or
otherwise interfere with your swimming.
Aside from a racial or class feature, only water
Clerics and certain Druids know how to swim. The
concept is completely foreign and unknown to any
characters and most creatures in Athas.
Other Strength Checks. The DM might also call
for a Strength check when you try to accomplish
tasks like the following:
Force open a stuck, locked, or barred door
Break free of bonds
Push through a tunnel that is too small
Hang on to a wagon while being dragged by it
Tip over a statue
Keep a boulder from rolling

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Dexterity Hiding
Dexterity measures agility, reflexes, and balance.
When you try to hide, make a Dexterity (Stealth)
Dexterity Checks check. Until you are discovered or you stop hiding,
A Dexterity check can model any attempt to move that check’s total is contested by the Wisdom
nimbly, quickly, or quietly, or to keep from falling (Perception) check of any creature that actively
searches for signs of your presence.
on tricky footing. The Acrobatics, Sleight of Hand,
You can’t hide from a creature that can see you,
and Stealth skills reflect aptitude in certain kinds of
and if you make noise (such as shouting a warning
Dexterity checks. or knocking over a vase), you give away your
Acrobatics. Your Dexterity (Acrobatics) check position. An invisible creature can’t be seen, so it
covers your attempt to stay on your feet in a tricky can always try to hide. Signs of its passage might
situation, such as when you’re trying to run across still be noticed, however, and it still has to stay
a sheet of ice, balance on a tightrope, or stay quiet.
upright on a rocking ship’s deck. The DM might In combat, most creatures stay alert for signs of
also call for a Dexterity (Acrobatics) check to see if danger all around, so if you come out of hiding and
you can perform acrobatic stunts, including dives, approach a creature, it usually sees you. However,
rolls, somersaults, and flips. under certain circumstances, the Dungeon Master
Sleight of Hand. Whenever you attempt an act of might allow you to stay hidden as you approach a
legerdemain or manual trickery, such as planting creature that is distracted, allowing you to gain
something on someone else or concealing an object advantage on an attack before you are seen.
on your person, make a Dexterity (Sleight of Hand) Passive Perception. When you hide, there’s a
check. The DM might also call for a Dexterity chance someone will notice you even if they aren’t
(Sleight of Hand) check to determine whether you searching. To determine whether such a creature
can lift a coin purse off another person or slip notices you, the DM compares your Dexterity
something out of another person’s pocket. (Stealth) check with that creature’s passive Wisdom
Stealth. Make a Dexterity (Stealth) check when (Perception) score, which equals 10 + the creature’s
you attempt to conceal yourself from enemies, slink Wisdom modifier, as well as any other bonuses or
past guards, slip away without being noticed, or penalties. If the creature has advantage, add 5. For
sneak up on someone without being seen or heard. disadvantage, subtract 5.
For example, if a 1st-level character (with a
Other Dexterity Checks. The DM might call for a
proficiency bonus of +2) has a Wisdom of 15 (a +2
Dexterity check when you try to accomplish tasks
modifier) and proficiency in Perception, they have a
like the following: passive Wisdom (Perception) of 14.
What Can You See? One of the main factors in
Control a heavily laden cart on a steep descent determining whether you can find a hidden creature
Steer a chariot around a tight turn or object is how well you can see in an area, which
Pick a lock might be lightly or heavily obscured, as explained in
Disable a trap Chapter 7.
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
Attack Rolls and Damage
You add your Dexterity modifier to your attack roll
and your damage roll when attacking with a ranged
weapon, such as a sling or a longbow. You can also
add your Dexterity modifier to your attack roll and
your damage roll when attacking with a melee
weapon that has the finesse property, such as a
dagger or a rapier.
Armor Class
Depending on the armor you wear, you might add
some or all of your Dexterity modifier to your
Armor Class, as described in Chapter 5.
Initiative
At the beginning of every combat, you roll initiative
by making a Dexterity check. Initiative determines
the order of creatures’ turns in combat, as
described in Chapter 8.

255
Constitution Intelligence
Constitution measures health, stamina, and vital Intelligence measures mental acuity, accuracy of
force. recall, and the ability to reason.
Constitution Checks Intelligence Checks
Constitution checks are uncommon, and no skills An Intelligence check comes into play when you
apply to Constitution checks, because the need to draw on logic, education, memory, or
endurance this ability represents is largely passive deductive reasoning. The Arcana, History,
rather than involving a specific effort on the part of Investigation, Nature, and Religion skills reflect
a character or monster. A Constitution check can aptitude in certain kinds of Intelligence checks.
model your attempt to push beyond normal limits, Arcana. Your Intelligence (Arcana) check
however. measures your ability to recall lore about spells,
The DM might call for a Constitution check when magic items, eldritch symbols, magical traditions,
you try to accomplish tasks like the following: and psionic lore.
History. Your Intelligence (History) check
Hold your breath measures your ability to recall lore about historical
March or labor for hours without rest events, legendary people, ancient kingdoms, past
Go without sleep disputes, recent wars, and lost civilizations.
Survive without food or water Investigation. When you look around for clues
Quaff an entire stein of ale in one go and make deductions based on those clues, you
make an Intelligence (Investigation) check. You
Hit Points might deduce the location of a hidden object,
Your Constitution modifier contributes to your hit discern from the appearance of a wound what kind
points. Typically, you add your Constitution of weapon dealt it, or determine the weakest point
modifier to each Hit Die you roll for your hit points. in a tunnel that could cause it to collapse. Poring
If your Constitution modifier changes, your hit through ancient scrolls in search of a hidden
point maximum changes as well, as though you had fragment of knowledge might also call for an
the new modifier from 1st level. For example, if you Intelligence (Investigation) check.
raise your Constitution score when you reach 4th Nature. Your Intelligence (Nature) check
level and your Constitution modifier increases from measures your ability to recall lore about terrain,
+1 to +2, you adjust your hit point maximum as plants, animals, the weather, and natural cycles.
though the modifier had always been +2. So you Religion. Your Intelligence (Religion) check
add 3 hit points for your first three levels, and then measures your ability to recall lore about Sorcerer-
roll your hit points for 4th level using your new Kings and their dogma, rites, symbols, and prayers,
modifier. Or if you’re 7th level and some effect as well as the practices used by Clerics and Druids
lowers your Constitution score so as to reduce your in their veneration of the elements. Lastly, you may
Constitution modifier by 1, your hit point maximum be able to draw connections between these
is reduced by 7. ceremonies and their origins in the rituals of
ancient cults and their secret descendants that lie
hidden throughout Athas still.
Other Intelligence Checks. The DM might call
for an Intelligence check when you try to
accomplish tasks like the following:

Communicate with a creature without using


words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document
Recall lore about a craft or trade
Win a game of skill
Psionic Ability
Psions use Intelligence as their psionic ability,
which helps determine the saving throw DCs of
psionic powers they use.
Spellcasting Ability
Arcanists use Intelligence as their spellcasting
ability, which helps determine the saving throw
DCs of spells or powers they cast.

256
Wisdom Finding a Hidden Object
Wisdom reflects how attuned you are to the world
around you and represents perceptiveness and When your character searches for a hidden object
such as a secret door or a trap, the DM typically
intuition.
asks you to make a Wisdom (Perception) check.
Wisdom Checks Such a check can be used to find hidden details or
A Wisdom check might reflect an effort to read other information and clues that you might
otherwise overlook.
body language, understand someone’s feelings,
In most cases, you need to describe where you are
notice things about the environment, or care for an
looking in order for the DM to determine your
injured person. The Animal Handling, Insight, chance of success. For example, a key is hidden
Medicine, Perception, and Survival skills reflect beneath a set of folded clothes in the top drawer of a
aptitude in certain kinds of Wisdom checks. bureau. If you tell the DM that you pace around the
Animal Handling. When there is any question room, looking at the walls and furniture for clues,
whether you can calm down a domesticated you have no chance of finding the key, regardless of
animal, keep a mount from getting spooked, or your Wisdom (Perception) check result. You would
intuit an animal’s intentions, the DM might call for have to specify that you were opening the drawers or
a Wisdom (Animal Handling) check. You also make searching the bureau in order to have any chance of
a Wisdom (Animal Handling) check to control your success.
mount when you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides
whether you can determine the true intentions of a Survival. The DM might ask you to make a
creature, such as when searching out a lie or Wisdom (Survival) check to follow tracks, hunt wild
predicting someone’s next move. Doing so involves game, guide your group through frozen wastelands,
gleaning clues from body language, speech habits, identify signs of a nearby creature, predict the
and changes in mannerisms. weather, or avoid quicksand and other natural
A character may make a DC 10 Insight check hazards.
after listening to a speaker’s dialect for at least 1 Other Wisdom Checks. The DM might call for a
minute to determine their city of origin, or is Wisdom check when you try to accomplish tasks
opposed by a Deception check if the speaker is like the following:
trying hide it.
Medicine. A Wisdom (Medicine) check lets you Get a gut feeling about what course of action to
try to stabilize a dying companion or diagnose an follow
illness. Discern whether a seemingly dead or living
Perception. Your Wisdom (Perception) check creature is undead
lets you spot, hear, or otherwise detect the Psionic Ability
presence of something. It measures your general
awareness of your surroundings and the keenness Empaths use Wisdom as their psionic ability, which
of your senses. helps determine the saving throw DCs of psionic
For example, you might try to hear a conversation powers they use.
through a closed door, eavesdrop under an open Spellcasting Ability
window, or hear monsters moving stealthily in the
forest. Or you might try to spot things that are Clerics, Druids, and Nomads use Wisdom as their
obscured or easy to miss, whether they are bandits spellcasting ability, which helps determine the
lying in ambush on a road, thugs hiding in the saving throw DCs of spells they cast.
shadows of an alley, or candlelight under a closed
secret door.

257
Charisma
Charisma measures your ability to interact Other Charisma Checks. The DM might call for a
effectively with others. It includes such factors as Charisma check when you attempt tasks such as
confidence and eloquence, and it can represent a finding the best person to talk to for news and
charming or commanding personality. rumors, or blending into a crowd to get the sense of
a conversation’s key topics.
Charisma Checks
A Charisma check might arise when you try to Psionic Ability
influence or entertain others, when you try to make Icons use Charisma as their psionic ability, which
an impression or tell a convincing lie, or when you helps determine the saving throw DCs of psionic
are navigating a tricky social situation. The powers they use.
Deception, Intimidation, Performance, and
Persuasion skills reflect aptitude in certain kinds of Spellcasting Ability
Charisma checks. Crusaders and Templars use Charisma as their
Deception. Your Charisma (Deception) check spellcasting ability, which helps determine the
determines whether you can convincingly hide the saving throw DCs of spells they cast.
truth, either verbally or through your actions. This
deception can encompass everything from
misleading others through ambiguity to telling
Saving Throws
A saving throw—also called a save—represents an
outright lies. Typical situations include trying to
attempt to resist a spell, a trap, a poison, a disease,
fast-talk a guard, con a merchant, earn money
or a similar threat. You don’t normally decide to
through gambling, pass yourself off in a disguise,
make a saving throw; you are forced to make one
dull someone’s suspicions with false assurances, or
because your character or monster is at risk of
maintain a straight face while telling a blatant lie.
harm.
Casters may use this skill to make their verbal
To make a saving throw, roll a d20 and add the
and somatic components resemble those of other appropriate ability modifier. For example, you use
classes, opposed by an Insight check. If the person
your Dexterity modifier for a Dexterity saving
being deceived would have reason to recognise the
throw.
type of spellcasting, they have advantage on the
A saving throw can be modified by a situational
roll. For example, a group of commoners seeing an
bonus or penalty and can be affected by advantage
Arcanist trying to mask their spellcasting as Cleric
and disadvantage, as determined by the DM.
spellcasting might not have advantage, but any
Each class gives proficiency in at least two saving
other Arcanist, a Templar, or an actual Cleric
throws. The Arcanist, for example, is proficient in
would have advantage on their Insight roll. Intelligence saves. As with skill proficiencies,
Intimidation. When you attempt to influence
proficiency in a saving throw lets a character add
someone through overt threats, hostile actions, and
their proficiency bonus to saving throws made
physical violence, the DM might ask you to make a
using a particular ability score. Some monsters
Charisma (Intimidation) check. Examples include
have saving throw proficiencies as well.
trying to pry information out of a prisoner,
The Difficulty Class for a saving throw is
convincing street thugs to back down from a
determined by the effect that causes it. For
confrontation, or using the edge of a broken bottle example, the DC for a saving throw allowed by a
to convince a sneering vizier to reconsider a spell is determined by the caster’s spellcasting
decision.
ability and proficiency bonus.
Performance. Your Charisma (Performance)
The result of a successful or failed saving throw
check determines how well you can delight an
is also detailed in the effect that allows the save.
audience with music, dance, acting, storytelling, or
Usually, a successful save m eans that a creature
some other form of entertainment.
suffers no harm, or reduced harm, from an effect.
Persuasion. When you attempt to influence
someone or a group of people with tact, social
graces, or good nature, the DM might ask you to
make a Charisma (Persuasion) check. Typically,
you use persuasion when acting in good faith, to
foster friendships, make cordial requests, or exhibit
proper etiquette. Examples of persuading others
include convincing a chamberlain to let your party
see a noblewoman, negotiating peace between
warring tribes, or inspiring a crowd of townsfolk.

258
Skills Skills with Different Abilities
Normally, your proficiency in a skill applies only to
Each ability covers a broad range of capabilities,
including skills that a character or a monster can a specific kind of ability check. Proficiency in
be proficient in. A skill represents a specific aspect Athletics, for example, usually applies to Strength
of an ability score, and an individual’s proficiency in checks. In some situations, though, your
a skill demonstrates a focus on that aspect. (A proficiency might reasonably apply to a different
character’s starting skill proficiencies are kind of check. In such cases, the DM might ask for
determined at character creation, and a monster’s a check using an unusual combination of ability and
skill proficiencies appear in the monster’s stat skill, or you might ask your DM if you can apply a
block.) proficiency to a different check.
For example, a Dexterity check might reflect a For example, if you have to swim from an
character’s attempt to pull off an acrobatic stunt, to offshore island to the mainland, your DM might call
palm an object, or to stay hidden. Each of these for a Constitution check to see if you have the
aspects of Dexterity has an associated skill: stamina to make it that far. In this case, your DM
Acrobatics, Sleight of Hand, and Stealth, might allow you to apply your proficiency in
respectively. So a character who has proficiency in Athletics and ask for a Constitution (Athletics)
the Stealth skill is particularly good at Dexterity check.
checks related to sneaking and hiding. So if you’re proficient in Athletics, you apply your
The skills related to each ability score are shown proficiency bonus to the Constitution check just as
in the following list. (No skills are related to you would normally do for a Strength (Athletics)
Constitution.) See an ability’s description in the check. Similarly, when your Dul Barbarian uses a
later sections of this chapter for examples of how to display of raw strength to intimidate an enemy,
use a skill associated with an ability. your DM might ask for a Strength (Intimidation)
check, even though Intimidation is normally
Strength Wisdom associated with Charisma.
Athletics Animal Handling
Insight Tools and Skills Together
Dexterity Medicine Tools have more specific applications than skills. For
Acrobatics Perception example, the History skill applies to any event in the
Sleight of Hand Survival past, while a tool such as a forgery kit is used to
Stealth make fake objects and little else. So, when given a
Charisma choice, you may wonder- why gain a tool proficiency
Intelligence Deception in place of proficiency in a skill? In DARK SUN, tools
Arcana Intimidation and skills can work together to provide advantage or
History Performance additional benefits on applicable checks.
Investigation Persuasion Advantage. If the use of a tool and the use of a
Nature skill both apply to a check, and a character is
proficient with the tool and the skill, the character
Religion
can make the check with advantage.
Added Benefit. In addition, characters who have
Sometimes, the DM might ask for an ability both a relevant skill and a relevant tool proficiency
check using a specific skill—for example, “Make a can gain an added benefit on a successful check.
Wisdom (Perception) check.” At other times, a This benefit might be in the form of more detailed
player might ask the DM if proficiency in a information, or could simulate the effect of a
particular skill applies to a check. In either case, different sort of successful check. For example, a
proficiency in a skill means an individual can add character proficient with mason’s tools makes a
their proficiency bonus to ability checks that involve successful Wisdom (Perception) check to find a
that skill. Without proficiency in the skill, the secret door in a stone wall. Not only does the
individual makes a normal ability check. character notice the door’s presence, but the DM
For example, if a character attempts to climb up may decide that their tool proficiency entitles the
a dangerous cliff, the Dungeon Master might ask character to an automatic success on an Intelligence
for a Strength (Athletics) check. If the character is (Investigation) check to determine how to open the
proficient in Athletics, the character’s proficiency door.
bonus is added to the Strength check. If the
character lacks that proficiency, they just make a
Strength check.

259
CHAPTER 7
Adventuring

Slipping through the back alleys of Tyr, hacking a In a city or wilderness, a scale of hours is often
fresh trail through the thick jungles of the Ringing more appropriate. Adventurers eager to reach the
Mountains, rappelling into the sunken ruins of lonely tower at the heart of the desert hurry across
Athas’ deserts– these are the things that DARK those fifteen miles in just under four hours’ time.
SUN adventures are made of. Your character in the For long journeys, a scale of days works best.
game might explore forgotten ruins and uncharted Following the road from Balic to Urik, the
lands, uncover dark secrets and sinister plots, and adventurers spend four uneventful days before an
slay foul monsters. And if all goes well, your Elvhen ambush interrupts their journey.
character will survive to claim rich rewards before In combat and other fast-paced situations, the
embarking on a new adventure. game relies on rounds, a 6-second span of time
This chapter covers the basics of the adventuring described in Chapter 8.
life, from the mechanics of movement to the Movement
complexities of social interaction. The rules for
resting are also in this chapter, along with a Sprinting across a volcanic plain, sneaking down a
discussion of the activities your character might dungeon corridor, scaling a treacherous mountain
pursue between adventures. slope - all sorts of movement play a key role in
Whether adventurers are exploring a dusty DARK SUN adventures.
dungeon or the complex relationships of a royal The DM can summarize the adventurers’
court, the game follows a natural rhythm, as movement without calculating exact distances or
outlined in the book ’s introduction: travel times: “You travel through the jungle and find
the dungeon entrance late in the evening of the
1. The DM describes the environment. third day.” Even in a dungeon, particularly a large
2. The players describe what they want to do. dungeon or a cave network, the DM can summarize
3. The DM narrates the results of their actions. movement between encounters:
“After killing the guardian at the entrance to the
Typically, the DM uses a map as an outline of the
ancient Dwarven stronghold, you consult your map,
adventure, tracking the characters’ progress as they
which leads you through miles of echoing corridors
explore dungeon corridors or wilderness regions.
to a chasm bridged by a narrow stone arch.”
The DM’s notes, including a key to the map,
Sometimes it’s important, though, to know how
describe what the adventurers find as they enter
long it takes to get from one spot to another,
each new area. Sometimes, the passage of time
whether the answer is in days, hours, or minutes.
and the adventurers’ actions determine what
The rules for determining travel time depend on
happens, so the DM might use a timeline or a two factors: the speed and travel pace of the
flowchart to track their progress instead of a map.
creatures moving and the terrain they’re moving
Time over.
In situations where keeping track of the passage of Speed
time is important, the DM determines the time a Every character and monster has a speed, which is
task requires. The DM might use a different time the distance in feet that the character or monster
scale depending on the context of the situation at can walk in 1 round. This number assumes short
hand. In a dungeon environment, the adventurers’ bursts of energetic movement in the midst of a life-
movement happens on a scale of minutes. It takes threatening situation.
them about a minute to creep down a long hallway, The following rules determine how far a
another minute to check for traps on the door at the character or monster can move in a minute, an
end of the hall, and a good ten minutes to search hour, or a day.
the chamber beyond for anything interesting or
valuable.

260
Travel Pace Difficult Terrain
While traveling, a group of adventurers can move at The travel speeds given in the Travel Pace table
a normal, fast, or slow pace, as shown on the assume relatively simple terrain: roads, open
Travel Pace table. The table states how far the plains, or clear dungeon corridors. But adventurers
party can move in a period of time and whether the often face dense jungles, deep swamps, rubble-
pace has any effect. A fast pace makes characters filled ruins, steep mountains, and ice-covered
less perceptive, while a slow pace makes it possible ground—all considered difficult terrain.
to sneak around and to search an area more You move at half speed in difficult terrain—
carefully (see the “Activity While Traveling” section moving 1 foot in difficult terrain costs 2 feet of
later in this chapter for more information). speed—so you can cover only half the normal
Forced March. The Travel Pace table assumes distance in a minute, an hour, or a day.
that characters travel for 8 hours in a day. They can
push on beyond that limit, at the risk of exhaustion.
Special Types of Movement
For each additional hour of travel beyond 8 Movement through dangerous dungeons or
hours, the characters cover the distance shown in wilderness areas often involves more than simply
the Hour column for their pace, and each character walking. Adventurers might have to climb, crawl,
must make a Constitution saving throw at the end swim, or jump to get where they need to go.
of the hour. The DC is 10 + 1 for each hour past 8
hours. On a failed saving throw, a character suffers Climbing, Swimming, and Crawling
one level of exhaustion (see Chapter 8). While climbing or swimming, each foot of
Mounts and Vehicles. For short spans of time movement costs 1 extra foot (2 extra feet in difficult
(up to an hour), many animals move much faster terrain), unless a creature has a climbing or
than humanoids. A mounted character can ride at a swimming speed. At the DM’s option, climbing a
gallop for about an hour, covering twice the usual slippery vertical surface or one with few handholds
distance for a fast pace. If fresh mounts are requires a successful Strength (Athletics) check.
available every 8 to 10 miles, characters can cover Similarly, gaining any distance in rough water
larger distances at this pace, but this is very rare might require a successful Strength (Athletics)
except in densely populated areas. check.
Characters in wagons, charitos, or other land
vehicles choose a pace as normal. Characters in a Jumping
silt or sandborne vessel are limited to the speed of Your Strength determines how far you can jump.
the vessel (see Chapter 5), and they don’t suffer Long Jump. When you make a long jump, you
penalties for a fast pace or gain benefits from a cover a number of feet up to your Strength score if
slow pace. Depending on the vessel and the size of you move at least 10 feet on foot immediately
the crew, ships might be able to travel for up to 24 before the jump. When you make a standing long
hours per day. jump, you can leap only half that distance. Either
way, each foot you clear on the jump costs a foot of
movement.
Travel Pace This rule assumes that the height of your jump
doesn’t matter, such as a jump across a stream or
Distance Traveled per …
chasm. At your DM’s option, you must succeed on a
Pace Minute Hour Day Effect DC 10 Strength (Athletics) check to clear a low
Fast 400 4 30 -5 penalty to passive obstacle (no taller than a quarter of the jump’s
feet miles miles Wisdom (Perception) distance), such as a hedge or low wall. Otherwise,
scores you hit it.
Normal 300 3 24 — When you land in difficult terrain, you must
feet miles miles succeed on a DC 10 Dexterity (Acrobatics) check to
Slow 200 2 18 Able to use stealth land on your feet. Otherwise, you land prone.
feet miles miles High Jump. When you make a high jump, you
leap into the air a number of feet equal to 3 + your
Strength modifier if you move at least 10 feet on
foot immediately before the jump. When you make
a standing high jump, you can jump only half that
distance. Either way, each foot you clear on the
jump costs a foot of movement. In some
circumstances, your DM might allow you to make a
Strength (Athletics) check to jump higher than you
normally can.
You can extend your arms half your height above
yourself during the jump. Thus, you can reach
above you a distance equal to the height of the
jump plus 1 1/2 times your height.

261
Activity While Traveling Other Activities
Characters who turn their attention to other tasks
As adventurers travel through a dungeon or the
as the group travels are not focused on watching
wilderness, they need to remain alert for danger,
for danger. These characters don’t contribute their
and some characters might perform other tasks to
passive Wisdom (Perception) scores to the group’s
help the group’s journey.
chance of noticing hidden threats. However, a
Marching Order character not watching for danger can do one of the
The adventurers should establish a marching following activities instead, or some other activity
order. A marching order makes it easier to with the DM’s permission.
determine which characters are affected by traps, Navigate. The character can try to prevent the
which ones can spot hidden enemies, and which group from becoming lost, making a Wisdom
ones are the closest to those enemies when a fight (Survival) check when the DM calls for it.
breaks out. Draw a Map. The character can draw a map that
A character might occupy the front rank, one or records the group’s progress and helps the
more middle ranks, or the back rank. Characters in characters get back on course if they get lost. No
the front and back ranks need enough room to ability check is required.
travel side by side with others in their rank. When Track. A character can follow the tracks of
space is too tight, the marching order must change, another creature, making a Wisdom (Survival)
usually by moving characters to a middle rank. check when the DM calls for it.
Fewer Than Three Ranks. If a war party Forage. The character can keep an eye out for
arranges its marching order with only two ranks, ready sources of food and water, making a Wisdom
they are a front rank and a back rank. If there’s only (Survival) check when the DM calls for it.
one rank, it’s considered a front rank. The Dungeon Master’s Guide has rules for
navigation, tracking, and foraging to help determine
Stealth the difficulty and results of these checks.
While traveling at a slow pace, the characters can
move stealthily. As long as they’re not in the open, Splitting the Party
they can try to surprise or sneak by other creatures Sometimes, it makes sense to split a war party,
they encounter. See the rules for hiding in Chapter especially if you want one or more characters to
6. scout ahead. You can form multiple parties, each
moving at a different speed. Each group has its own
Noticing Threats front, middle, and back ranks. The drawback to this
Use the passive Wisdom (Perception) scores of the approach is that the party will be split into several
characters to determine whether anyone in the smaller groups in the event of an attack. The
group notices a hidden threat. The DM might advantage is that a small group of stealthy
decide that a threat can be noticed only by characters moving slowly might be able to sneak
characters in a particular rank. For example, as the past enemies that clumsier characters would alert. A
characters are exploring a maze of tunnels, the DM Rogue and a Monk moving at a slow pace are much
might decide that only those characters in the back harder to detect when they leave their Dwarf
rank have a chance to hear or spot a stealthy Crusader friend behind.
creature following the group, while characters in
the front and middle ranks cannot.
While traveling at a fast pace, characters take a
–5 penalty to their passive Wisdom (Perception)
scores to notice hidden threats.
Encountering Creatures. If the DM determines
that the adventurers encounter other creatures
while they’re traveling, it’s up to both groups to
decide what happens next. Either group might
decide to attack, initiate a conversation, run away,
or wait to see what the other group does.
Surprising Foes. If the adventurers encounter a
hostile creature or group, the DM determines
whether the adventurers or their foes might be
surprised when combat erupts. See Chapter 8 for
more about surprise.

262
The Environment Food and Water
By its nature, adventuring involves delving into Characters who don’t eat or drink suffer the effects
places that are dark, dangerous, and full of of exhaustion (see Chapter 8). Exhaustion caused
mysteries to be explored. The rules in this section by lack of food or water can’t be removed until the
cover some of the most important ways in which character eats and drinks the full required amount.
adventurers interact with the environment in such
places. Food
A character needs one pound of food per day and
Defiled Ground can make food last longer by subsisting on half
rations. Eating half a pound of food in a day counts
Characters standing on defiled ground and using as half a day without food.
magic that draws upon nature or the elements A character can go without food for a number of
(such as most Cleric and Druid spells) have days equal to 3 + their Constitution modifier
disadvantage on spell attack rolls. (minimum 1). At the end of each day beyond that
Desecrated Ground limit, a character suffers one level of exhaustion.
A normal day of eating resets the count of days
Some cemeteries and catacombs are imbued with without food to zero.
the unseen traces of ancient evil. An area of
desecrated ground can be any size, and a detect the Water
supernatural spell cast within range reveals its A character needs one gallon of water per day, or
presence. two gallons per day if the weather is hot. A
Undead standing on desecrated ground have character who drinks only half that much water
advantage on all saving throws. must succeed on a DC 15 Constitution saving
A hallow spell purifies desecrated ground within throw or suffer one level of exhaustion at the end of
its area. the day. A character with access to even less water
automatically suffers one level of exhaustion at the
Extreme Heat end of the day.
When the temperature is at or above 100 degrees If the character already has one or more levels of
Fahrenheit, a creature exposed to the heat and exhaustion, they two levels in either case.
without access to drinkable water must succeed on Interacting with Objects
a Constitution saving throw at the end of each hour
or gain one level of exhaustion. The DC is 5 for the A character’s interaction with objects in an
first hour and increases by 1 each additional hour. environment is often simple to resolve in the game.
Creatures wearing medium or heavy armor, or The player tells the DM that their character is
who are clad in heavy clothing, have disadvantage doing something, such as moving a lever, and the
on the saving throw. Creatures with resistance or DM describes what, if anything happens.
immunity to fire damage automatically succeed on For example, a character might decide to pull a
the saving throw. lever, which might, in turn, raise a portcullis, cause
a room to flood with water, or open a secret door in
Falling a nearby wall. If the lever is rusted in position,
A fall from a great height is one of the most though, a character might need to force it. In such a
common hazards facing an adventurer. situation, the DM might call for a Strength check to
At the end of a fall, a creature takes 1d6 see whether the character can wrench the lever
bludgeoning damage for every 10 feet it fell, to a into place. The DM sets the DC for any such check
maximum of 20d6. The creature lands prone, based on the difficulty of the task.
unless it avoids taking damage from the fall. Characters can also damage objects with their
weapons and spells. Objects are immune to poison
and psychic damage, but otherwise they can be
affected by physical and magical attacks much like
creatures can. The DM determines an object’s
Armor Class and hit points, and might decide that
certain objects have resistance or immunity to
certain kinds of attacks. (It’s hard to cut a rope with
a club, for example.) Objects always fail Strength
and Dexterity saving throws, and they are immune
to effects that require other saves. When an object
drops to 0 hit points, it breaks.
A character can also attempt a Strength check to
break an object, with the DM setting the DC.

263
Quicksand Strong Wind
A quicksand pit covers the ground in roughly a 10- A strong wind imposes disadvantage on ranged
foot-square area and is usually 10 feet deep. When weapon attack rolls and Wisdom (Perception)
a creature enters the area, it sinks ld4 + 1 feet into checks that rely on hearing. A strong wind also
the quicksand and becomes restrained. At the start extinguishes open flames, disperses fog, and makes
of each of the creature’s turns, it sinks another 1d4 flying by nonmagical means nearly impossible. A
feet. As long as the creature isn’t completely flying creature in a strong wind must land at the
submerged in quicksand, it can escape by using its end of its turn or fall.
action and succeeding on a Strength check. The A strong wind in a desert can create a sandstorm
DC is 10 plus the number of feet the creature has that imposes disadvantage on Wisdom (Perception)
sunk into the quicksand. A creature that is checks that rely on sight.
completely submerged in quicksand can’t breathe
(see “Suffocating” below).
Suffocating
A creature can pull another creature within its A creature can hold its breath for a number of
reach out of a quicksand pit by using its action and minutes equal to 1 + its Constitution modifier
succeeding on a Strength check. The DC is 5 plus (minimum of 30 seconds).
the number of feet the target creature has sunk into When a creature runs out of breath, it can survive
the quicksand. for a number of rounds equal to its Constitution
Silt modifier (minimum 1 round). At the start of its next
turn, it drops to 0 hit points and is dying.
All that remains of the seas on Athas is silt, a fine, For example, a creature with a Constitution of 14
psionically-charged sand that quickly consumes can hold its breath for 3 minutes. If it starts
anything which enters it. Silt can be found suffocating, it has 2 rounds to reach air before it
throughout Athas, most notably in the Silt Sea drops to 0 hit points.
(described later in this chapter) but also inland
where bodies of water may once have ran in rivers
or collected as lakes.
A creature that enters silt will find themselves
swiftly plunging into its depths. When a creature
enters silt, they sink 1d4+2 feet, become restrained,
and begin to suffocate as the silt surrounds them.
At the start of each of the creature’s turns, it sinks
another 1d4 feet until it reaches a layer of packed
silt (never occuring higher than half the total depth
of the silt) or the bedrock at the bottom. As long as
the creature isn’t completely submerged, it can
attempt to escape by grabbing a solid surface
nearby and making a Strength check. The DC is 10
plus the number of feet the creature has sunk. A
creature that is completely submerged in silt
cannot breathe, and is not helped by a silt mask.
A creature on solid footing can pull another
creature within its reach out of silt by using its
action and succeeding on a Strength check. The
DC is 5 plus the number of feet the target creature
has sunk into the quicksand.
Gray Death
Silt travelers must be forewarned of the Gray
Death: suffocation from windborne dust while
wading or flying above the silt (or even traveling
near its borders) on windy days. The lungs and the
throat slowly clog with dust, and unprotected
characters traveling in these conditions suffer
dearly.
When moderate or stronger wind weather
conditions are present near a large body of silt, the
area is filled with loose silt which sinks into every
crevice and chokes the lungs. Creatures in the area
are subjected to suffocation rules, unless using a
silt mask or similar device.

264
Vision and Light
The most fundamental tasks of adventuring — Blindsight
noticing danger, finding hidden objects, hitting an A creature with blindsight can perceive its
enemy in combat, and targeting a spell, to name surroundings without relying on sight, within a
just a few— rely heavily on a character’s ability to specific radius. Creatures without eyes, such as
see. Darkness and other effects that obscure vision oozes, and creatures with echolocation or
can prove a significant hindrance. heightened senses, such as bats and true dragons,
A given area might be lightly or heavily obscured. have this sense.
In a lightly obscured area, such as dim light, patchy
fog, or moderate foliage, creatures have Darkvision
disadvantage on Wisdom (Perception) checks that Many creatures in the worlds of DARK SUN,
rely on sight. especially those that dwell underground, have
A heavily obscured area—such as darkness, darkvision. Within a specified range, a creature
opaque fog, or dense foliage—blocks vision entirely. with darkvision can see in darkness as if the
A creature in a heavily obscured area effectively darkness were dim light, so areas of darkness are
suffers from the blinded condition (see Chapter 8). only lightly obscured as far as that creature is
The presence or absence of light in an concerned. However, the creature can’t discern
environment creates three categories of color in darkness, only shades of gray.
illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Truesight
Even gloomy days provide bright light, as do A creature with truesight can, out to a specific
torches, lanterns, fires, and other sources of range, see in normal and magical darkness, see
illumination within a specific radius. invisible creatures and objects, automatically detect
Dim light, also called shadows, creates a lightly visual illusions and succeed on saving throws
obscured area. An area of dim light is usually a against them, and perceives the original form of a
boundary between a source of bright light, such as shapechanger or a creature that is transformed by
a torch, and surrounding darkness. The soft light of magic.
twilight and dawn also counts as dim light. A
particularly brilliant full moon might bathe the land
in dim light.
Darkness creates a heavily obscured area.
Characters face darkness outdoors at night (even
most moonlit nights), within the confines of an unlit
dungeon or a subterranean vault, or in an area of
magical darkness.

265
The Silt Sea

O
ne need only see the ruins of the
ancient cities that litter its shores to
Terrain of the Silt Sea
realize that Athas was not always the To the untrained eye, the silt is an endless plain of
arid waste it is today. Some people desolation, lifeless and deadly. Yet this is only an
believe the Silt Sea was once filled illusion, a distortion of the truth. The silt possesses
with water, so much water that one its characteristic formations and moods, just as
could stand on a shore and not see the land-forms anywhere do. The experienced silt
other side. The silt itself is a grayish powder, like traveler faces an ever-changing terrain as diverse
very fine and dry dust. It runs through the fingers as that of the Tablelands or the Ringing Mountains.
like water, leaving not a trace on ones hands. The Silt is not found in the boundaries of the Sea
slightest trace of moisture causes it to stick and alone. Many inland dust sinks and silt basins, as
clump; it can cake the eyes, nose, and throat in well as the great silt estuaries, are found near the
seconds. Breathing the airborne silt slowly lines the borders of the sea or within a few days march. The
lungs with powder and can choke the life from even dust that fills them is carried across the intervening
a giant. lands in the course of great storms out on the Sea,
Like water, silt has a devilish ability to find its and it fills the lower-lying areas. The dust basins
way into everything. A traveler walking along the surrounding Bodach and the Mud Palace were
borders of the Sea of Silt on a windy day finds created in this fashion.
boots, packs, and even pockets filling with gray Conversely, the Sea of Silt is not composed
dust. Most of the time it is merely annoying – but exclusively of silt. Rocky islands rise from the dust,
contamination of a canteen or food supplies is a dotting the surface of the sea with firm land. Bare
sore blow to the wayfarer on short rations. patches of stone can be found here and there,
Silt is heavier than air, but far lighter than water. places where the silt never accumulates, where the
Stories tell of inventors who tried to copy the earth is scoured flat by endless winds. In other
hulled, wheelless vehicles the ancients used to areas, sharp crags pierce the blanket of dust like
travel through water. The silt is so light, and of so spears buried in sand. Lastly, of course, there are
little substance, that even the most carefully built countless mud flats scattered across the pearly silt.
boat sank through the dust to rest on the bottom.
Travel in the Silt Sea
The Sea of Silt is one of the most formidable About 10% of the shallow silt enjoys the right
barriers to travel on the world of Athas. Aside from conditions of bottom contour to be compressible,
the difficulty of simple movement across the dust, but the only way to find out whether a specific
the weather is extremely hostile. Rare are the days location in the silt supports a walkable layer is to
when a traveler can find the Sea still enough to test it. If somebody just jumps into the silt, hoping
attempt a crossing. Also, the Sea is full of that a path will form beneath their feet, there is a 1
dangerous predators that view anything moving as in 10 chance that the conditions are right. Divide
a possible meal. Even giants hesitate before wading the silt depth by two and roll to randomly
silt they do not know, and many refuse to try a determine how far from the bottom the
crossing without a companion. compressible layer actually is.
There are few good ways to cross silt. The best
way is to not do so at all, or befriend a powerful Cannonball!
Arcanist and have them teleport one to their Kerith, a very foolish elf, leaps into a region of silt 12
destination. Unfortunately, the few mages capable deep. The DM rolls 1 on 1d10, indicating that a layer
of this rarely care to be bothered with such a may form that could save Keriths life. Because the
mundane goal. Other methods of travel include silt is 12 deep, the layer will be no higher than 6
wading, flying, magic, and the silt skimmer. Each from the bottom and could be as low as 1 above the
has its advantages as well as its disadvantages. bottom. A roll of 1d6 yields 4; the layer will form 4
Wading from the bottom, 8 from the surface. Unless Kerith
is very tall, he’s done for.
The simplest method, wading, is available to
everyone and is cheap. Unfortunately, it is risky in Silt compression is a fickle phenomenon, and a
the extreme, slow, and limited in range. village with a path used for generations might
Any character can wade in silt up to three- discover that their path suddenly does not bear
quarters of their height in depth, chest-high for weight anymore. This appears to be affected by the
Humans. Characters who push this to chin-deep weather and the disturbance of the silt by large
run an excellent chance of stepping into a bottom storms.
irregularity and immersing their heads in the dust. Stilts. The last and least-preferred method
Wading through silt is hard work; a character’s requires stilts. A character can use stilts to give
movement is reduced to 1/3 (round down). them a greater height when wading through silt,
On windy days, the blowing dust makes breathing making a DC 14 Dexterity (Acrobatics) check every
nearly impossible if one’s head is close to the 300 ft. to keep their balance. Failing the check
surface of the silt. Beyond that, it is almost causes the character to topple over into the silt.
impossible to maintain any bearings. In general, the The check grows more difficult the higher the stilt-
wind must have a strength of Light or less to allow for every additional foot of stilt past half the
a wading creature to move. Giants, who are strong character’s height (rounded down), they add 1 to
and practiced waders, may wade in Moderate wind the DC. In addition, anyone traveling in such a
conditions. manner must remain at least 2 ft. above the silt’s
Deep silt. If wading through silt deeper than a surface to have adequate breathing room.
character’s height, there are several options. First, For example, a six foot-tall person walking on
have someone who is taller carry another. three-foot tall stilts can wade in silt up to 7 ft. deep
Depending on their Strength score, a Tarek could (leaving 2 ft. for breathing room), rolling a DC 14
carry one human-sized person with no problem and Dexterity check every 300 ft. Should they need to
possibly several in a basket or similar harness. cross depths of 18 ft., they would require 14 ft.
A full-blooded giant could carry at least two stilts and have to make a DC 25 check every 300 ft.,
Human-sized characters and even six or eight with a tremendously difficult task.
some preparation. One or two Tareks could be Moving on stilts is every bit as tiring and slow as
carried instead of human passengers. Friendly wading. Characters are reduced to 1/3 their normal
giants might be persuaded to carry passengers for movement rate. Traveling long distances on stilts,
free; however, most giants expect compensation for particularly in silt of any great depth, is next to
their effort. impossible.
Second, find a path formed on a layer of
compressed silt. Compressible silt only exists in silt
of less than 40-50 feet deep and is never higher
than half the depth of the siltFor example, the safe
layer of a region of silt 20 deep is never closer to
the surface than 10 and could possibly be within a
foot of the bottom. The best way to take advantage
of this phenomenon is to find a place where people
have already formed trails and to stay on them.

267
Flying Magic and Psionics
Flying involves the use of a trained airborne mount, Other magical means include personal levitation,
a glider, or a fly spell. This is considered by many to levitation of a platform or raft, or travel spells (or
be the best method of traveling through regions of psionic disciplines) that do not actually confer the
silt; movement is fast, dangerous silt creatures can power of flight. Levitating creatures have two
be avoided, and the silt can be crossed regardless options: drift at the mercy of the wind in the air, or
of its depth. Unfortunately, nothing is ever quite as walk across the surface of the silt. Using levitation
easy as it looks. to walk across the dust allows the character to
Riding a flying mount. The most common move as though in difficult terrain.
airborne mounts are pterrax, dragonnels, rocs, and A high-level spellcaster may be able to levitate a
air elementals. Of these, only air elementals are not raft large enough to hold several people; in this
instinctively afraid of flying over silt. When an case the platform must be either sailed or poled.
animal is forced out over the silt, the rider must Poling a raft only works in silt less than 20 ft. deep.
make a DC 15 Animal Handling check. Success Sailing only works when there is wind present, and
means they can continue. Failure means the mount under those conditions the Gray Death may prove a
turns and heads back to solid ground. greater threat than travel. Poled vessels can only
Eventually, even the strongest flyer needs a place cover one mile every two hours; if supplemented
to rest. One of the chief disadvantages in flying a with a sail, the speed doubles. Be mindful of your
mount on an over-silt journey lies in the difficulty of caster’s stamina, however, for this faces many of
feeding and watering the beast when it finally the same dangers as using the fly spell- once the
lands. raft’s levitation ends, you will swiftly sink.
Gliders. An excellent short-range solution, but Use of a ring of feather falling, or ring of silt
still perilous. Cliff-gliders drop 20 ft. each round walking lets a character walk across the dust as
and travel 360 ft. forward. A pilot starting from a though it was hard-packed sand. Both are relatively
200-foot hilltop could stay in the air for ten rounds safe and reliable.
and glide for 3,600 ft. Obviously, gliders rarely Some psionic powers help in crossing the silt, as
cross more than two or three miles of silt. well. Inertial transference with the gravitic field
Some glider pilots, particularly those mad augment, for example, would replicate the effects of
enough to seek the Valley of Dust and Fire, claim a fly spell and operate under the same rules.
they have encountered bizarre drafts of warm wind Lastly, there is always room for creative (if risky)
that actually allow them to climb 20 ft a round, endeavors with other spells, such as mold earth or
forfeiting their forward progress to regain height. beast shape, which players might be able to employ
Gliders are rare and are seldom sold by the in crossing silt. Magical experimentation must
craftsmen who build them. always be attempted at your own risk.
A fly spell. Another good short-range option.
With a flying speed of 60 ft. and a duration of 10 Silt Skimmer
minutes, the target of such a spell could move Silt skimmers, as described in Chapter 5, are
1,200 ft, if dashing, before the spell ends. among the safest methods for crossing silt, but they
Conceivably, a spellcaster of great power could are limited. Silt skimmers can travel six to eight
repeatedly cast fly to cover greater distances, but miles a day and can carry a load of two tons.
may soon find their spell slots gone before any safe However, they cannot cross silt deeper than 15 ft.
landing is in sight. In addition, flying characters are For greater depths, there are also skimmers
advised to keep an eye out for the treacherous equipped with obsidian engines that are powered
beasts of the air, such as rocs and cloud rays. by psionics rather than manual labor. These can
travel at any depth, but are far more expensive and
rare, and also require a powerful psionicist to
operate.

268
Social Interaction

E
xploring dungeons, overcoming Active Approach to Roleplaying
obstacles, and slaying monsters are
key parts of DARK SUN adventures. If descriptive roleplaying tells your DM and your
No less important, though, are the fellow players what your character thinks and does,
social interactions that adventurers active roleplaying shows them.
have with other inhabitants of the When you use active roleplaying, you speak with
world. your character’s voice, like an actor taking on a
Interaction takes on many forms. You might need role. You might even echo your character’s
to convince an unscrupulous thief to confess to movements and body language. This approach is
some malfeasance, or you might try to flatter a more immersive than descriptive roleplaying,
Templar patrol so that they will spare your life. The though you still need to describe things that can’t
DM assumes the roles of any characters who are be reasonably acted out.
participating in the interaction that don’t belong to Going back to the example of Chris roleplaying
another player at the table. Any such character is Tordek above, here’s how the scene might play out
called a nonplayer character (NPC). if Chris used active roleplaying:
In general terms, an NPC’s attitude toward you is Speaking as Tordek, Chris says in a gruff, deep
described as friendly, indifferent, or hostile. voice, “I was wondering why it suddenly smelled
Friendly NPCs are predisposed to help you, and awful in here. If I wanted to hear anything out of
hostile ones are inclined to get in your way. It’s you, I’d snap your arm and enjoy your screams.” In
easier to get what you want from a friendly NPC, of his normal voice, Chris then adds, “I get up, glare at
course. the elf, and head to the bar.”
Social interactions have two primary aspects: Descriptive Approach to Roleplaying
roleplaying and ability checks.
With this approach, you describe your character’s
Roleplaying words and actions to the DM and the other players.
Drawing on your mental image of your character,
Roleplaying is, literally, the act of playing out a role.
you tell everyone what your character does and
In this case, it’s you as a player determining how
how they do it.
your character thinks, acts, and talks. For instance, Chris plays Tordek the dwarf.
Roleplaying is a part of every aspect of the game, Tordek has a quick temper and blames the Elvhen
and it comes to the fore during social interactions.
tribes for his family’s misfortune. At a tavern, an
Your character’s quirks, mannerisms, and
obnoxious Elvhen minstrel sits at Tordek’s table
personality influence how interactions resolve.
and tries to strike up a conversation with the dwarf.
There are two styles you can use when
Chris says, “Tordek spits on the floor, growls an
roleplaying your character: the descriptive
insult at the bard, and stops over to the bar. He sits
approach and the active approach. Most players
on a stool and glares at the minstrel before
use a combination of the two styles. Use whichever ordering another drink.”
mix of the two works best for you. In this example, Chris has conveyed Tordek’s
mood and given the DM a clear idea of his
character’s attitude and actions.
When using descriptive roleplaying, keep the
following things in mind:
Describe your character’s emotions and attitude.
Focus on your character’s intent and how others
might perceive it.
Provide as much embellishment as you feel
comfortable with.
Don’t worry about getting things exactly right.
Just focus on thinking about what your character
would do and describing what you see in your
mind.

269
Results of Roleplaying Ability Checks
The DM uses your character’s actions and attitudes In addition to roleplaying, ability checks are key in
to determine how an NPC reacts. A cowardly NPC determining the outcome of an interaction.
buckles under threats of violence. A stubborn Your roleplaying efforts can alter an NPC’s
Dwarf refuses to let anyone badger her. A vain attitude, but there might still be an element of
merchant laps up flattery. chance in the situation. For example, your DM can
When interacting with an NPC, pay close call for a Charisma check at any point during an
attention to the DM’s portrayal of the NPC’s mood, interaction if they want the dice to play a role in
dialogue, and personality. You might be able to determining an NPC’s reactions. Other checks
determine an NPC’s personality traits, ideals, flaws, might be appropriate in certain situations, at your
and bonds, then play on them to influence the DM’s discretion.
NPC’s attitude. Pay attention to your skill proficiencies when
Interactions in DARK SUN are much like thinking of how you want to interact with an NPC,
interactions in real life. If you can offer NPCs and stack the deck in your favor by using an
something they want, threaten them with approach that relies on your best bonuses and
something they fear, or play on their sympathies skills. If the group needs to trick a guard into letting
and goals, you can use words to get almost them into a castle, the Rogue who is proficient in
anything you want. On the other hand, if you insult Deception is the best bet to lead the discussion.
a proud warrior or speak ill of a noble’s allies, your When negotiating for a hostage’s release, the Cleric
efforts to convince or deceive will fall short. with Persuasion should do most of the talking.
Resting

H
eroic though they might be, Sleeping in Armor
adventurers can’t spend every hour of
the day in the thick of exploration, social Sleeping in light armor has no adverse effect on the
interaction, and combat. They need rest wearer, but sleeping in medium or heavy armor
—time to sleep and eat, tend their makes it difficult to recover fully during a long rest.
wounds, refresh their minds and spirits When you finish a long rest during which you
for spellcasting, and brace themselves slept in medium or heavy armor, you regain only
for further adventure. one quarter of your spent Hit Dice (minimum of
Adventurers can take short rests in the midst of one die). If you have any levels of exhaustion, the
an adventuring day and a long rest to end the day. rest doesn’t reduce your exhaustion level.

Short Rest Going without a Long Rest


A short rest is a moment for your war party to catch A long rest is never mandatory, but going without
their breath and regroup before continuing on, sleep does have its consequences.
lasting at least 15 minutes during which a Whenever you end a 24-hour period without
character does nothing more strenuous than finishing a long rest, you must succeed on a DC 10
eating, drinking, studying, and tending to wounds. Constitution saving throw or suffer one level of
A character can spend one or more Hit Dice at exhaustion. It becomes harder to fight off
the end of a short rest, up to the character’s exhaustion if you stay awake for multiple days.
maximum number of Hit Dice, which is equal to the After the first 24 hours, the DC increases by 5 for
character’s level. For each Hit Die spent in this each consecutive 24-hour period without a long
way, the player rolls the die and adds the rest. The DC resets to 10 when you finish a long
character’s Constitution modifier to it. The rest.
character regains hit points equal to the total. The
player can decide to spend an additional Hit Die
after each roll. A character regains some spent Hit
Dice upon finishing a long rest, as explained below.
A character can’t benefit from more than two
short rests in a 24-hour period.

Long Rest
A long rest is a period of extended downtime, at
least 12 hours long, during which a character
sleeps or performs light activity: reading, talking,
eating, or standing watch for no more than 4 hours.
If the rest is interrupted by a period of strenuous
activity—at least 1 hour of walking, fighting, casting
spells, or similar adventuring activity— the
characters must begin the rest again to gain any
benefit from it.
At the end of a long rest, a character regains all
lost hit points. The character also regains spent Hit
Dice, up to a number of dice equal to half of the
character’s total number of them. For example, if a
character has eight Hit Dice, they can regain four
spent Hit Dice upon finishing a long rest.
A character can’t benefit from more than one
long rest in a 24-hour period, and a character must
have at least 1 hit point at the start of the rest to
gain its benefits. Additionally, a character cannot
benefit from a long rest unless they are taking that
rest in a safe haven.
Safe Havens
A ‘Safe Haven’ is a place where you can rest and
meet your basic needs without fear of violence or
injury. A reputable inn might suffice, but a campsite
in treacherous terrain would not.

271
Between Adventures

B
etween trips to dungeons and battles
against ancient evils, adventurers need
Downtime Activities
time to rest, recuperate, and prepare for Between adventures, the DM might ask you what
their next adventure. Many adventurers your character is doing during their downtime.
also use this time to perform other tasks, Downtime activities are tasks that usually take a
such as crafting arms and armor, workweek (5 days) or longer to perform. The days
performing research, or spending their do not need to be consecutive, but you must spend
hard-earned treasure. at least 8 hours of each day on the downtime
As your campaign progresses, your characters activity for the day to count. If you have more than
will not only become more powerful but also more the minimum amount of days to spend, you can
influential and invested in the world. They might be keep doing the same thing for a longer period of
inclined to undertake projects that require more time, or switch to a new downtime activity.
time between adventures, such as building and Downtime activities can include (but are not
maintaining a stronghold. As the party gains levels, limited to) crafting items, making social contacts,
there may be more downtime between adventures pulling off crimes, practicing a profession, or
to give characters the time they need to pursue simply enjoying some well-earned rest and
such interests. Whereas days or weeks might pass relaxation.. A character selects a downtime activity
between low-level adventures, the amount of from among those available and pays the cost of
downtime between higher-level adventures might that activity in time and money. The DM then
be measured in months or years. follows the rules for the activity to resolve it,
In some cases, the passage of time is something informing the player of the results and any
that occurs with little fanfare or description. When complications that ensue.
starting a new adventure, the DM might simply Consider handling downtime away from the
declare that a certain amount of time has passed game table. For example, players could pick their
and allow you to describe in general terms what downtime activities at the end of a session, and
your character has been doing. At other times, the then communicate with the DM about them by
DM might want to keep track of just how much email or text, until the next session.
time is passing as events beyond your perception
stay in motion.

272
Carousing
At the end of the period spent carousing, the
Carousing is a default downtime activity for many player rolls percentile dice and adds or subtracts
characters. Between adventures, who doesn’t want from the roll according to their outcome on the
to kick back with a few drinks and a group of Carousing Events table, then compares the total to
friends at a tavern? Characters can spend their the Carousing Results table to determine what
downtime engaged in a variety of activities such as happens to the character. Alternatively, the player
partying, binge drinking, gambling, or anything else can choose to let the DM determine what happens.
that helps them cope with the perils they face on
their adventures.
Resources. A carousing character spends money Carousing Results
as though maintaining a wealthy lifestyle, or 25 ct
d100+Level Result
per workweek.
Resolution. The character must make a series of 01–10 You are jailed for 1d4 days at the end of
checks, with a DC determined at random based on the downtime period on charges of
the location of the character’s carousing and their disorderly conduct and disturbing the
present circumstances. Part of the fun of carousing peace. You can pay a fine of 10 ct to avoid
is that one never knows who they might meet while jail time, or try to resist arrest.
out on the town. 11–20 You wake up in a strange place with no
The character makes three checks: Wisdom memory of how you got there, and you
(Insight), Charisma (Persuasion), and Charisma have been robbed of 3d6 x 5 ct.
(Performance). If the character has proficiency with 21–30 You make an enemy. This person,
a gaming set or instrument, that tool proficiency business, or organization is now hostile to
can replace the relevant skill in one check of the you. The DM determines the who, and you
player’s choosing. The DC for each of the checks is determine the why.
5 + 2d10; the DM generates a separate DC for each 31–40 You are caught up in a whirlwind romance.
one, and any player replacements must happen
Roll a d20. On a 1–5, the romance ends
before the DCs are announced. Consult the
badly. On a 6–10, the romance ends
Carousing Events table to see how the character
did. amicably. On a 11–20, the romance is
ongoing. You determine the identity of the
love interest, subject to your DM’s
Carousing Events approval.
41–80 You earn fair winnings from gambling and
Result Outcome
recuperate your lifestyle expenses for the
0 The night is not in your favor. Subtract 20
time spent carousing.
successes from your percentile roll on the Carousing
81–90 You earn modest winnings from gambling.
Results table, to a minimum of 1.
You recuperate your lifestyle expenses for
1 success You keep your wits about you– mostly. Add
the time spent carousing and gain 1d20 x
0 to your percentile roll on the Carousing 4 ct.
Results table. 91+ You make a small fortune gambling. You
2 You can hold your liquor, and your taste is
recuperate your lifestyle expenses for the
successes immaculate. Add 15 to your percentile roll
time spent carousing and gain 4d6 x 10 ct.
on the Carousing Results table.
Your carousing becomes the stuff of local
3 You are the life of the party. Add 25 to your
legend.
successes percentile roll on the Carousing Results
table.

273
Constructing Strongholds
Garrisons. Castles and keeps employ soldiers
A character can spend time between adventures (use the veteran statistics in the Athasian Bestiary)
building a stronghold. Before work can begin, the to defend them. Roadside inns, outposts and forts,
character must acquire a plot of land. If the estate palaces, and temples typically rely on less-
lies within the domain of a city-state, the character experienced defenders (use the guard statistics in
will need a royal charter (a legal document granting the Athasian Bestiary). These armed warriors make
permission to oversee the estate in the name of the up the bulk of a property’s skilled hirelings.
crown), a land grant (a legal document bequeathing
custody of the land to the character for as long as Maintaining a Property
they remain loyal to the crown), or a deed (a legal It’s not unusual for adventurers– especially after
document that serves as proof of ownership). Land 10th level– to gain possession of a castle, a tavern,
can also be acquired by inheritance or other means. or another piece of property. They may buy it with
Royal charters and land grants are usually given their hard-won loot, take it by force, receive it as a
by the crown as a reward for faithful service, reward, obtain it in a lucky round of cards, or
although they can also be bought. Deeds can be acquire it by other means.
bought or inherited. A small estate might sell for as The Maintenance Costs table shows the per-day
little as 100 ct or as much as 1,000 ct. A large upkeep cost for any such property. (The cost of a
estate might cost 5,000 ct or more, if it can be normal residence isn’t included here because it
bought at all. falls under lifestyle expenses, as seen in Chapter 5.)
A character could also potentially build their Maintenance expenses need to be paid every 30
stronghold far away from the claimed lands of the days. Given that adventurers spend much of their
Sorcerer-Kings, but this is not without risk. time adventuring, a steward or castellan is
Distance from trade routes increases the expense assumed to be part of a property’s staff, capable of
of acquiring materials and labor, and there is far running daily affairs and making payments in the
more danger for a developing stronghold away owner’s absence.
from the protection of civilization. If choosing to Total Cost per Day. The cost includes everything
build a stronghold in the wastelands, increase the it takes to maintain the property and keep things
cost and time of construction by 1.5. running smoothly, including the salaries of
Once the estate is secured, a character needs hirelings. If the property earns money that can
access to building materials and laborers. The offset maintenance costs (by charging fees,
Building a Stronghold table shows the cost of collecting tithes or donations, or selling goods), that
building the stronghold (including materials and is taken into account in the table.
labor) and the amount of time it takes, provided Skilled and Untrained Hirelings As noted in
that the character is using downtime to oversee Chapter 5, not all hirelings are equal. A skilled
construction. Work can continue while the hireling can perform duties beyond those without
character is away, but each day the character is training, and prove particularly vital for small
away adds 3 days to the construction time. and/or well-defended properties.
Running a Business
Building a Stronghold Adventurers can end up owning businesses that
have nothing to do with delving into dungeons or
Construction Construction saving the world. A character might inherit a
Stronghold Cost Time pottery, or the party might be given a parcel of
Guildhall, town or 5,000 ct 60 days farmland or a tavern as a reward. If they hold on to
city the business, they might feel obliged to spend time
Keep or small castle 50,000 ct 400 days between adventures maintaining the venture and
Noble estate with 25,000 ct 150 days making sure it runs smoothly.
manor A character rolls percentile dice and adds the
Outpost or fort 15,000 ct 100 days number of days spent on this downtime activity
Palace or large 500,000 ct 1,200 days (max 30), then compares the total to the Running a
castle Business table to determine what happens.
Monastery 50,000 ct 400 days If the character is required to pay a cost as a
Tower, fortified 15,000 ct 100 days result of rolling on this table but fails to do so, the
Trading Post 5,000 ct 60 days business begins to fail. For each unpaid debt
incurred in this manner, the character takes a - 10
penalty to subsequent rolls made on this table.

274
Maintenance Costs Running a Business
Cost d100 +
per Skilled Untrained Days Result
Property Day Hirelings Hirelings 01–20 You must pay one and a half times the
Caravanserai 20 ct 5 25 business’s maintenance cost for each of the
Farm 5 bits 1 2 days.
Guildhall, town or city 5 ct 5 3 21–30 You must pay the business’s full maintenance
Inn, rural roadside 10 ct 5 10 cost for each of the days.
Inn, town or city 5 ct 2 5 31–40 You must pay half the business’s maintenance
Keep or small castle 100 ct 50 50 cost for each of the days. Profits cover the
Lodge, hunting 5 bits 1 – other half.
Noble estate 10 ct 3 15 41–60 The business covers its own maintenance
Outpost or fort 50 ct 20 40 cost for each of the days.
Palace or large castle 400 ct 200 100 61–80 The business covers its own maintenance
Shop 2 ct 1 – cost for each of the days. It earns a profit of
Monastery, large 25 ct 10 10 1d6 x 5 gp.
Monastery, small 1 ct 2 – 81–90 The business covers its own maintenance
Tower, fortified 25 ct 10 – cost for each of the days. It earns a profit of
Trading post 10 ct 4 2 2d8 x 5 gp.
91+ The business covers its own maintenance
cost for each of the days. It earns a profit of
3d10 x 5 gp.

275
Crafting an Item
A character who has the time, the money, and the Crafting Complications
needed tools can use downtime to craft armor,
weapons, clothing, or other kinds of nonmagical d6 Complication
gear. 1 Rumors swirl that what you’re working on is
Resources and Resolution. In addition to the unstable and a threat to the community.
appropriate tools for the item to be crafted, a 2 Your tools are stolen, forcing you to buy new ones.
character needs raw materials worth half of the 3 A Royal Defiler shows keen interest in your work
item’s selling cost. To determine how many and insists on observing you.
workweeks it takes to create an item, divide its 4 A powerful noble offers a hefty price for your work
ceramic token cost by 50. A character can complete and is not interested in hearing no for an answer.
multiple items in a workweek if the items‘ 5 A Dwarf clan accuses you of stealing their secret
combined cost is 50 ct or lower. Items that cost lore to fuel your work.
more than 50 ct can be completed over longer 6 A competitor spreads rumors that your work is
periods of time, as long as the work in progress is shoddy and prone to failure.
stored in a safe location.
Multiple characters can combine their efforts.
Divide the time needed to create an item by the
number of characters working on it. It is up to the Crafting Poisons. During downtime between
DM’s discretion to determine how many characters adventures, a character can use the crafting rules
can collaborate on an item. A particularly tiny item, above to create basic poison if the character has
like a ring, might allow only one or two workers, proficiency with a poisoner’s kit. At the DM’s
whereas a large, complex item might allow four or discretion, the character can also craft other kinds
more workers. of poison. Not all poison ingredients are available
A character needs to be proficient with the tools for purchase, and tracking down certain
needed to craft an item and have access to the ingredients might form the basis of an entire
appropriate equipment. Everyone who collaborates adventure.
needs to have the appropriate tool proficiency. The A character can instead attempt to harvest poison
DM makes any judgment calls regarding whether a from a poisonous creature, such as a snake,
character has the correct equipment. The following wyvern, or carrion crawler. The creature must be
table provides some examples. incapacitated or dead, and the harvesting requires
1d6 minutes followed by a DC 20 Intelligence
(Nature) check. (Proficiency with the poisoner’s kit
Proficiency Bonus applies to this check if the character doesn’t have
Herbalism kit Antitoxin, potion of healing proficiency in Nature.) On a successful check, the
Leatherworker’s tools Leather armor, boots character harvests enough poison for a single dose.
Smith’s tools Forged armor, weapons On a failed check, the character is unable to extract
Weaver’s tools Cloaks, robes any poison. If the character fails the check by 5 or
more, the character is subjected to the creature’s
poison.
Crafting Magic Items. Creating a magic item
If all the above requirements are met, the result of requires more than just time, effort, and materials.
the process is an item of the desired sort. A It is a long—term process that involves one or more
character can sell an item crafted in this way at its adventures to track down rare materials and the
listed price. lore needed to create the item.
Complications. Most of the complications Potions of healing and spell scrolls are
involved in creating something, especially a magic exceptions to the following rules. For more
item, are linked to the difficulty in finding rare information, see “Brewing Potions of Healing” and
ingredients or components needed to complete the “Scribing a Spell Scroll” on the next page.
work. The complications a character might face as To begin creating a magic item, a character
byproducts of the creation process are most needs the item’s formula. A formula is like a recipe.
interesting when the characters are working on a It lists the materials needed and steps required to
magic item: there’s a 10 percent chance for every make the item.
five workweeks spent on crafting an item that a An item invariably requires an exotic material to
complication occurs. The Crafting Complications complete it. This material can range from the skin
table provides examples of what might happen. of a tembo to a vial of water taken from a whirlpool
on the Elemental Plane. Finding that material
should take place as part of an adventure.

276
The Magic ltem Ingredients table suggests the Scribing a Spell Scroll
challenge rating of a creature that the characters With time and patience, a spellcaster can transfer a
need to face to acquire the materials for an item. If spell to a scroll, creating a spell scroll.
appropriate, pick a monster or a location that is a Resources. Scribing a spell scroll takes an
thematic fit for the item to be crafted. Note that amount of time and money related to the level of
facing a creature does not necessarily mean that the spell the character wants to scribe, as shown in
the characters must collect items from its corpse. the Spell Scroll Costs table. In addition, the
Rather, the creature might guard a location or a character must have proficiency in the Arcana skill
resource that the characters need access to. and must provide any material components
required for the casting of the spell. Moreover, the
character must have the spell prepared, or it must
Magic Item Ingredients be among the character’s known spells, in order to
Item Rarity CR Range scribe a scroll of that spell.
Common 1–3 If the scribed spell is a cantrip, the version on the
Uncommon 4–8 scroll works as if the caster were 1st level.
Rare 9–12
Very rare 13–18
Spell Scroll Costs
Legendary 19+
Spell level Time Cost
Cantrip 1 day 15 ct
In addition to facing a specific creature, creating 1st 1 day 25 ct
an item comes with a ceramic token cost covering 2nd 3 days 250 ct
other materials, tools, and so on, based on the 3rd 1 workweek 500 ct
item’s rarity as shown on the Magic Item Crafting 4th 2 workweeks 2,500 ct
Time and Cost table. Halve the listed price and 5th 4 workweeks 5,000 ct
creation time for any consumable items. 6th 8 workweeks 15,000 ct
7th 16 workweeks 25,000 ct
8th 32 workweeks 50,000 ct
Magic Item Crafting Time and Cost 9th 48 workweeks 250,000 ct
Item Rarity Workweeks* Cost*
Common 1 50 ct
Uncommon 2 200 ct Complications. Crafting a spell scroll is a solitary
Rare 10 2,000 ct task, unlikely to attract much attention. The
Very rare 25 20,000 ct complications that arise are more likely to involve
Legendary 50 100,000 ct the preparation needed for the activity. Every
*Halved for consumable items workweek spent scribing brings a 10 percent
chance of a complication, examples of which are on
the Scribe a Scroll Complications table.
To complete a magic item, a character also needs
whatever tool proficiency is appropriate, as for Scribe a Scroll Complications
crafting a nonmagical object, or proficiency in the
Arcana skill. d6 Complication
If all the above requirements are met, the result 1 You bought up the last of the rare ink used to craft
of the process is a magic item of the desired sort. scrolls, angering another spellcaster in town.
2 A Templar learns of your work and accuses you of
Brewing Potions of Healing unlawful spellcraft and literacy.
Potions of healing fall into a special category for 3 A long night of work causes you to fall asleep on
item crafting. A character proficient with herbalism fresh ink, ruining the day’s progress.
kits can create these potions. The times and costs 4 Due to a strange error in creating the scroll, it is
for doing so are shown on the table below. instead a random spell of the same level.
5 The rare parchment you bought for your scroll has
a barely visible map on it.
Item Rarity Healing Time Cost
6 A thief attempts to break into your workroom.
Healing 2d4 + 2 1 day 25 ct
Greater healing 4d4 + 4 1 workweek 100 ct
Superior healing 8d4 + 8 3 workweeks 1,000 ct
Supreme healing 10d4 + 20 4 workweeks 10,000 ct

277
Crime Pit Fighting
This activity gives a character the chance to make Pit fighting includes gladiatorial matches,
some extra tokens, at the risk of arrest. underground fighting rings, and other nonlethal
Resources. A character must spend one week forms of combat in an organized setting. If you
and at least 25 ct casing potential targets before want to pursue competitive fighting in a battle-to—
committing the intended crime. the-death situation, the standard combat rules
Resolution. The character must make a series of apply to that sort of activity.
checks, with the DC for all the checks chosen by Resources. Engaging in this activity requires one
the character according to the amount of profit workweek of effort from a character.
sought from the crime. The chosen DC can be 10, Resolution. The character must make a series of
15, 20, 25, or 30. More daring crimes earn greater checks, with a DC determined at random based on
rewards, as shown on the Loot Value table. the quality of the opposition that the character runs
The character makes three checks: Dexterity into. A big part of the challenge in pit fighting lies in
(Stealth), Dexterity using thieves’ tools, and the the unknown nature of a character’s opponents.
player’s choice of Intelligence (Investigation), The character makes three checks: Strength
Wisdom (Perception), or Charisma (Deception). (Athletics), Dexterity (Acrobatics), and a special
If none of the checks are successful, the Constitution check that has a bonus equal to a roll
character is caught and jailed. The character must of the character’s largest Hit Die (this roll doesn’t
pay a fine equal to the profit the crime would have spend that die). If desired, the character can
earned and must spend one week in jail for each 25 replace one of these skill checks with an attack roll
ct of the fine. If only one check is successful. the using one of the character’s weapons. The DC for
heist fails but the character escapes. If two checks each of the checks is 5 + 2d10; the DM generates a
are successful, the heist is a partial success, netting separate DC for each one, and any player
the character half the payout. If all three checks are replacements must happen before the DCs are
successful, the character earns the full value. announced. Consult the Pit Fighting Results table
to see how the character did.

Loot Value
DC Value
Pit Fighting Results
10 50 ct, robbery of a struggling merchant Result Value
15 100 ct, robbery of a local mercenary company 0 successes Lose your bouts, earning nothing.
20 200 ct, robbery of a noble or prosperous merchant 1 success Win 50 ct.
25 1,000 ct, robbery of the local Templarate 2 successes Win 100 ct.
30 1 uncommon magic item, robbery of a Sorcerer- 3 successes Win 200 ct.
King

Complications. Characters involved in pit


Complications. A life of crime is filled with fighting must deal with their opponents, the people
complications. Roll on the Crime Complications who bet on matches, and the matches’ promoters.
table (or create a complication of your own) if the Every workweek spent pit fighting brings a 10
character succeeds on only one check. percent chance of a complication, examples of
which are on the Pit Fighting Complications table.

Crime Complications
Pit Fighting Complications
d6 Complication
1 Templars post a bounty equal to your earnings as d6 Complication
reward for information about your crime. 1 An opponent swears to take revenge on you.
2 An unknown person contacts you, threatening to 2 A crime boss approaches you and offers to pay you
reveal your crime if you don’t render a service. to intentionally lose a few matches.
3 Your victim is financially ruined by your crime. 3 You defeat a popular local champion, drawing the
4 Someone who knows of your crime has been crowd’s ire.
arrested on an unrelated matter. 4 You defeat a noble’s servant, drawing the wrath of
5 Your loot is a single, easily identified item that you the noble’s house.
can’t fence in this region. 5 You are accused of cheating. Whether the allegation
6 You robbed someone who was under a local crime is true or not, your reputation is tarnished.
lord’s protection, and who now wants revenge. 6 You accidentally deliver a fatal wound to a foe.

278
Relaxation
Sometimes the best thing to do between Religious Service
adventures is relax. Whether a character wants a
hard-earned vacation or needs to recover from Check
injuries, relaxation is the ideal option for Total Result
adventurers who need a break. This option is also 1–10 No effect. Your efforts fail to make a lasting
ideal for players who don’t want to make use of the impression.
downtime system. 11–20 You earn one favor.
Resources. Relaxation requires one week. A 21+ You earn two favors.
character needs to maintain at least a modest
lifestyle while relaxing to gain the benefit of the
activity.
Resolution. Characters who maintain at least a A favor, in broad terms, is a promise of future
modest lifestyle while relaxing gain several assistance from a representative of the temple. It
can be expended to ask the temple for help in
benefits. While relaxing, a character gains
dealing with a specific problem, for general political
advantage on saving throws to recover from long-
or social support, or to reduce the cost of a spell’s
acting diseases and poisons. In addition, at the end
material components by 50%. A favor could also
of the week, a character can end one effect that
take the form of a powerful being’s intervention,
keeps the character from regaining hit points, or
such as an omen, a vision, or a minor miracle
can restore one ability score that has been reduced
to less than its normal value. This benefit cannot be provided at a key moment. This latter sort of favor
used if the harmful effect was caused by a spell or is expended by the DM, who also determines its
nature.
some other magical effect with an ongoing
Favors earned need not be expended
duration.
immediately, but only a certain number can be
Complications. Relaxation rarely comes with
stored up. A character can have a maximum
complications. If you want to make life complicated
number of unused favors equal to 1 + the
for the characters, introduce an action or an event
character‘s Charisma modifier (minimum of one
connected to a rival.
unused favor).
Religious Service Complications. Temples can be labyrinths of
political and social scheming. Even the best-
Characters with a religious bent, whether to the intentioned sect can fall prone to rivalries. A
Sorcerer-Kings, the elements, or other practices, character who serves a temple risks becoming
might want to spend downtime in service to a embroiled in such struggles. Every workweek spent
temple, either by attending rites or by proselytizing in religious service brings a 10 percent chance of a
in the community. A temple could be many things- complication, examples of which are on the
an officially sanctioned hall of worship within a city- Religious Service Complications table.
state, an underground Druidic gathering place,
even something as simple as a lone living tree
within a market plaza. A character who undertakes Religious Service Complications
this activity has a chance of winning the favor of
others who share their faith and see that temple as d6 Complication
a place of worship. 1 You have offended a member of the faithful through
Resources. Performing religious service requires your words or actions.
access to, and often attendance at, a temple whose 2 Blasphemy is still blasphemy, even if you did it by
beliefs and ethos align with the character’s. If such accident.
a place is available, the activity takes one workweek 3 A secret sect in the temple offers you membership.
of time but involves no gold piece expenditure. 4 Another temple tries to recruit you as a spy.
Resolution. At the end of the required time, the 5 The temple elders implore you to take up a sacred
character chooses to make either an Intelligence quest.
(Religion) check or a Charisma (Persuasion) check. 6 You accidentally discover that an important person
The total of the check determines the benefits of
in the temple worships the enemy of your faith.
service, as shown on the Religious Service table.

279
Research
Forewarned is forearmed. The research downtime Research Complications
activity allows a character to delve into lore
concerning a monster, a location, a magic item, or d6 Complication
some other particular topic. 1 You accidentally damage a rare book.
Resources. Typically, a character needs access 2 You offend a sage, who demands an extravagant
to a library or a sage to conduct research. gift.
Assuming such access is available, conducting 3 If you had known that book was cursed, you never
research requires one workweek of effort and at would have opened it.
least 50 ct spent on materials, bribes, gifts, and 4 A sage becomes obsessed with convincing you of a
other expenses. number of strange theories about reality.
Resolution. The character declares the focus of 5 Your actions cause you to be banned from a library
the research—a specific person, place, or thing. until you make reparations.
After one workweek, the character makes an 6 You uncovered useful lore, but only by promising to
Intelligence check with a +1 bonus per 100 ct spent complete a dangerous task in return.
beyond the initial 100 ct, to a maximum of +6. In
addition, a character who has access to a
particularly well—stocked library or knowledgeable
sages gains advantage on this check. Socializing
Determine how much lore a character learns
using the Research Outcomes table. Resources. Socializing requires funds for time
spent acquiring invitations, plying others with food
and drink, and other expenses. A character can
Research Outcomes attempt to socialize among lower, middle, or upper-
class folk. A character can socialize with the lower
Check Total Outcome class for 10 ct per workweek, or 50 ct for the
1–5 No effect. middle class. Socializing with the upper class
6–10 You learn one piece of lore. requires 250 ct per workweek and access to the
11–20 You learn two pieces of lore. local nobility.
21+ You learn three pieces of lore. A character with the Courtier or Noble
backgrounds can freely mingle with the upper
class, but other characters can do so only if the DM
judges that the character has made sufficient
Each piece of lore is the equivalent of one true contacts. Alternatively, a character might use a
statement about a person, place, or thing.
disguise kit and the Deception skill to pass as a
Examples include knowledge of a creature’s
noble visiting from a distant city-state.
resistances, the password needed to enter a sealed
Resolution. After a workweek of socializing, a
dungeon level, the spells commonly prepared by a
character stands to make contacts within the
local Templar bureau, and so on.
selected social class. The character makes a
As DM, you are the final arbiter concerning
Charisma (Persuasion) check using the Socializing
exactly what a character learns. For a monster or
table.
an NPC, you can reveal elements of statistics or
personality. For a location, you can reveal secrets
about it, such as a hidden entrance, the answer to a
riddle, or the nature of a creature that guards the
Socializing
place. Check Total Result
Complications. The greatest risk in research is 1–5 Character has made a hostile contact.
uncovering false information. Not all lore is 6–10 Character has made no new contacts.
accurate or truthful, and a rival with a scholarly 11–15 Character has made an allied contact.
bent might try to lead the character astray, 16–20 Character has made two allied contacts.
especially if the object of the research is known to 21+ Character has made three allied contacts.
the rival. The rival might plant false information,
bribe sages to give bad advice, or steal key tomes
needed to find the truth.
In addition, a character might run into other Contacts are NPCs who now share a bond with
complications during research. Every workweek the character. Each one either owes the character a
spent in research brings a 10 percent chance of a favor or has some reason to bear a grudge. A
complication, examples of which are on the hostile contact works against the character, placing
Research Complications table. obstacles but stopping short of committing a crime
or a violent act. Allied contacts are friends who will
render aid to the character, but not at the risk of
their lives.

280
Lower-class contacts include criminals, laborers, Alternatively, the DM can allow players to make
mercenaries, slaves, and any other folk who an NPC into a contact on the spot after socializing.
normally frequent the cheapest taverns in town. When the characters are in the area in which they
Middle-class contacts include guild members, spent time socializing, a player can expend an
merchants, minor Templar officials, and other folk allied contact and designate an NPC they meet as a
who frequent well-kept establishments. contact, assuming the NPC is of the correct social
Upper-class contacts are nobles, higher echelons class based on how the character socialized. The
of a Sorcerer-King’s bureaucracy, and their player should provide a reasonable explanation for
personal servants. Carousing with such folk covers this relationship and work it into the game.
formal banquets, state dinners, and the like. Using a mix of the two approaches is a good idea,
Once a contact has helped or hindered a since it gives the added depth of specific contacts
character, the character needs to socialize with while also allowing the freedom to ensure that the
them again to get back into the NPC’s good graces. contacts you accumulate are useful.
A contact provides help once, not help for life. The The same process can apply to hostile contacts.
contact remains friendly, which can influence The DM can give the characters a specific NPC
roleplaying and how the characters interact with they should avoid, or they might introduce one at
them, but doesn’t come with a guarantee of help. an inopportune or dramatic moment.
The DM can assign specific NPCs as contacts. At any time, a character can have a maximum
They might decide that the barkeep at the number of unspecified allied contacts equal to 1 +
Wretched Gorgon and a guard stationed at the the character’s Charisma modifier (minimum of 1).
western gate are the character’s allied contacts. Specific, named contacts don’t count toward this
Assigning specific NPCs gives concrete options. It limit—only ones that can be used at any time to
brings the campaign to life and seeds the area with declare an NPC as a contact.
NPCs that the party cares about. On the other Complications. Characters who socialize risk
hand, it can prove difficult to track and might bar brawls, accumulating a cloud of nasty rumors,
render a contact useless if that character doesn’t and building a bad reputation. As a rule of thumb, a
come into play. character has a 10 percent chance of triggering a
complication for each workweek of socializing.

Lower-Class Socializing Complications


d6 Complication
1 A pickpocket lifts 1d10 x 5 ct from you.
2 A bar brawl leaves you with a scar.
3 You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what.
4 You are banned from a tavern after some obnoxious behavior.
5 After a few drinks, you swore in the town square to pursue a dangerous quest.
6 You’ve gained a humiliating moniker such as Puddle Drinker or Bench Slayer, and no one will say why.

Middle-Class Socializing Complications


d6 Complication
1 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.
2 You swore to complete some quest on behalf of a temple or a guild.
3 A social gaffe has made you the talk of the town.
4 A particularly obnoxious person has taken an intense romantic interest in you.
5 You made a drunken toast that scandalized the locals.
6 You spent an additional 100 ct trying to impress people.

Upper-Class Socializing Complications


d6 Complication
1 A pushy noble family wants to marry off one of their scions to you.
2 You tripped and fell during a dance, and people can’t stop talking about it.
3 You have been challenged to a duel by a noble.
4 You have made a foe out of a local high-ranking Templar.
5 You have become the target of a variety of embarrassing rumors.
6 You spent an additional 500 ct trying to impress people.

281
Training Work
A character can gain undergo training to gain When all else fails, an adventurer can turn to an
proficiency with a new kind of tool, learn a honest trade to earn a living. This activity
language, or even train with new kinds of armor represents a character’s attempt to find temporary
and weapons. In order to learn such skills, you work, the quality and wages of which are difficult to
must find an instructor willing to teach you. At the predict.
DM’s discretion, members of your war party may Resources. Performing a job requires one
be able to train each other. workweek of effort.
Armor. Before undergoing armor training, a Resolution. To determine how much money a
character must first meet certain prerequisites, as character earns, the character makes an ability
shown on the table below. Once trained, they gain check: Strength (Athletics), Dexterity (Acrobatics),
proficiency with all armor of that category. Intelligence using a set of tools, Charisma
Shields and Weapons. Proficiencies gained with (Performance), or Charisma using a musical
shields or weapons apply only to the specific shield instrument. Consult the Wages table to see how
or weapon a character is training with. A character much money is generated according to the total of
training with a macahuitl, for example, would not the check.
become proficient with all martial weapons.
Resources. Training requires a number of
workweeks based on what is being learned, as Wages
shown on the table below. This time is reduced by a Check Total Earnings
number of workweeks equal to the character’s
9 or lower Poor lifestyle for the week.
Intelligence modifier, to a minimum of one
workweek. Training costs 25 ct per workweek. 10–14 Modest lifestyle for the week.
15–20 Comfortable lifestyle for the week.
21+ Comfortable lifestyle for the week + 25 ct.
Training Prerequisites Weeks Cost
Armor 24 600 ct
Light None Complications. Ordinary work is rarely filled with
Medium Light armor proficiency significant complications. Still, the Work
Heavy Medium armor proficiency Complications table can add some difficulties to a
Language worker’s life. Each workweek of activity brings a 10
Standard 10 250 ct percent chance that a character encounters a
Exotic 16 400 ct complication.
Tool 10 250 ct
Weapons
Simple 6 150 ct Work Complications
Martial 10 250 ct d6 Complication
Exotic 10 250 ct 1 A difficult customer or a fight with a coworker
reduces the wages you earn by one category.
2 Your employer’s financial difficulties result in your
Complications. Every ten workweeks spent in not being paid.
training brings a 10 percent chance of a 3 A coworker with ties to an important family in town
complication, usually involving your teacher. takes a dislike to you.
4 Your employer is involved with a dark cult or a
criminal enterprise.
Training Complications 5 A crime ring targets your business for extortion.
6 You gain a reputation for laziness (justified or not,
d6 Complication
as you choose), giving you disadvantage on checks
1 Your teacher turns out to be a fraud, and you must
made for this downtime activity for the next six
spend one workweek finding another.
workweeks you devote to it.
2 Your teacher instructs you in rare, archaic methods,
which draw comments and suspicion from others.
3 Your teacher is a spy sent to learn your plans.
4 A Templar tries to collect on your teacher’s bounty.
5 You must revisit the basics of your training,
increasing the workweeks required to train by one.
6 Your teacher asks for help dealing with a threat.

282
CHAPTER 8
Combat

The clatter of a sword striking against a shield. The Surprise


terrible rending sound as monstrous claws tear A band of adventurers sneaks up on a bandit camp,
through armor. A brilliant flash of light as a ball of springing from the trees to attack them. A sand
flame blossoms from an Arcanist’s spell. The sharp cactus lurks beneath the desert, waiting for
tang of blood in the air, cutting through the stench someone to fall through and impale themselves
of vile monsters. Roars of fury, shouts of triumph, upon its spines. In these situations, one side of the
cries of pain. Combat in DARK SUN can be battle gains surprise over the other.
chaotic, deadly, and thrilling. The DM determines who might be surprised. If
This chapter provides the rules you need for your neither side tries to be stealthy, they automatically
characters and monsters to engage in combat, notice each other. Otherwise, the DM compares the
whether it is a brief skirmish, an extended conflict Dexterity (Stealth) checks of anyone hiding with
in a dungeon, or a field of battle. Throughout this the passive Wisdom (Perception) score of each
chapter, the rules address you, the player or creature on the opposing side. Any character or
Dungeon Master. monster that doesn’t notice a threat is surprised at
The Dungeon Master controls all the monsters the start of the encounter.
and nonplayer characters involved in combat, and If you’re surprised, you can’t move or take an
each other player controls an adventurer. “You” can action on your first turn of the combat, and you
also mean the character or monster that you can’t take a reaction until that turn ends. A member
control. of a group can be surprised even if the other
members aren’t.
The Order of Combat
Initiative
A typical combat encounter is a clash between two
sides, a flurry of weapon swings, feints, parries, Initiative determines the order of turns during
footwork, and spellcasting. The game organizes the combat. When combat starts, every participant
chaos of combat into a cycle of rounds and turns. A makes a Dexterity check to determine their place in
round represents about 6 seconds in the game the initiative order. The DM makes one roll for an
world. During a round, each participant in a battle entire group of identical creatures, so each member
takes a turn. The order of turns is determined at of the group acts at the same time.
the beginning of a combat encounter, when The DM ranks the combatants in order from the
everyone rolls initiative. Once everyone has taken a one with the highest Dexterity check total to the
turn, the fight continues to the next round if neither one with the lowest. This is the order (called the
side has defeated the other. initiative order) in which they act during each
round. The initiative order remains the same from
round to round.
Combat Step-by-Step
If a tie occurs, the DM decides the order among
1. Determine surprise. The DM determines whether tied DM-controlled creatures, and the players
anyone in the combat encounter is surprised. decide the order among their tied characters. The
2. Establish positions. The DM decides where all
DM can decide the order if the tie is between a
the characters and monsters are located. Given the
adventurers’ marching order or their stated monster and a player character. Optionally, the DM
positions in the room or other location, the DM can have the tied characters and monsters each roll
figures out where the adversaries are— how far a d20 to determine the order, highest roll going
away and in what direction. first.
3. Roll initiative. Everyone involved in the combat
encounter rolls initiative, determining the order of
combatants’ turns.
4. Take turns. Each participant in the battle takes a
turn in initiative order.
5. Begin the next round. When everyone involved in
the combat has had a turn, the round ends. Repeat
step 4 until the fighting stops.

283
Your Turn Reactions
On your turn, you can move a distance up to your Certain special abilities, spells, and situations allow
speed and take one action. You decide whether to you to take a special action called a reaction. A
move first or take your action first. Your speed— reaction is an instant response to a trigger of some
sometimes called your walking speed—is noted on kind, which can occur on your turn or on someone
your character sheet. else’s. The opportunity attack, described later in
The most common actions you can take are this chapter, is the most common type of reaction.
described in the “Actions in Combat” section later When you take a reaction, you can’t take another
in this chapter. Many class features and other one until the start of your next turn. If the reaction
abilities provide additional options for your action. interrupts another creature’s turn, that creature
The “Movement and Position” section on the next can continue its turn right after the reaction.
page gives the rules for your move.
You can forgo moving, taking an action, or doing Interacting with Objects Around You
anything at all on your turn. If you can’t decide Here are a few examples of the sorts of thing you
what to do on your turn, consider taking the Dodge can do in tandem with your movement and action:
or Ready action, as described in “Actions in
Combat.” draw or sheathe a sword
open or close a door
Bonus Actions withdraw a potion from your backpack
Various class features, psionic powers, spells, and pick up a dropped axe
other abilities let you take an additional action on take a bauble from a table
your turn called a bonus action. The Cunning remove a ring from your finger
Action feature, for example, allows a rogue to take stuff some food into your mouth
a bonus action. You can take a bonus action only plant a banner in the ground
when a special ability, spell, or other feature of the fish a few coins from your belt pouch
game states that you can do something as a bonus drink all the ale in a flagon
action. You otherwise don’t have a bonus action to throw a lever or a switch
take. pull a torch from a sconce
You can take only one bonus action on your turn, take a book from a shelf you can reach
so you must choose which bonus action to use extinguish a small flame
when you have more than one available. don a mask
pull the hood of your cloak up and over your head
You choose when to take a bonus action during
put your ear to a door
your turn, unless the bonus action’s timing is
kick a small stone
specified, and anything that deprives you of your turn a key in a lock
ability to take actions also prevents you from taking tap the floor with a 10-foot pole
a bonus action. hand an item to another character
Other Activity on Your Turn
Your turn can include a variety of flourishes that
require neither your action nor your move.
You can communicate however you are able,
through brief utterances and gestures, as you take
your turn.
You can also interact with one object or feature of
the environment for free, during either your move
or your action. For example, you could open a door
during your move as you stride toward a foe, or you
could draw your weapon as part of the same action
you use to attack.
If you want to interact with a second object, you
need to use your action. Some magic items and
other special objects always require an action to
use, as stated in their descriptions.
The DM might require you to use an action for
any of these activities when it needs special care or
when it presents an unusual obstacle. For instance,
the DM could reasonably expect you to use an
action to open a stuck door or turn a crank to lower
a drawbridge.

284
Movement and Position Difficult Terrain
In combat, characters and monsters are in constant Combat rarely takes place in bare rooms or on
motion, often using movement and position to gain featureless plains. Boulder-strewn caverns, briar-
the upper hand. choked forests, treacherous staircases—the setting
On your turn, you can move a distance up to your of a typical fight contains difficult terrain.
speed. You can use as much or as little of your Every foot of movement in difficult terrain costs 1
speed as you like on your turn, following the rules extra foot. This rule is true even if multiple things
here. in a space count as difficult terrain.
Your movement can include jumping, climbing, Low furniture, rubble, undergrowth, steep stairs,
and swimming. These different modes of snow, and shallow bogs are examples of difficult
movement can be combined with walking, or they terrain. The space of another creature, whether
can constitute your entire move. However you’re hostile or not, also counts as difficult terrain.
moving, you deduct the distance of each part of
your move from your speed until it is used up or Being Prone
until you are done moving. Combatants often find themselves lying on the
The “Special Types of Movement’’ section in ground, either because they are knocked down or
Chapter 7 gives the particulars for jumping, because they throw themselves down. Such
climbing, and swimming. combatants are considered prone (see “Conditions”
Breaking Up Your Move later in this chapter).
You can drop prone without using any of your
You can break up your movement on your turn, speed. Standing up takes more effort; doing so
using some of your speed before and after your costs an amount of movement equal to half your
action. For example, if you have a speed of 30 feet, speed. For example, if your speed is 30 feet, you
you can move 10 feet, take your action, and then must spend 15 feet of movement to stand up. You
move 20 feet. can’t stand up if you don’t have enough movement
left or if your speed is 0.
Moving between Attacks To move while prone, you must crawl or use
If you take an action that includes more than one magic such as teleportation. Every foot of
weapon attack, you can break up your movement movement while crawling costs 1 extra foot.
even further by moving between those attacks. For Crawling 1 foot in difficult terrain, therefore, costs
example, a Fighter who can make two attacks with 3 feet of movement.
the Extra Attack feature and who has a speed of 25
feet could move 10 feet, make an attack, move 15 Moving Around Other Creatures
feet, and then attack again. Doing so may require You can move through a nonhostile creature’s
caution, however, as it could invoke opportunity space freely. In contrast, you can move through a
attacks, discussed later in this chapter. hostile creature’s space only under the following
Using Different Speeds conditions:
If you have more than one speed, such as your If the creature is at least two sizes larger or
walking speed and a flying speed, you can switch smaller than you. (Remember that another
back and forth between your speeds during your
move. Whenever you switch, subtract the distance creature’s space is difficult terrain for you.)
you’ve already moved from the new speed. The If using the overrun or tumble actions, detailed
result determines how much farther you can move. under the “Actions in Combat” section later in
If the result is 0 or less, you can’t use the new this chapter.
speed during the current move. Whether a creature is a friend or an enemy, you
For example, if you have a speed of 30 and a can’t willingly end your move in its space.
flying speed of 60 because an Arcanist cast the fly If you leave a hostile creature’s reach during your
spell on you, you could fly 20 feet, then walk 10 move, you provoke an opportunity attack, as
feet, and then leap into the air to fly 30 feet more. explained later in the chapter.
Flying Movement
Flying creatures enjoy many benefits of mobility,
but they must also deal with the danger of falling. If
a flying creature is knocked prone, has its speed
reduced to 0, or is otherwise deprived of the ability
to move, the creature falls, unless it has the ability
to hover or it is being held aloft by magic, such as
by the fly spell.

285
Creature Size Playing on a Grid
Each creature takes up a different amount of space. If you play out a combat using a square grid and
The Size Categories table shows how much space miniatures or other tokens, follow these rules.
a creature of a particular size controls in combat. Squares. Each square on the grid represents 5
feet.
Objects sometimes use the same size categories.
Speed. Rather than moving foot by foot, move
square by square on the grid. This means you use
your speed in 5-foot segments. This is particularly
Size Categories easy if you translate your speed into squares by
Size Space dividing the speed by 5. For example, a speed of 30
Tiny 2 1/2 by 2 1/2 ft. feet translates into a speed of 6 squares.
Small 5 by 5 ft. If you use a grid often, consider writing your
speed in squares on your character sheet.
Medium 5 by 5 ft.
Entering a Square. To enter a square, you must
Large 10 by 10 ft. have at least 1 square of movement left, even if the
Huge 15 by 15 ft. square is diagonally adjacent to the square you’re in.
Gargantuan 20 by 20 ft. or larger If a square costs extra movement, as a square of
difficult terrain does, you must have enough
movement left to pay for entering it. For example,
you must have at least 2 squares of movement left
Space to enter a square of difficult terrain.
A creature’s space is the area in feet that it Corners. Diagonal movement can’t cross the
effectively controls in combat, not an expression of corner of a wall, large tree, or other terrain feature
its physical dimensions. A typical Medium creature that fills its space.
isn’t 5 feet wide, for example, but it does control a Ranges. To determine the range on a grid between
space that wide. If a Medium Tarek stands in a 5- two things— whether creatures or objects— start
foot-wide doorway, other creatures can’t get counting squares from a square adjacent to one of
through unless the Tarek lets them. them and stop counting in the space of the other
A creature’s space also reflects the area it needs one. Count by the shortest route.
to fight effectively. For that reason, there’s a limit to
the number of creatures that can surround another
creature in combat. Assuming Medium combatants,
eight creatures can fit in a 5-foot radius around
another one.
Because larger creatures take up more space,
fewer of them can surround a creature. If five Large
creatures crowd around a Medium or smaller one,
there’s little room for anyone else. In contrast, as
many as twenty Medium creatures can surround a
Gargantuan one.
Squeezing into a Smaller Space
A creature can squeeze through a space that is
large enough for a creature one size smaller than it.
Thus, a Large creature can squeeze through a
passage that’s only 5 feet wide. While squeezing
through a space, a creature must spend 1 extra foot
for every foot it moves there, and it has
disadvantage on attack rolls and Dexterity saving
throws. Attack rolls against the creature have
advantage while it’s in the smaller space.

286
Actions in Combat
When you take your action on your turn, you can Disengage
take one of the actions presented here, an action
you gained from your class or a special feature, or If you take the Disengage action, your movement
an action that you improvise. Many monsters have doesn’t provoke opportunity attacks for the rest of
action options of their own in their stat blocks. the turn.
When you describe an action not detailed Dodge
elsewhere in the rules, the DM tells you whether
that action is possible and what kind of roll you When you take the Dodge action, you focus entirely
need to make, if any, to determine success or on avoiding attacks. Until the start of your next
failure. turn, any attack roll made against you has
disadvantage if you can see the attacker, and you
Attack make Dexterity saving throws with advantage. You
The most common action to take in combat is the lose this benefit if you are incapacitated (see
Attack action, whether you are swinging a sword, “Conditions”) or if your speed drops to 0.
firing an arrow from a bow, or brawling with your Help
fists. With this action, you make one melee or
ranged attack. See the “Making an Attack” section You can lend your aid to another creature in the
for the rules that govern attacks. completion of a task. When you take the Help
Certain features, such as the Extra Attack feature action, the creature you aid gains advantage on the
of the Fighter, allow you to make more than one next ability check it makes to perform the task you
attack with this action. are helping with, provided that it makes the check
before the start of your next turn.
Cast a Spell Alternatively, you can aid a friendly creature in
Spellcasters such as Arcanists and Clerics, as well attacking a creature within 5 feet of you. You feint,
as many monsters, have access to spells and can distract the target, or in some other way team up to
use them to great effect in combat. Each spell has a make your ally’s attack more effective. If your ally
casting time, which specifies whether the caster attacks the target before your next turn, the first
must use an action, a reaction, minutes, or even attack roll is made with advantage.
hours to cast the spell. Casting a spell is, therefore, Hide
not necessarily an action. Most spells do have a
casting time of 1 action, so a spellcaster often uses When you take the Hide action, you make a
their action in combat to cast such a spell. See Dexterity (Stealth) check in an attempt to hide,
Chapter 9 for the rules on spellcasting. following the rules in Chapter 6 for hiding. If you
succeed, you gain certain benefits, as described in
Dash the “Unseen Attackers and Targets” section later in
When you take the Dash action, you gain extra this chapter.
movement for the current turn. The increase equals
your speed, after applying any modifiers. With a Improvising an Action
speed of 30 feet, for example, you can move up to Your character can do things not covered by the
60 feet on your turn if you dash. actions in this chapter, such as breaking down
Any increase or decrease to your speed changes doors, intimidating enemies, sensing weaknesses in
this additional movement by the same amount. If magical defenses, or calling for a parley with a foe.
your speed of 30 feet is reduced to 15 feet, for The only limits to the actions you can attempt are
instance, you can move up to 30 feet this turn if you your imagination and your character’s ability scores.
dash. See the descriptions of the ability scores in Chapter
6 for inspiration as you improvise.
Disarm When you describe an action not detailed
elsewhere in the rules, the DM tells you whether that
A creature can use a weapon attack to knock a
action is possible and what kind of roll you need to
weapon or another item from a target’s grasp. The
make, if any, to determine success or failure.
attacker makes an attack roll contested by the
target’s Strength (Athletics) check or Dexterity
(Acrobatics) check. If the attacker wins the contest,
the attack causes no damage or other ill effect, but
the defender drops the item.
The attacker has disadvantage on its attack roll if
the target is holding the item with two or more
hands. The target has advantage on its ability check
if it is larger than the attacking creature, or
disadvantage if it is smaller.

287
Manifest Psionics Search
Psionicists such as Empaths, Icons, and Psions, as When you take the Search action, you devote your
well as many monsters, have access to psionics and attention to finding something. Depending on the
can use them to great effect in combat. Each nature of your search, the DM might have you
psionic talent or augment has a casting time, which make a Wisdom (Perception) check or an
specifies whether the psionicist must use an action, Intelligence (Investigation) check.
a reaction, minutes, or even hours to manifest.
Manifesting a talent or augment is, therefore, not
Tumble
necessarily an action. Most psionics do have a A creature can try to tumble through a hostile
casting time of 1 action, so a psionicist often uses creature’s space, ducking and weaving past the
their action in combat to manifest their psionics. opponent. As an action or a bonus action, the
See Chapter 11 for the rules on using psionics. tumbler makes a Dexterity (Acrobatics) check
Overrun contested by the hostile creature’s Dexterity
(Acrobatics) check. If the tumbler wins the contest,
When a creature tries to move through a hostile it can move through the hostile creature’s space
creature’s space, the mover can try to force its way once this turn.
through by overrunning the hostile creature. As an
action or a bonus action, the mover makes a Use an Object
Strength (Athletics) check contested by the hostile You normally interact with an object while doing
creature’s Strength (Athletics) check. The creature something else, such as when you draw a sword as
attempting the overrun has advantage on this check part of an attack. When an object requires your
if it is larger than the hostile creature, or action for its use, you take the Use an Object
disadvantage if it is smaller. If the mover wins the action. This action is also useful when you want to
contest, it can move through the hostile creature’s interact with more than one object on your turn.
space once this turn.
Ready
Sometimes you want to get the jump on a foe or
wait for a particular circumstance before you act.
To do so, you can take the Ready action on your
turn so that you can act later in the round using
your reaction.
First, you decide what perceivable circumstance
will trigger your reaction. Then, you choose the
action you will take in response to that trigger, or
you choose to move up to your speed in response to
it. Examples include “If the cultist steps on the
trapdoor, I’ll pull the lever that opens it,” and “If the
goblin steps next to me, I move away.”
When the trigger occurs, you can either take your
reaction right after the trigger finishes or ignore the
trigger. Remember that you can take only one
reaction per round.
When you ready a spell or psionic power, you
cast it as normal but hold its energy, which you
release with your reaction when the trigger occurs.
To be readied, a spell or psionic power must have a
casting time of 1 action, and holding onto the spell
or power requires concentration (explained in
Chapter 9). If your concentration is broken, the
spell dissipates without taking effect. For example,
if you are concentrating on the web spell and ready
magic missile, your web spell ends, and if you take
damage before you release magic missile with your
reaction, your concentration might be broken.

288
Making an Attack Unseen Attackers and Targets
Whether you’re striking with a melee weapon, Combatants can try to escape their foes’ notice by
firing a weapon at range, or making an attack roll hiding, casting invisibility, or lurking in darkness.
as part of a psionic power or spell, an attack has a When you attack a target that you can’t see, you
simple structure. have disadvantage on the attack roll. This is true
1. Choose a target. Pick a target within your whether you’re guessing the target’s location or
attack’s range: a creature, an object, or a location. you’re targeting a creature you can hear but not
2. Determine modifiers. The DM determines see. If the target isn’t in the location you targeted,
whether the target has cover and whether you have you automatically miss, but the DM typically just
advantage or disadvantage against the target. In says that the attack missed, not whether you
addition, psionic powers, spells, special abilities, guessed the target’s location correctly.
and other effects can apply penalties or bonuses to When a creature can’t see you, you have
your attack roll. advantage on attack rolls against it.
3. Resolve the attack. You make the attack roll If you are hidden—both unseen and unheard—
and roll damage on a hit, unless the attack has when you make an attack, you give away your
rules that say otherwise. Some attacks cause location when the attack hits or misses.
special effects in addition to or instead of damage.
If there’s ever any question if what you’re doing Ranged Attacks
counts as an attack, the rule is simple: if you’re When you make a ranged attack, you fire a bow,
making an attack roll, you’re making an attack. hurl a handaxe, or otherwise send projectiles to
Attack Rolls strike a foe at a distance. A monster might shoot
spines from its tail. Many psionic powers and spells
When you make an attack, your attack roll also involve making a ranged attack.
determines whether the attack hits or misses. To
make an attack roll, roll a d20 and add the Range
appropriate modifiers. If the total of the roll plus You can make ranged attacks only against targets
modifiers equals or exceeds the target’s Armor within a specified range. If a ranged attack has a
Class (AC), the attack hits. The AC of a character is single range, such as some psionic powers or
determined at character creation, whereas the AC spells, you can’t attack a target beyond this range.
of a monster is in its stat block. Some ranged attacks, such as those made with a
longbow, have two ranges. The smaller number is
Modifiers to the Roll the normal range, and the larger number is the long
When a character makes an attack roll, the two range. Your attack roll has disadvantage when your
most common modifiers to the roll are an ability target is beyond normal range, and you can’t attack
modifier and the character’s proficiency bonus. a target beyond the long range.
When a monster makes an attack roll, it uses
whatever modifier is provided in its stat block. Ranged Attacks in Close Combat
Ability Modifier. The ability modifier used for a Aiming a ranged attack is more difficult when a foe
melee weapon attack is Strength, and the ability is next to you. When you make a ranged attack with
modifier used for a ranged weapon attack is a weapon, a spell, or some other means, you have
Dexterity. Weapons that have the finesse or thrown disadvantage on the attack roll if you are within 5
property break this rule. feet of a hostile creature who can see you and who
Some spells and psionic powers also require an isn’t incapacitated.
attack roll. The ability modifier used for a spell or
psionic attack depends on the spellcasting or
Melee Attacks
psionic ability of the spellcaster/psionicist, as Used in hand-to-hand combat, a melee attack
explained in Chapters 9 and 11 respectively. allows you to attack a foe within your reach. A
Proficiency Bonus. You add your proficiency melee attack typically uses a handheld weapon
bonus to your attack roll when you attack using a such as a sword, a warhammer, or an axe. A typical
weapon with which you have proficiency, as well as monster makes a melee attack when it strikes with
when you attack with a psionic power or spell. its claws, horns, teeth, tentacles, or other body part.
Rolling 1 or 20 A few spells also involve making a melee attack.
Most creatures have a 5-foot reach and can thus
Sometimes fate blesses or curses a combatant, attack targets within 5 feet of them when making a
causing the novice to hit and the veteran to miss. melee attack. Certain creatures (typically those
If the d20 roll for an attack is a 20, the attack hits larger than Medium) have melee attacks with a
regardless of any modifiers or the target’s AC. In greater reach than 5 feet, as noted in their
addition, the attack is a critical hit, as explained descriptions.
later in this chapter. When you are unarmed, you can fight in melee by
If the d20 roll is a 1, the attack misses regardless making an unarmed strike, as shown in the weapon
of any modifiers or the target’s AC. table in Chapter 5.

289
Cleave Opportunity Attacks
When a melee attack reduces a creature to 0 hit In a fight, everyone is constantly watching for
points, any excess damage from that attack might enemies to drop their guard. You can rarely move
carry over to another creature nearby. The attacker heedlessly past your foes without putting yourself
targets another creature within reach and, if the in danger; doing so provokes an opportunity attack.
original attack roll can hit it, applies any remaining You can make an opportunity attack when a
damage to it. If that creature was undamaged and hostile creature that you can see moves out of your
is likewise reduced to 0 hit points, repeat this reach. To make the opportunity attack, you use
process, carrying over the remaining damage until your reaction to make one melee attack against the
there are no valid targets, or until the damage provoking creature. The attack interrupts the
carried over fails to reduce an undamaged creature provoking creature’s movement, occurring right
to 0 hit points. before the creature leaves your reach.
You can avoid provoking an opportunity attack by
Flanking taking the Disengage action. You also don’t
When a creature and at least one of its allies are provoke an opportunity attack when you teleport or
adjacent to an enemy they can see and on opposite when someone or something moves you without
sides or corners of the enemy’s space, they are using your movement, action, or reaction. For
flanking that enemy. While a creature is example, you don’t provoke an opportunity attack if
incapacitated, prone, restrained, or flanked, it is an explosion hurls you out of a foe’s reach or if
incapable of flanking. A Large or larger creature is gravity causes you to fall past an enemy.
flanking as long as at least one square or hex of its
space qualifies for flanking. Shoving a Creature
Creatures who are flanking gain a +2 to attack Using the Attack action, you can make a special
rolls against the flanked creature. melee attack to shove a creature, either to knock it
If against a medium or smaller creature, and a prone or push it away from you. If you’re able to
third ally stands on a open space next to the make multiple attacks with the Attack action, this
creature, the attack roll bonus becomes +5. For attack replaces one of them.
Large or larger creatures, 4 medium or smaller The target of your shove must be no more than
creatures are needed to surround it to obtain the +5 one size larger than you, and it must be within your
bonus. reach. You make a Strength (Athletics) check
At the DM’s discretion, creatures that are not contested by the target’s Strength (Athletics) or
disadvantaged by multiple opponents due to their Dexterity (Acrobatics) check (the target chooses the
type (like Oozes) are immune to being flanked. ability to use). If you win the contest, you either
knock the target prone or push it 5 feet away from
Grappling you.
When you want to grab a creature or wrestle with
it, you can use the Attack action to make a special Two-Weapon Fighting
melee attack, a grapple. If you’re able to make When you take the Attack action and attack with a
multiple attacks with the Attack action, this attack melee weapon that you’re holding in one hand, you
replaces one of them. can use a bonus action to attack with a different
The target of your grapple must be no more than melee weapon that you’re holding in the other
one size larger than you, and it must be within your hand. You don’t add your ability modifier to the
reach. Using at least one free hand, you try to seize damage of an attack with your off-hand, unless that
the target by making a grapple check, a Strength modifier is negative.
(Athletics) check contested by the target’s Strength If you can make more than one attack using the
(Athletics) or Dexterity (Acrobatics) check (the attack action, such as with the Extra Attack class
target chooses the ability to use). If you succeed, feature, you can use either hand to make the attack
you subject the target to the grappled condition. as long as both weapons are used by the end of the
The condition specifies the things that end it, and attack action.
you can release the target whenever you like (no To benefit from Two-Weapon Fighting, you must
action required). either be wielding two Light melee weapons, or be
Escaping a Grapple. A grappled creature can use wielding one one-handed melee weapon in one
its action to escape. To do so, it must succeed on a hand and a one-handed melee weapon that
Strength (Athletics) or Dexterity (Acrobatics) check normally deals 1d4 or less damage (such as a
contested by your Strength (Athletics) check. dagger, light hammer, etc.) in the other.
Moving a Grappled Creature. When you move, If either weapon has the thrown property, you can
you can drag or carry the grappled creature with throw the weapon, instead of making a melee
you, but your speed is halved, unless the creature is attack with it.
two or more sizes smaller than you.

290
Special Circumstances
Mounted Combat Silt Combat
A beast rider charging into battle on an inix, an The choking environs of the silt seas and dust
Arcanist casting spells from the saddle of a mekillot basins are generally a bad place to pick a fight. In
they’re magically controlling, or a Cleric travelling many cases, the slightest misstep could send a
through the sands on a hardy carru all enjoy the character into the silt. Few creatures who fall in
benefits of speed and mobility that a mount can this way are ever seen again. If a PC is forced to
provide. make a stand, they should find the nearest solid
A willing creature that is at least one size larger ground and put it beneath them before engaging in
than you and that has an appropriate anatomy can melee with attackers.
serve as a mount, using the following rules. Wading characters are reduced to 1/3 movement
(rounded down) and make initiative rolls with
Mounting and Dismounting disadvantage. Under-silt creatures such as silt
Once during your move, you can mount a creature horrors are able to attack wading characters with
that is within 5 feet of you or dismount. Doing so advantage. A character knocked unconscious will
costs an amount of movement equal to half your fall beneath the silt and begin suffocating without
speed. For example, if your speed is 30 feet, you the benefit of gaining the gulp of air required to
must spend 15 feet of movement to mount a crodlu. hold their breath.
Therefore, you can’t mount it if you don’t have 15 Characters on stilts make initiative rolls with
feet of movement left or if your speed is 0. disadvantage and lose all Dexterity modifiers to
If an effect moves your mount against its will their Armor Class. Each successful hit against
while you’re on it, you must succeed on a DC 10 them requires a stilt-walking Dexterity check (see
Dexterity saving throw or fall off the mount, landing Chapter 7) in order to remain on the stilts. A
prone in a space within 5 feet of it. If you’re character who is knocked off the stilts begins to
knocked prone while mounted, you must make the suffocate as they enter the silt.
same saving throw. Walking characters (including those using
If your mount is knocked prone, you can use your magical or psionic devices) fight normally, but still
reaction to dismount it as it falls and land on your might not see under-silt attackers. A walking
feet. Otherwise, you are dismounted and fall prone character who must concentrate to maintain this
in a space within 5 feet of it. ability will sink if knocked unconscious.
Flying characters follow the normal rules of
Controlling a Mount mounted combat, and characters on silt skimmers
While you’re mounted, you have two options. You do not gain any special benefits or suffer any
can either control the mount or allow it to act challenges other than the constant effects of a silt
independently. Intelligent creatures act environment, such as the Gray Death.
independently.
You can control a mount only if it has been Underwater Combat
trained to accept a rider. Domesticated kank, While extremely rare in the world of DARK SUN,
crodlu, and similar creatures are assumed to have there may come a time where your character fights
such training. The initiative of a controlled mount underwater, such as within a flooded ruin or while
merges with yours when you mount it. You both adventuring in the lost city of Saragar. In such
occupy the same space, determined by the size of situations, the following rules apply.
your mount, until you dismount. Your speed When making a melee weapon attack, a creature
becomes zero until you dismount, but you may use that doesn’t have a swimming speed (either natural
any speed available to your mount as though it or granted by magic) has disadvantage on the
were yours. When you move this way, you and your attack roll unless the weapon is one your DM
mount move together, occupying the same space. discerns as an exception, examples of which
On each of your turns, you gain access to a include daggers, forearm axes, javelins,
special additional action which you may only use to shortswords, spears, tortoise blades, or tridents.
dash or disengage (when disengaging with this A ranged weapon attack automatically misses a
action, neither you nor your mount provoke target beyond the weapon’s normal range. Even
opportunity attacks). Any enemy targeting an attack against a target within normal range, the attack roll
or single-target effect at the space you both occupy has disadvantage unless the weapon is a crossbow,
decides which of you to affect. a net, or a weapon that is thrown like a javelin
Intelligent mounts which are not mounted and (including a spear, trident, or dart). Other weapons
controlled act according to their own desires and such as bows or dejada must fight the resistance of
interests, as determined by the DM. water and always roll with disadvantage.
Creatures and objects that are fully immersed in
water have resistance to fire damage.

291
Cover
Walls, trees, creatures, and other obstacles can A target with three-quarters cover has a +5 bonus
provide cover during combat, making a target more to AC and Dexterity saving throws. A target has
difficult to harm. A target can benefit from cover three-quarters cover if about three-quarters of it is
only when an attack or other effect originates on covered by an obstacle. The obstacle might be a
the opposite side of the cover. portcullis, an arrow slit, or a thick tree trunk.
There are three degrees of cover. If a target is A target with total cover can’t be targeted directly
behind multiple sources of cover, only the most by an attack or a spell, although some psionic
protective degree of cover applies; the degrees powers or spells can reach such a target by
aren’t added together. For example, if a target is including it in an area of effect. A target has total
behind a creature that gives half cover and a tree cover if it is completely concealed by an obstacle.
trunk that gives three-quarters cover, the target has
three-quarters cover.
A target with half cover has a +2 bonus to AC and
Dexterity saving throws. A target has half cover if
an obstacle blocks at least half of its body. The
obstacle might be a low wall, a large piece of
furniture, a narrow tree trunk, or a creature,
whether that creature is an enemy or a friend.

292
Conditions
Conditions alter a creature’s capabilities in a Incapacitated
variety of ways and can arise as a result of a psionic An incapacitated creature can’t take actions or
power, a spell, a class feature, a monster’s attack,
reactions.
or other effect. Most conditions, such as blinded,
are impairments, but a few, such as invisible, can Invisible
be advantageous.
An invisible creature is impossible to see
A condition lasts either until it is countered (the
prone condition is countered by standing up, for without the aid of psionics, magic, or a special
example) or for a duration specified by the effect sense. For the purpose of hiding, the creature is
that imposed the condition. heavily obscured. The creature’s location can be
If multiple effects impose the same condition on a detected by any noise it makes or any tracks it
creature, each instance of the condition has its own leaves.
duration, but the condition’s effects don’t get worse. Attack rolls against the creature have
A creature either has a condition or doesn’t. disadvantage, and the creature’s attack rolls
The following definitions specify what happens to have advantage.
a creature while it is subjected to a condition.
Paralyzed
Blinded
A paralyzed creature is incapacitated (see the
A blinded creature can’t see and automatically condition) and can’t move or speak.
fails any ability check that requires sight. The creature automatically fails Strength and
Attack rolls against the creature have advantage, Dexterity saving throws.
and the creature’s attack rolls have Attack rolls against the creature have advantage.
disadvantage. Any attack that hits the creature is a critical hit if
Charmed the attacker is within 5 feet of the creature.
A charmed creature can’t attack the charmer or Petrified
target the charmer with harmful abilities or A petrified creature is transformed, along with
magical effects. any nonmagical object it is wearing or carrying,
The charmer has advantage on any ability check into a solid inanimate substance (usually stone).
to interact socially with the creature. Its weight increases by a factor of ten, and it
Deafened ceases aging.
The creature is incapacitated (see the condition),
A deafened creature can’t hear and can’t move or speak, and is unaware of its
automatically fails any ability check that requires
surroundings.
hearing.
Attack rolls against the creature have advantage.
Frightened The creature automatically fails Strength and
Dexterity saving throws.
A frightened creature has disadvantage on
The creature has resistance to all damage.
ability checks and attack rolls while the source
The creature is immune to poison and disease,
of its fear is within line of sight.
although a poison or disease already in its
The creature can’t willingly move closer to the
system is suspended, not neutralized.
source of its fear.
Grappled Poisoned
A poisoned creature has disadvantage on attack
A grappled creature’s speed becomes 0, and it
rolls and ability checks.
can’t benefit from any bonus to its speed.
The condition ends if the grappler is Prone
incapacitated (see the condition). A prone creature’s only movement option is to
The condition also ends if an effect removes the
crawl, unless it stands up and thereby ends the
grappled creature from the reach of the grappler condition.
or grappling effect, such as when a creature is The creature has disadvantage on attack rolls.
hurled away by the thunderwave spell. An attack roll against the creature has
advantage if the attacker is within 5 feet of the
creature. Otherwise, the attack roll has
disadvantage.

293
Restrained
A restrained creature’s speed becomes 0, and it
Exhaustion
can’t benefit from any bonus to its speed. Some special abilities and environmental hazards,
such as starvation and the long-term effects of
Attack rolls against the creature have advantage,
freezing or scorching temperatures, can lead to a
and the creature’s attack rolls have special condition called exhaustion. Exhaustion is
disadvantage. measured in six levels. An effect can give a creature
The creature has disadvantage on Dexterity one or more levels of exhaustion, as specified in the
saving throws. effect’s description.
The creature is unable to cast any spells or
manifest powers with a somatic component. Level Space
1 Disadvantage on ability checks
Stunned 2 Speed halved
A stunned creature is incapacitated (see the 3 Disadvantage on attacks and saving throws
condition), can’t move, and can speak only 4 Hit point maximum halved
falteringly. 5 Speed reduced to 0
The creature automatically fails Strength and 6 Death
Dexterity saving throws.
If an already exhausted creature suffers another
Attack rolls against the creature have advantage.
effect that causes exhaustion, its current level of
Unconscious exhaustion increases by the amount specified in the
effect’s description.
An unconscious creature is incapacitated (see A creature suffers the effect of its current level of
the condition), can’t move or speak, and is exhaustion as well as all lower levels. For example, a
unaware of its surroundings. creature suffering level 2 exhaustion has its speed
The creature drops whatever it’s holding and halved and has disadvantage on ability checks.
falls prone. An effect that removes exhaustion reduces its
The creature automatically fails Strength and level as specified in the effect’s description, with all
Dexterity saving throws. exhaustion effects ending if a creature’s exhaustion
level is reduced below 1.
Attack rolls against the creature have advantage. Finishing a long rest reduces a creature’s
Any attack that hits the creature is a critical hit if exhaustion level by 1, provided that the creature has
the attacker is within 5 feet of the creature. also ingested some food and drink.

294
Vitality Death Points
Once a character reaches 2 Death Points, they gain
This ruleset replaces Death Saves from traditional
Fifth Edition DUNGEONS & DRAGONS with a lingering injury per the Lingering Injuries table.
Vitality, which represents the actual and mortal Once a character reaches 3 Death Points, they
physical damage a character can sustain before die.
dying. Unlike hit points, Vitality is fixed at 1st level.
Starting Vitality. A character has Vitality equal to
their 1st level Hit Points. This number never
Lingering Injuries
changes unless their Constitution modifier d20 Injury
changes. 1 Lose an Eye. You have disadvantage on ranged
Reaching 0 Hit Points. When a character’s Hit attack rolls and Wisdom (Perception) checks
Points are gone, their player chooses to either that rely on sight. Magic such as the regenerate
become staggered and gain 1 Death Point, or fall spell can restore the lost eye. If you have no
unconscious. Any further damage is dealt to that eyes left after sustaining this injury, you’re
character’s Vitality.
blinded.
Death. A character with 0 Vitality dies. .
2 Lose an Arm or a Hand. You can no longer hold
anything with two hands, and you can hold only
Glory in Death
a single object at a time. Magic such as the
If a player chooses to take a 3rd Death Point,
resulting in the death of their character, that player regenerate spell can restore the lost appendage.
may (subject to DM approval) declare a final heroic 3 Lose a Foot or Leg. Your speed on foot is halved,
action that can give advantage or disadvantage to and you must use a cane or crutch to move
the next roll an ally or foe makes. unless you have a peg leg or other prosthesis.
You fall prone after using the Dash action. You
have disadvantage on Dexterity checks made to
Staggered balance. Magic such as the regenerate spell can
Under the staggered condition, you have 0 hit restore the lost appendage.
points, and you gain 1 Death Point. You no longer 4 Limp. Your speed is reduced by 5 feet. You must
have movement. All d20 rolls you make are with make a DC 10 Dexterity saving throw after using
disadvantage, and all foes have advantage against the Dash action. If you fail the save, you fall
your class abilities, such as spells, but not items
prone. Magical healing removes the limp.
such as wands. You lose this condition if you gain
5-7 Internal Injury. Whenever you attempt an action
any hit points.
in combat, you must make a DC 15
Constitution saving throw. On a failed save, you
Staggered in Play
lose your action and can’t use reactions until
Although you have no movement when staggered,
you can use the Dash action to move. You cannot the start of your next turn. The injury heals if
Dodge, as this requires movement, nor Disengage, you receive magical healing or if you spend ten
which modifies your movement. days doing nothing but resting.
In a heated battle, Death Points can quickly 8-10 Broken Ribs. This has the same effect as Internal
accumulate, and these rules eliminate the “whack a Injury above, except that the save DC is 10.
mole” effect on combat. 11-13 Horrible Scar. You are disfigured to the extent
that the wound can’t be easily concealed. You
Unconscious have disadvantage on Charisma (Persuasion)
checks and advantage on Charisma
Take 1 Vitality damage and make a DC 10
(Intimidation) checks. Magical healing of 6th
Constitution saving throw to stabilize. On failure,
level or higher removes the scar.
immediately take 1 more point of Vitality damage.
If you roll a natural 1, the extra vitality damage is 14-16 Festering Wound. Your hit point maximum is
1d4 instead of 1. At the start of each following turn, reduced by 1 for every 24 hours the wound
take 1 Vitality damage until stabilized. persists. If your hit point maximum drops to 0,
Stabilizing an unconscious creature requires you you die. The wound heals if you receive magical
to spend an action to attempt a DC 10 Wisdom healing. Alternatively, someone can tend to the
(Medicine) check. A stable creature doesn’t wound and make a DC 15 Wisdom (Medicine)
continue taking Vitality damage, but it does remain check once every 24 hours. After ten successes,
unconscious. The creature stops being stable, and the wound heals.
must start making stabilization saving throws 17-20 Minor Scar. The scar doesn’t have any adverse
again, if it takes any damage. A stable creature that effect. Magical healing of 6th level or higher
isn’t healed regains 1 hit point after 1d4 hours. removes the scar.

295
Damage and Healing Damage Types
Different attacks, damaging psionic powers and
Injury and the risk of death are constant
companions of those who explore the world of spells, and other harmful effects deal different
Athas. The thrust of a sword, a well-placed arrow, types of damage. Damage types have no rules of
or a blast of flame from a fireball spell all have the their own, but other rules, such as damage
potential to damage, or even kill, the hardiest of resistance, rely on the types.
creatures. The damage types follow, with examples to help a
DM assign a damage type to a new effect.
Hit Points Acid. The corrosive spray of a braxat’s breath
and the dissolving enzymes secreted by some
Hit points represent a combination of physical and Athasian plants deal acid damage.
mental durability, the will to live, and luck. Bludgeoning. Blunt force attacks—hammers,
Creatures with more hit points are more difficult to falling, constriction, and the like—deal bludgeoning
kill. Those with fewer hit points are more fragile. damage.
A creature’s current hit points (usually just called Cold. The infernal chill radiating from a water
hit points) can be any number from the creature’s elemental myrmidon’s trident and the frigid blast of
hit point maximum down to 0. This number a frost salamander’s breath deal cold damage.
changes frequently as a creature takes damage or Fire. Fire elementals strikes easily set foes
receives healing. aflame, and many spells conjure flames to deal fire
Whenever a creature takes damage, that damage damage.
is subtracted from its hit points. The loss of hit Force. Force is pure magical energy focused into
points has no effect on a creature’s abilities until a damaging form. Most effects that deal force
the creature drops to 0 hit points. damage are spells, including magic missile and
Damage Rolls spiritual weapon.
Lightning. A lightning bolt spell and an air
Each weapon, psionic power, spell, and harmful elemental’s lightning strike deal lightning damage.
monster ability specifies the damage it deals. You Necrotic. Necrotic damage, dealt by certain
roll the damage die or dice, add any modifiers, and undead and a spell such as chill touch, withers
apply the damage to your target. Magic weapons, matter and even the soul.
special abilities, and other factors can grant a Piercing. Puncturing and impaling attacks,
bonus to damage. including spears and monsters’ bites, deal piercing
When attacking with a weapon, you add your damage.
ability modifier — the same modifier used for the Poison. Venomous stings such as from a cistern
attack roll — to the damage. A psionic power or fiend’s tentacles and toxic gas deal poison damage.
spell tells you which dice to roll for damage and Psychic. Mental abilities such as a belgoi’s ego
whether to add any modifiers. whip deal psychic damage.
If a psionic power, spell, or other effect deals Radiant. Radiant damage, dealt by a Cleric’s
damage to more than one target at the same time, flame strike spell or a Crusader’s Sorcerous Smite,
roll the damage once for all of them. For example, sears the flesh like fire and overloads the spirit with
when an Arcanist casts fireball or a Cleric casts power.
flame strike, the spell’s damage is rolled once for Slashing. Swords, axes, and monsters’ claws
all creatures caught in the blast. deal slashing damage.
Critical Hits Thunder. A concussive burst of sound, such as
the effect of the thunderwave spell, deals thunder
When you score a critical hit, you get to roll extra damage.
dice for the attack’s damage against the target. Roll
all of the attack’s damage dice twice and add them Describing the Effects of Damage
together. Then add any relevant modifiers as
Dungeon Masters describe hit point loss in different
normal. To speed up play, you can roll all the
ways. When your current hit point total is half or
damage dice at once.
more of your hit point maximum, you typically show
For example, if you score a critical hit with a no signs of injury. When you drop below half your
dagger, roll 2d4 for the damage, rather than 1d4, hit point maximum, you show signs of wear, such as
and then add your relevant ability modifier. If the cuts and bruises. An attack that reduces you to 0 hit
attack involves other damage dice, such as from the points strikes you directly, leaving a bleeding injury
rogue’s Sneak Attack feature, you roll those dice or other trauma, or it simply knocks you
twice as well. unconscious.

296
Healing Regaining Vitality
Unless it results in death, damage isn’t permanent. At the end of a long rest, characters regain Vitality
Even death is reversible through rare and powerful equal to their Constitution modifier (minimum 1).
magic. Rest can restore a creature’s hit points (as
explained in Chapter 7), and magical methods such Magical Healing
as a cure wounds spell or a potion of healing can Magical healing, such as a cure wounds spell or
remove damage in an instant. healing potion, can restore Vitality only when a
When a creature receives healing of any kind, hit character’s Hit Points are at their maximum.
points regained are added to its current hit points. Once a character’s Hit Points are full, every 10
A creature’s hit points can’t exceed its hit point points of magical healing effects, calculated at their
maximum, so any hit points regained in excess of maximum healing, heals 1 point of Vitality damage.
this number are lost. For example, a Druid grants a For example, a healing potion heals 2d4+2 hit
Nomad 8 hit points of healing. If the Nomad has 14 points, for a maximum of 10. Thus, one dose to a
current hit points and a maximum of 20, the character with full hit points would heal 1 point of
Nomad regains 6 hit points from the Druid, not 8. Vitality damage. A 1st level healing word spell on
A creature that has died can’t regain hit points the other hand, which heals 1d4+4 hit points,
until restored to life through a spell such as revivify. would have no effect because its maximum healing
only amounts to 8 hit points.
Dropping to 0 Hit Points
Regeneration
When you drop to 0 hit points, you either fall
unconscious or take on the staggered condition and Regeneration is always counted as a full 10. Hence,
1 Death Point, as explained in the Vitality section. a ring of regeneration, which restores 1d6 hit
Excess damage from the first attack or effect which points, is counted as 10 so that every minute the
causes a character to reach 0 hit points is ignored ring is worn would heal 1 point of Vitality damage
unless it would outright kill the character. to a character already at full Hit Points.

Instant Death Healing a Staggered Character


Massive damage can kill you instantly. When Because a staggered character’s hit points are not
damage reduces you to 0 hit points and there is at maximum, healing them does not restore
damage remaining, you die if the remaining Vitality. Rather, Hit Points would be restored,
damage equals or exceeds your Vitality maximum. removing the staggered condition.
For example, a Cleric with a maximum of 12 hit Temporary Hit Points
points currently has 6 hit points and 12 Vitality. If
they take 18 damage from an attack, they are Some spells and special abilities confer temporary
reduced to 0 hit points, but 12 damage remains. hit points to a creature. Temporary hit points aren’t
Because the remaining damage equals their Vitality actual hit points; they are a buffer against damage,
maximum, the Cleric dies. a pool of hit points that protect you from injury.
When you have temporary hit points and take
Stabilizing a Creature damage, the temporary hit points are lost first, and
The best way to save a creature with 0 hit points is any leftover damage carries over to your normal hit
to heal it. If healing is unavailable, the creature can points. For example, if you have 5 temporary hit
at least be stabilized so that it isn’t killed by points and take 7 damage, you lose the temporary
continuing Vitality damage. hit points and then take 2 damage.
Because temporary hit points are separate from
Monsters and Death your actual hit points, they can exceed your hit
Most DMs have a monster die the instant it drops point maximum.
to 0 hit points, rather than gaining Death Points. Healing can’t restore temporary hit points, and
Mighty villains and special NPCs are common they can’t be added together. If you have temporary
exceptions; the DM might have them follow the hit points and receive more of them, you decide
same rules as player characters. whether to keep the ones you have or to gain the
new ones. For example, if a spell grants you 12
Knocking a Creature Out temporary hit points when you already have 10, you
Sometimes an attacker wants to incapacitate a foe, can have 12 or 10, not 22.
rather than deal a killing blow. When an attacker If you have 0 hit points, receiving temporary hit
reduces a creature to 0 hit points with a melee points doesn’t restore you to consciousness or
attack, the attacker can knock the creature out. The stabilize you. They can still absorb damage directed
attacker can make this choice the instant the at you while you’re in that state, but only true
damage is dealt. The creature falls unconscious healing can save you.
and is stable. If an attacker opts to knock a Unless a feature that grants you temporary hit
character unconscious, they cannot choose to points has a duration, they last until they’re
become staggered. depleted or you finish a long rest.

297
Damage Resistance & Vulnerability
Some creatures and objects are exceedingly
difficult or unusually easy to hurt with certain types
of damage.
If a creature or an object has resistance to a
damage type, damage of that type is halved against
it. If a creature or an object has vulnerability to a
damage type, damage of that type is doubled
against it.
Resistance and then vulnerability are applied
after all other modifiers to damage. For example, a
creature has resistance to bludgeoning damage and
is hit by an attack that deals 25 bludgeoning
damage. The creature is also within a magical aura
that reduces all damage by 5. The 25 damage is
first reduced by 5 and then halved, so the creature
takes 10 damage.
Multiple instances of resistance or vulnerability
that affect the same damage type count as only one
instance. For example, if a creature has resistance
to fire damage as well as resistance to all
nonmagical damage, the damage of a nonmagical
fire is reduced by half against the creature, not
reduced by three-quarters.
PART 3
Magic
CHAPTER 9
Spellcasting

For better or worse, magic permeates Athas, and Casting in Armor


most often appears in the form of a spell. This Because of the mental focus and precise gestures
chapter provides the rules for casting spells. required for spellcasting, you must be proficient
Different character classes have distinctive ways of with the armor you are wearing to cast a spell. You
learning and preparing their spells, and monsters are otherwise too distracted and physically
use spells in unique ways. Regardless of its source, hampered by your armor for spellcasting.
a spell follows the rules here.
What is a Spell? Spell Slots
A spell is a discrete magical effect, a single shaping Regardless of how many spells a caster knows or
of the magical energies that suffuse the planet into prepares, they can cast only a limited number of
a specific, limited expression. To cast a spell, a spells before resting. Manipulating the fabric of
character carefully plucks at the invisible strands of magic and channeling its energy into even a simple
raw magic suffusing the world, pins them into a spell is physically and mentally taxing, and higher-
particular pattern, sets them vibrating in a specific level spells are even more so. Thus, each
way, and then releases them to unleash the desired spellcasting class’s description (except that of the
effect—in most cases, all in the span of seconds. Templar) includes a table showing how many spell
Spells can be versatile tools, weapons, or slots of each spell level a character can use at each
protective wards. They can deal damage or undo it, character level. For example, Umara, a 3rd-level
impose or remove conditions (see Chapter 8), drain Arcanist, has four 1st-level spell slots and two 2nd-
life energy away, and restore life to the dead. level slots.
Uncounted thousands of spells have been created When a character casts a spell, they expend a slot
over the course of the Athas’ history, and many of of that spell’s level or higher, effectively “filling” a
them are long forgotten. Some might yet lie slot with the spell. You can think of a spell slot as a
recorded in crumbling spellbooks hidden in ancient groove of a certain size—small for a 1st-level slot,
ruins or trapped in the minds of the Sorcerer larger for a spell of higher level. A 1st-level spell fits
Kings. Or they might be reinvented by characters into a slot of any size, but a 9th-level spell fits only
who have amassed enough power to do so. in a 9th-level slot. So when Umara casts magic
Spell Level missile, a 1st-level spell, she spends one of her four
1st-level slots and has three remaining.
Every spell has a level from 0 to 9. A spell’s level is Finishing a long rest restores any expended spell
a general indicator of how powerful it is, with the slots (see Chapter 7 for the rules on resting).
lowly (but still impressive) magic missile at 1st level Some characters and monsters have special
and the earth-shaking wish at 9th. The higher a abilities that let them cast spells without using spell
spell’s level, the higher level a spellcaster must be slots.
to use that spell.
Spell level and character level don’t correspond Casting a Spell at a Higher Level
directly. Typically, a character has to be at least When a spellcaster casts a spell using a slot that is
17th level, not 9th level, to cast a 9th-level spell. of a higher level than the spell, the spell assumes
the higher level for that casting. For instance, if
Cantrips Umara casts magic missile using one of her 2nd-
A cantrip is a spell that can be cast at will, without level slots, that magic missile is 2nd level.
using a spell slot and without being prepared in Effectively, the spell expands to fill the slot it is put
advance. Repeated practice has fixed the spell in into.
the caster’s mind and infused the caster with the Some spells, such as magic missile and cure
magic needed to produce the effect over and over. wounds, have more powerful effects when cast at a
A cantrip’s spell level is 0. higher level, as detailed in a spell’s description.

300
Known and Prepared Spells Perceiving a Spell
Before a spellcaster can use a spell, they must have Many spells create obvious effects: explosions of
the spell firmly fixed in mind, or must have access fire, walls of ice, teleportation, and the like. Other
to the spell in a magic item. Members of a few spells, such as charm person, display no visible,
classes have a limited list of spells they know that audible, or otherwise perceptible sign of their
are always fixed in mind. The same thing is true of effects, and easily go unnoticed by those unaffected
many magic-using monsters. Other spellcasters, by them. As detailed later in this chapter, you
such as Arcanists and Clerics, undergo a process of normally don’t know that a spell has been cast
preparing spells. This process varies for different unless the spell produces a noticeable effect.
classes, as detailed in their descriptions. But what about the act of spellcasting? Is it
In every case, the number of spells a caster can possible for someone to perceive that a spell is
have fixed in mind at any given time depends on the being cast in their presence? To be perceptible, the
character’s level. spell must involve a verbal, somatic, or material
component. The form of a material component
doesn’t matter for these purposes, whether it’s an
Altered Spell Flavor object specified in the spell’s description, a
For flavor only, any spell that purports to have a component pouch, or a spellcasting focus.
metallic effect (e.g. blade barrier) thematically can If the need for a spell’s components has been
have it replaced with obsidian, bone, etc. Similarly, removed by a special ability, such as the Subtle
spells that require a watery component (e.g. Spell defiling effect or the Innate Spellcasting trait
Simulacrum snow) are replaced with an Athas possessed by many creatures, the casting of the
equivalent (e.g. sand or silt). spell is imperceptible. If an imperceptible casting
produces a perceptible effect, it’s normally
impossible to determine who cast the spell in the
absence of other evidence.
Rituals
Disguising the Arcane
Certain spells have a special tag: ritual. Such a
spell can be cast following the normal rules for Many spellcasters might wish to pass their magic
spellcasting, or the spell can be cast as a ritual. The off as another kind– arcanists might prefer to be
ritual version of a spell takes 10 minutes longer to seen as a cleric or psionicist, for example. A
cast than normal. It also doesn’t expend a spell slot, character attempting to disguise their spellcasting
which means the ritual version of a spell can’t be as another kind must make a Charisma (Deception)
cast at a higher level. check opposed by a Wisdom (Insight) check from
To cast a spell as a ritual, a spellcaster must have the target they’re attempting to deceive.
a feature that grants the ability to do so. The Cleric Identifying a Spell
and the Druid, for example, have such a feature.
The caster must also have the spell prepared or on Sometimes a character wants to identify a spell
their list of spells known, unless the character’s that someone else is casting or has already cast. To
ritual feature specifies otherwise, as the Arcanist’s do so, a character can use their reaction to identify
does. a spell as it’s being cast, or they can use an action
on their turn to identify a spell after it is cast.
If the character perceived the casting, the spell’s
Magic and Psionics effect, or both, the character can make an
Any spell that detects or cancels magic also affects Intelligence (Arcana) check with the reaction or
psionics, including but not limited to: dispel magic, action. The DC equals 15 + the spell’s level. If the
counterspell, and anti-magic shell. Features such as spell is cast as a class spell and the character is a
Magic Resistance still only affect magic. If a creature member of that class, the check is made with
is resistant to psionics, for example, it will be listed advantage. For example, if the spellcaster casts a
as Psionic Resistance. spell as a Cleric, another Cleric has advantage on
the check to identify the spell. Some spells aren’t
associated with any class when cast, such as when
a monster uses its Innate Spellcasting trait.
This Intelligence (Arcana) Check represents the
fact that identifying a spell requires a quick mind
and familiarity with the theory and practice of
casting. This is true even for a character whose
spellcasting ability is Wisdom or Charisma. Being
able to cast spells doesn’t by itself make you adept
at deducing exactly what others when they cast
their spells.

301
Casting a Spell Components
When a character casts any spell, the same basic A spell’s components are the physical requirements
rules are followed, regardless of the character’s you must meet in order to cast it. Each spell’s
class or the spell’s effects. description indicates whether it requires verbal (V),
Each spell description in Chapter 10 begins with somatic (S), or material (M) components. If you
a block of information, including the spell’s name, can’t provide one or more of a spell’s components,
level, school of magic, casting time, range, you are unable to cast the spell.
components, and duration. The rest of a spell entry
describes the spell’s effect. Verbal (V)
Most spells require the chanting of mystic words.
Casting Time The words themselves aren’t the source of the
Most spells require a single action to cast, but some spell’s power; rather, the particular combination of
spells require a bonus action, a reaction, or much sounds, with specific pitch and resonance, sets the
more time to cast. threads of magic in motion. Thus, a character who
is gagged or in an area of silence, such as one
Bonus Action created by the silence spell, can’t cast a spell with a
A spell cast with a bonus action is especially swift. verbal component.
You must use a bonus action on your turn to cast
the spell, provided that you haven’t already taken a
Somatic (S)
bonus action this turn. You can’t cast another spell Spellcasting gestures might include a forceful wave
during the same turn, except for a cantrip with a or an intricate set of gestures. If a spell requires a
casting time of 1 action. somatic component, the caster must have at least
one hand free to perform these gestures.
Reactions
Some spells can be cast as reactions. These spells Material (M)
take a fraction of a second to bring about and are Casting some spells requires particular objects,
cast in response to some event. If a spell can be specified in parentheses in the component entry. A
cast as a reaction, the spell description tells you character can use a component pouch or a
exactly when you can do so. spellcasting focus (found in Chapter 5) in place of
the components specified for a spell. But if a cost is
Longer Casting Times indicated for a component, a character must have
Certain spells (including spells cast as rituals) that specific component before they can cast the
require more time to cast: minutes or even hours. spell. If a spell states that a material component is
When you cast a spell with a casting time longer consumed by the spell, the caster must provide this
than a single action or reaction, you must spend component for each casting of the spell.
your action each turn casting the spell, and you A spellcaster must have a hand free to access
must maintain your concentration while you do so these components, but it can be the same hand that
(see “Concentration” below). If your concentration they use to perform somatic components.
is broken, the spell fails, but you don’t expend a
spell slot. If you want to try casting the spell again, Scarcity and Invention
you must start over. The ecosystem of Athas has forced casters to find
Range substitute materials for their spells. When
appropriate, this book, the DM, or the players may
The target of a spell must be within the spell’s describe a replacement component for flavor.
range. For a spell like magic missile, the target is a
creature. For a spell like fireball, the target is the
point in space where the ball of fire erupts.
Personalizing Spells
Most spells have ranges expressed in feet. Some Just as every performer lends their art a personal
spells can target only a creature (including you) flair and every warrior asserts their fighting styles
that you touch. Other spells, such as the shield through the lens of their own training, so too can a
spell, affect only you. These spells have a range of spellcaster use magic to express their individuality.
self. Regardless of what type of spellcaster you’re
Spells that create cones or lines of effect that playing, you can customize the cosmetic effects of
originate from you also have a range of self, your spells. Perhaps you wish your spells to appear
indicating that the origin point of the spell’s effect in a certain color, or reflect the training of a
must be you (see “Areas of Effect” later in this mentor. The possibilities to customize your
chapter). character’s spells are endless. However, such
Once a spell is cast, its effects aren’t limited by its alterations can’t change the effects of a spell. They
range, unless the spell’s description says otherwise. also can’t make one spell seem like another–you
can’t, for example, make a magic missile look like a
fireball.

302
Duration The Schools of Magic
A spell’s duration is the length of time the spell In the past, arcane teachings grouped spells into
persists. A duration can be expressed in rounds, eight categories called schools of magic. Today,
minutes, hours, or even years. Some spells specify spellcasters apply these categories to all spells,
operating off a shared understanding of magic
that their effects last until the spells are dispelled
however they come by it.
or destroyed.
The schools of magic help describe spells; they
Instantaneous have no rules of their own, although some rules
refer to the schools.
Many spells are instantaneous. The spell harms, Abjuration spells are protective in nature, though
heals, creates, or alters a creature or an object in a some of them have aggressive uses. They create
way that can’t be dispelled, because its magic exists magical barriers, negate harmful effects, harm
only for an instant. trespassers, or banish creatures to hidden realms.
Concentration Conjuration spells involve the transportation of
objects and creatures from one location to another.
Some spells require you to maintain concentration Some spells summon creatures or objects to the
in order to keep their magic active. If you lose caster’s side, whereas others allow the caster to
concentration, such a spell ends. teleport to another location. Some conjunctions
If a spell must be maintained with concentration, create objects or effects out of nothing.
that fact appears in its Duration entry, and the spell Divination spells reveal information, whether in
specifies how long you can concentrate on it. You the form of secrets long forgotten, glimpses of the
can end concentration at any time (no action future, the locations of hidden things, the truth
required). behind illusions, or visions of distant people or
Normal activity, such as moving and attacking, places.
doesn’t interfere with concentration. The following Enchantment spells affect the minds of others,
factors can break concentration: influencing or controlling their behavior. Such spells
can make enemies see the caster as a friend, force
Casting another spell that requires creatures to take a course of action, or even control
concentration. You lose concentration on a spell another creature like a puppet.
if you cast another spell that requires Evocation spells manipulate magical energy to
concentration. You can’t concentrate on two produce a desired effect. Some call up blasts of fire
or lightning. Others channel positive energy to heal
spells at once. wounds.
Taking damage. Whenever you take damage Illusion spells deceive the senses or minds of
while you are concentrating on a spell, you must others. They cause people to see things that are not
make a Constitution saving throw to maintain there, to miss things that are there, to hear phantom
your concentration. The DC equals 10 or half noises, or to remember things that never happened.
the damage you take, whichever number is Some illusions create phantom images that any
higher. If you take damage from multiple creature can see, but the most insidious illusions
sources, such as an arrow and a sword blow, plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life
you make a separate saving throw for each
and death. Such spells can grant an extra reserve of
source of damage. life force, drain the life energy from another
Being incapacitated or killed. You lose creature, create the undead, or even bring the dead
concentration on a spell if you are incapacitated back to life.
or if you die. Creating the undead through the use of
necromancy spells such as animate dead is a
The DM might also decide that certain forbidden and nearly lost art, not looked on kindly
environmental phenomena, such as a sandstorm by most within Athas.
choking you while you’re in a sand skiff speeding Transmutation spells change the properties of a
along the dunes, require you to succeed on a DC 10 creature, object, or environment. They might turn an
Constitution saving throw to maintain enemy into a harmless creature, bolster the strength
concentration on a spell. of an ally, make an object move at the caster’s
command, or enhance a creature’s innate healing
abilities to rapidly recover from injury.

303
Targets Areas of Effect
A typical spell requires you to pick one or more Spells such as burning hands and cone of cold
targets to be affected by the spell’s magic. A spell’s cover an area, allowing them to affect multiple
description tells you whether the spell targets creatures at once.
creatures, objects, or a point of origin for an area of A spell’s description specifies its area of effect,
effect (described in “Areas of Effect”). which typically has one of five different shapes:
Unless a spell has a perceptible effect, a creature cone, cube, cylinder, line, or sphere. Every area of
might not know it was targeted by a spell at all. An effect has a point of origin, a location from which
effect like crackling lightning is obvious, but a more the spell’s energy erupts. The rules for each shape
subtle effect, such as an attempt to read a specify how you position its point of origin.
creature’s thoughts, typically goes unnoticed, Typically, a point of origin is a point in space, but
unless a spell says otherwise. some spells have an area whose origin is a creature
or an object.
A Clear Path to the Target A spell’s effect expands in straight lines from the
To target something, you must have a clear path to point of origin. If no unblocked straight line extends
it, so it can’t be behind total cover. from the point of origin to a location within the area
If you place an area of effect at a point that you of effect, that location isn’t included in the spell’s
can’t see and an obstruction, such as a wall, is area. To block one of these lines, an obstruction
between you and that point, the point of origin must provide total cover, as explained in Chapter 8.
comes into being on the near side of that
obstruction (the side closest to you). Cone
A cone extends in a direction you choose from its
Targeting Yourself origin. A cone’s width at any point along its length
If a spell targets a creature of your choice, you can is equal to that point’s distance from the origin. A
choose yourself, unless the creature must be cone’s area of effect specifies its maximum length.
hostile or specifically a creature other than you. If A cone’s point of origin is not included in the
you are in the area of effect of a spell you cast, you cone’s area of effect, unless you decide otherwise.
can target yourself.
Cube
Saving Throws You select a cube’s point of origin, which lies
Many spells specify that a target can make a saving anywhere on a face of the cubic effect. The cube’s
throw to avoid some or all of a spell’s effects. The size is expressed as the length of each side.
spell specifies the ability that the target uses for the A cube’s point of origin is not included in the
save and what happens on a success or failure. cube’s area of effect, unless you decide otherwise.
The DC to resist one of your spells equals 8 + Cylinder
your spellcasting ability modifier + your proficiency
bonus + any special modifiers. A cylinder’s point of origin is the center of a circle
of a particular radius, as given in the spell
Attack Rolls description. The circle must either be on the
ground or at the height of the spell effect. The
Some spells require the caster to make an attack
energy in a cylinder expands in straight lines from
roll to determine whether the spell effect hits the
the point of origin to the perimeter of the circle,
intended target. Your attack bonus with a spell
forming the base of the cylinder. The spell’s effect
attack equals your spellcasting ability modifier +
then shoots up from the base or down from the top,
your proficiency bonus.
Most spells that require attack rolls involve to a distance equal to the height of the cylinder.
ranged attacks. Remember that you have A cylinder’s point of origin is included in the
cylinder’s area of effect.
disadvantage on a ranged attack roll if you are
within 5 feet of a hostile creature that can see you Line
and that isn’t incapacitated (see Chapter 8). A line extends from its point of origin in a straight
Combining Magical Effects path up to its length and covers an area defined by
its width.
The effects of different spells add together while A line’s point of origin is not included in the line’s
the durations of those spells overlap. The effects of area of effect, unless you decide otherwise.
the same spell cast multiple times don’t combine,
however. Instead, the most potent effect—such as Sphere
the highest bonus—from those castings applies You select a sphere’s point of origin, and the sphere
while their durations overlap. extends outward from that point. The sphere’s size
For example, if two Clerics cast bless on the is expressed as a radius in feet that extends from
same target, that character gains the spell’s benefit the point.
only once; they don’t get to roll two bonus dice. A sphere’s point of origin is included in the
sphere’s area of effect.

304
Defilement and Preservation

A
thas is a wasteland because spells are
powered by living matter – plants,
The Act of Defiling
people, the magic cares not – and Every spellcaster casting under the tenets of
centuries of wars involving the Sorcerer- preservation is aware they are limiting themselves
Kings, the Dragon, and constant defiling by voluntarily limiting their casting. With any spell,
has leeched the world dry. they can cost off their self-imposed restrictions in
Spellcasters who defile can draw exchange for a rush of power. In doing so, they
great power from plant life but in return will mark themselves as a defiler - an enemy of the land,
permanently reduce every tree, shrub, and even following the legacies of the Sorcerer-Kings by
underground root in the area to ash that can never further ravaging Athas. Doing so is an evil act, but
again support life. This leaves a taint on the defiler many a good-hearted caster has reconsidered their
that can be sensed by those attuned to such things, principles when facing impending doom.
such as Druids. Those who defile can apply a metamagic effect to
While Sorcerer-Kings maintain gardens to their non-cantrip spells. Once the spell is cast,
pretend at preservation and hunt other defilers every bit of nonsentient plant life in the immediate
ruthlessly, most still keep some as servants to be vicinity is turned to ash, and the land is rendered
used when they deem necessary. The harsh truth is sterile, unable to sustain life for possibly decades or
that power requires sacrifice, to gain and to hold. centuries after. For one year, no matter what is
No Sorcerer-King could have gained their power done, the defiled area can never be viable. Even
without defiling the world, and none could hold afterwards, all the lifegiving nutrients have been
onto their kingdoms without the very same spells leeched from the soil, requiring skilled intervention
that strip the soil beneath them. before even one blade of grass can grow and taking
up to centuries to naturally restore.
A caster who defiles even once will track two new
The Path of Preservation scores: their current defilement points score, a
When a spellcaster invokes a spell, they draw upon measure of the power they have leeched from the
the life energy of Athas. This is unavoidable- even land to power one or more metamagic effects, and
the most powerful Clerics and Druids must pull their defiler aura, a measure of the total defilement
that power from elsewhere. Most casters are points the character has ever accumulated.
trained to take only what is needed, voluntarily The following rules describe the powerful effects
limiting themselves to walk the thin path between that can be gained from defilement– as well as the
power and destruction. Such spellcasters are called costs, not only to the defiled land, but also to the
Preservers, those who have devoted themselves to defiler themselves.
preserving what is left of Athas even at the cost of
greater power. They often face the same
persecution a defiler would, for many do not know
enough of magic to tell the difference, but in truth
they could not be more at odds.
To most preservers, and especially the Cleric or
Druid, there is no greater affront than seeing the
precious life of Athas turn to ash, justified for a
brief need. And yet- the world of Athas is harsh, and
will often demand the sacrifice of such ideals if one
wishes to survive. The defiler’s choice becomes
much harder when looking death in the eye,
knowing vast power always lies within reach.
The temptation will always be there, to defile
“just this once,” to ransack Athas’ scarce resources
once more “for the greater good.” For the true
preserver, no middle ground can be afforded those
who betray the world so. Once a defiler, always a
defiler, and better to die than cross that line.
Player characters with the ability to cast spells
are assumed to begin play as preservers, but the
option to defile is always present.

305
The Cost Defiler Effects
In order to gain the power necessary for a defiler Whenever you defile, you gain defiler points based
effect, the spellcaster must leech energy from the on the effect applied, as shown on the table below.
terrain around them. The more powerful the magic These points immediately add to your Defiler Aura.
being cast, the more life must be torn from the You can defile for a number of points equal to
land. Therefore, a spellcaster who wishes to apply a half your caster level (rounded down, minimum of
defiler effect to a non-cantrip spell must defile an one). Effects with a greater cost, or multiple effects
area of land with a Base Radius equal to 5 times whose total exceeds this limit, cannot be cast.
the spell’s level, as shown in the Defilement Radius
table below.
Once the spellcaster has defiled a sufficient Defiler Effect Point Cost
amount of land, they are able to apply a single Careful spell 1
defiler effect of their choice to the spell being cast, Distant spell 1
and immediately add the Point Cost of that effect to Subtle spell 1
their Defiler Aura. Should they wish to apply Empowered spell 2
multiple metamagic effects, the Base Radius of the Extended spell 2
defiling will increase by 5 feet for each option Heightened spell 3
beyond the first. Quickened spell 4
Twinned spell 2 per spell level
Defilement Radius Cast spell without materials 1 per 100 ct value

Spell Level Base Radius of Defiled Land


1 5 ft.
2 10 ft. Careful spell
3 20 ft. When casting a spell that requires a saving throw,
4 30 ft. choose a number of creatures up to your
5 40 ft. spellcasting modifier (minimum 1). Chosen targets
6 50 ft. automatically succeed on the saving throw.
7 60 ft. Distant spell
8 70 ft.
Double the range of spells with at least a 5 ft range,
9 80 ft. or make a touch spell have a range of 30 ft.
Subtle spell
Furthermore, not all terrain offers the same Cast a spell without somatic or verbal components.
amount of power. Rich, fertile land has energy to Empowered spell
offer in abundance, while harsher environs will
cling jealously to what little life they have left. For Reroll damage dice equal to your spellcasting
example– a caster defiling in a verdant jungle will modifier (minimum 1) and use those new rolls.
require only a third of the land they normally would Extended spell
consume, while a caster in a barren tundra will
require three times as much for the same effect. Double the duration of any spell with a duration of
You must be touching the ground to attempt at least 1 minute, maximum 24 hours.
defiling and you cannot defile from already defiled Heightened Spell
land. The DM determines the type of terrain, with
When casting a spell requiring a save, make one
modifiers for each shown on the table below:
target have disadvantage on its first saving throw
against the spell.
Terrain Examples Modifier Quickened spell
Desolate Salt flats, Silt Sea, the Dead Lands x3
Change the casting time of any spell that has a
Barren Boulder field, stony barrens x2 casting time of 1 action to 1 bonus action.
Infertile Cities, rocky badlands, scrubland x1
Fertile Verdant grasslands, swamps, mud 1/2 Twinned spell
flats When casting a spell that targets only one creature
Abundant Forests, jungles, oases, gardens 1/3 and doesn’t have a range of self, you may also
target a second creature in range. The spell cannot
have more than one target at the level being cast.
Cast spell without material component
Cast any one spell without its material components.

306
Recover spell slot Defiler Aura
In addition to other Defilement effects, you can If you defile even once, you permanently gain an
draw forth life energy to renew your arcane powers. aura that marks you for those who can detect such
As an action that provokes an attack of opportunity, auras, such as a powerful Druid. As this aura
you may regain an expended spell slot. If you do, grows, its effects worsen, causing those around you
you gain defiler points equal to 2 times the spell to unconsciously find you disturbing and
slot’s level and defile the land as if you had cast a untrustworthy. In addition, your body will begin to
spell of that level. deteriorate and your mind may fracture and warp.
The table below details the effects you sustain as
Effects on other creatures your aura grows. The effects can’t be changed or
Creatures except the defiler caught within the undone except through a conversion spell.
defiling radius at casting time experience pain and
suffer a –2 penalty to all attack rolls, weapon
damage rolls, saving throws and ability checks until Defiler Aura Table
the start of the defiler’s next turn. This effect stacks Defiler
with itself. Aura Effect
Plant creatures also take necrotic damage equal 1+ –1 on Charisma checks
to 5 x the level of the spell slot expended. This 10+ Another –1 on Charisma checks and a –2
damage can’t be reduced in any way.
Constitution score reduction.
20+ An additional –2 on Charisma Checks.
A Likely Story Alignment becomes evil. Corruption checks
Carroz, a 4th level Arcanist, is being chased by begin.
Templars. Although taught by his mentor to never
30+ Another –2 on Charisma checks and another
defile, he has nearly exhausted his spells. He knows
the Sorcerer-King’s gardens are nearby and figures, –2 Constitution score reduction.
just this once, to save his life, he must draw more 40+ Another –2 on Charisma checks
energy than the plants can handle. He is surprised
at the volume of energy that comes at his behest,
and nearby a century-old yew tree begins to wither. Effects of an increase in your Defiler Aura take
Carroz restores a 1st level slot by taking on 2 place after you have finished casting the spell or
defiler points. The points he can use per casting are effect which prompted the increase. For example, a
limited to half his level, in this case 2. He feels slightly Templar at a Defiler Aura of 9 who casts a spell
ill, then points his finger at the lead Templar and
draws even more energy, destroying the ancient yew with the Subtle Spell effect added (which incurs 1
tree and twinning a 1st level witch bolt (2 more Defiler Point) would make their spellcasting check
points) at the first two enemies he sees. Carroz now with a -1 to their Charisma modifier, rather than
has a Defiler Aura of 4, enough that a foul light the -2 which is incurred at a Defiler Aura of 10.
already lurks in his gaze. Breathing heavy, he looks Succumbing to Corruption
about for witnesses, and sees only corpses. His
fellow preservers need never know. Wanton defilers must face the taint, a corruption
When he escapes to meet with his Veiled Alliance which erodes body, mind, and spirit until they are a
contact, nobody shows. The next night, a veiled hollow wraith of their former selves.
Cleric finds him in an alley and burns his sleeping Upon reaching a Defiler Aura of 20 or higher, you
form to cinders, leaving a withered branch of the begin making Corruption checks. At the end of a
defiled yew tree on his corpse. Once a defiler, always long rest, you must make a Constitution saving
a defiler. throw with the DC equal to half your Defiler Aura
(rounded up). If you fail this saving throw 3 times in
your life, you become an undead NPC known as a
Defiler NPCs T’liz (see the Athasian Bestiary) under DM control.
The DM decides how many defiler aura points any
NPCs have, but if they aren’t sure how many to put, Purging the Taint
a good rule of thumb is to give the NPC a defiler
Those who have chosen to defile, as well as those
aura equal to 2 or 3 times their number of hit dice.
This rule can vary depending on the nature of the tainted unwillingly, have a chance of redemption. It
NPC and their attitude towards defilement– for is possible, given the aid of a powerful preserver, to
example, a powerful leader of the Veiled Alliance is purge the taint from their bodies.
unlikely to have any defiler aura despite their Characters who choose to do so must locate a
strength, while an exiled Arcanist of meager ability Druid (whose Challenge Rating or level is at least
may have taken to desperate measures for survival, equal to the character’s) who would be willing to
developing a defiler aura of horrific heights. cast a conversion spell on them. The Druid might
also request some grand quest or proof of their
dedication to abandoning the path of the defiler.

307
CHAPTER 10
Spells

This chapter describes the spells available to spellcasters. The first part lists the spells available to each
spellcasting class by level. The second part contains spell descriptions, presented in alphabetical order..

Arcanist Spells 1st Level 2nd Level 3rd Level


Absorb Elements Acid Arrow Bestow Curse
Cantrips (0 level)
Alarm Aganazzar’s Scorcher Blink
Acid Splash
Belgoi’s Hideous Laughter Alter Self Catnap
Blade Ward Burning Hands Arcane Lock Clairvoyance
Booming Blade Catapult Blindness / Deafness Counterspell
Chill Touch Cause Fear Blur Dispel Magic
Control Flames Caustic Brew Cloud of Daggers Enemies Abound
Create Bonfire
Charm Person Continual Flame Erupting Earth
Dancing Lights
Chromatic Orb Crown of Madness Fear
Death Knell Color Spray Darkness Feign Death
Fire Bolt Comprehend Languages Darkvision Fireball
Friends Detect Magic Detect Thoughts Flame Arrows
Frostbite
Disguise Self Dragon’s Breath Fly
Greenflame Blade
Earth Tremor Dust Devil Gaseous Form
Gust Expeditious Retreat Earthbind Glyph of Warding
Infestation False Life Earthen Grasp Haste
Light Feather Fall Enlarge / Reduce Hypnotic Pattern
Lightning Lure Find Familiar Flaming Sphere Ice Storm
Mage Hand
Floating Disk Gust of Wind Intellect Fortress
Mending
Fog Cloud Hold Person Life Transference
Message Grease Invisibility Lightning Bolt
Mind Sliver Hamanu’s Aegis Knock Magic Circle
Minor Illusion Ice Knife Levitate Major Image
Mold Earth Identify Locate Object Minute Meteors
Poison Spray
Illusory Script Magic Mouth Nomad’s Tiny Hut
Prestidigitation
Jump Magic Weapon Nondetection
Ray of Frost Longstrider Mind Spike Phantom Steed
Shape Water Mage Armor Mind Whip Protection from Energy
Shocking Grasp Magic Missile Mirror Image Remove Curse
Sword Burst Ray of Sickness Misty Step Sending
Thunderclap
Shield Nystul’s Magic Aura Slow
True Strike
Silent Image Phantasmal Force Spirit Shroud
Sleep Pyrotechnics Stinking Cloud
Snare Ray of Enfeeblement Summon Fey
Thunderwave Scorching Ray Summon Shadowspawn
Unseen Servant See Invisibility Summon Undead
Witch Bolt Shadow King’s Blade Thunder Step
Shatter Tidal Wave
Skywrite Tiny Servant
Snow Storm Tongues
Spider Climb Vampiric Touch
Suggestion Wall of Sand
Warding Wind Wall of Water
Web Water Breathing
308
4th Level 5th Level 6th Level 8th Level
Arcane Eye Animate Objects Arcane Gate Antimagic Field
Banishment Cloudkill Chain Lightning Antipathy / Sympathy
Blight Cone of Cold Circle of Death Clone
Charm Monster Control Winds Contingency Control Weather
Confusion Creation Create Homunculus Demiplane
Control Water Danse Macabre Create Undead Dominate Monster
Dimension Door Dawn Disintegrate Feeblemind
Elemental Bane Dominate Person Eyebite Horrid Wilting
Fabricate Dream Flesh to Stone Incendiary Cloud
Faithful Rasclinn Enervation Globe of Invulnerability Maddening Darkness
Fire Shield Far Step Guards and Wards Maze
Greater Invisibility Geas Investiture of Flame Mighty Fortress
Hallucinatory Terrain Hand of the Giant Investiture of Ice Mind Blank
Ice Storm Hold Monster Investiture of Stone Power Word Stun
King’s Sanctum Immolation Investiture of Wind Sunburst
Locate Creature Legend Lore Magic Jar Telepathy
Otiluke’s Resilient Sphere Mislead Mass Suggestion
Phantasmal Killer Modify Memory Mental Prison 9th Level
Polymorph Negative Energy Flood Move Earth Blade of Disaster
Secret Stash Passwall Otiluke’s Freezing Sphere Foresight
Sickening Radiance Planar Binding Ovik’s Irresistible Dance Imprisonment
Silt Horror’s Tentacles Rejuvenate Programmed Illusion Invulnerability
Stone Shape Scrying Recall Mass Polymorph
Stoneskin Seeming Scatter Meteor Swarm
Storm Sphere Skill Empowerment Soul Cage Power Word Kill
Summon Construct Steel Wind Strike Sunbeam Prismatic Wall
Summon Elemental Synaptic Static True Seeing Psychic Scream
Vitriolic Sphere Telekinesis Wall of Ice Shapechange
Wall of Fire Telepathic Bond Warrior’s Transformation Time Stop
Watery Sphere Teleportation Circle True Polymorph
Transmute Rock 7th Level Weird
Wall of Force Crown of Stars Wish
Wall of Light Delayed Blast Fireball
Wall of Stone Finger of Death
Force Cage
Gray Guise
King’s Sword
Mirage Arcane
Power Word Pain
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport
Whirlwind

309
Cleric Spells 3rd Level 6th Level 2nd Level
Aura of Vitality Blade Barrier Aid
Cantrips (0 level)
Beacon of Hope Find the Path Branding Smite
Death Knell Bestow Curse Forbiddance Find Steed
Guidance Clairvoyance Harm Lesser Restoration
Light Create Food and Water Heal Locate Object
Mending Daylight Heroes’ Feast Magic Weapon
Resistance Dispel Magic Planar Ally Protection from Poison
Sacred Flame
Feign Death Sunbeam Zone of Truth
Spare the Dying
Glyph of Warding True Seeing
Thaumaturgy Life Transference Word of Recall 3rd Level
Word of Radiance Magic Circle Aura of Vitality
Mass Healing Word 7th Level Blinding Smite
1st Level Meld into Stone Control Weather Create Food and Water
Bane Protection from Energy Divine Word Crusader’s Mantle
Bless Remove Curse Earthquake Daylight
Command Revivify Fire Storm Dispel Magic
Create or Destroy Water Sending Gray Guise Elemental Weapon
Cure Wounds Silt Walk Regenerate Magic Circle
Detect Magic Speak with Dead Resurrection Remove Curse
Detect Poison and Disease Spirit Guardians Symbol Revivify
Detect the Supernatural Spirit Shroud Wind Walk Spirit Shroud
Guiding Bolt Tongues
Healing Word 8th Level 4th Level
Inflict Wounds 4th Level Antimagic Field Aura of Life
Purify Food and Drink Aura of Life Control Weather Aura of Purity
Sanctuary Aura of Purity Earthquake Banishment
Shield of Faith
Control Water Holy Aura Find Greater Steed
Divination Sunburst Lifeward
2nd Level Freedom of Movement Locate Creature
Aid Guardian of Faith 9th Level Staggering Smite
Augury Lifeward Mass Heal
Blindness / Deafness Locate Creature Power Word Heal 5th Level
Calm Emotions Stone Shape True Resurrection Banishing Smite
Continual Flame
Summon Elemental Circle of Power
Enhance Ability Crusader Spells Commune
Find Traps 5th Level 1st Level Destructive Wave
Gentle Repose Commune Dispel the Supernatural
Bless
Hold Person Contagion Geas
Ceremony
Lesser Restoration Dawn Holy Weapon
Locate Object Command
Dispel the Supernatural Compelled Duel Raise Dead
Prayer of Healing
Flame Strike Cure Wounds Summon Celestial
Protection from Poison Geas Detect Magic
Silence Greater Restoration Detect Poison and Disease
Spiritual Weapon Hallow Detect the Supernatural
Warding Bond Holy Weapon Divine Favor
Zone of Truth Insect Plague Hamanu’s Aegis
Legend Lore Heroism
Mass Cure Wounds Purify Food and Drink
Scrying Searing Smite
Transmute Rock Shield of Faith
Thunderous Smite
Wrathful Smite

310
Druid Spells 2nd Level 4th Level 6th Level
Animal Messenger Blight Bones of the Earth
Cantrips (0 level)
Barkskin Charm Monster Druid Grove
Control Flames
Beast Sense Confusion Find the Path
Create Bonfire Darkvision Control Water Heal
Druidcraft Dust Devil Dominate Beast Heroes’ Feast
Frostbite Earthbind Elemental Bane Investiture of Flame
Guidance Enhance Ability Freedom of Movement Investiture of Ice
Gust
Find Traps Giant Insect Investiture of Stone
Infestation
Flame Blade Grasping Vine Investiture of Wind
Magic Stone Flaming Sphere Guardian of Nature Move Earth
Mending Gust of Wind Hallucinatory Terrain Primordial Ward
Mold Earth Healing Spirit Ice Storm Sunbeam
Poison Spray Heat Metal Locate Creature Transport via Plants
Primal Savagery
Hold Person Polymorph Wall of Thorns
Produce Flame Lesser Restoration Stone Shape Wind Walk
Resistance Locate Animals or Plants Stoneskin
Shape Water Locate Object Summon Elemental 7th Level
Shillelagh Moonbeam Wall of Fire Fire Storm
Thorn Whip
Pass without Trace Watery Sphere Mirage Arcane
Thunderclap
Protection from Poison Regenerate
Skywrite 5th Level Reverse Gravity
1st Level Spike Growth Antilife Shell Whirlwind
Absorb Elements Summon Beast Awaken
Animal Friendship Warding Wind Commune with Nature 8th Level
Backlash Contagion Animal Shapes
Beast Bond 3rd Level Control Winds Antipathy / Sympathy
Charm Person Call Lightning Conversion Control Weather
Create or Destroy Water
Daylight Geas Earthquake
Cure Wounds Dispel Magic Greater Restoration Feeblemind
Detect Magic Erupting Earth Insect Plague Sunburst
Detect Poison and Disease Feign Death Maelstrom Tsunami
Earth Tremor Flame Arrows Mass Cure Wounds
Entangle Ice Storm Reincarnate 9th Level
Faerie Fire
Meld into Stone Rejuvenate Foresight
Fog Cloud Plant Growth Revenge of the Land Shapechange
Healing Word Protection from Energy Scrying Storm of Vengeance
Ice Knife Silt Walk Transmute Rock True Resurrection
Jump
Speak with Plants Tree Stride
Longstrider
Summon Fey Wall of Stone
Purify Food and Drink Tidal Wave Wrath of Nature
Snare Wall of Sand
Speak with Animals Water Breathing
Thunderwave Wind Wall

311
Nomad Spells 4th Level 2nd Level 5th Level
Freedom of Movement Cloud of Daggers Commune
1st Level
Grasping Vine Crown of Madness Danse Macabre
Absorb Elements
Guardian of Nature Darkness Dream
Alarm Locate Creature Earthbind Enervation
Animal Friendship Stoneskin Enthrall Far Step
Beast Bond Summon Elemental Hold Person Hold Monster
Cure Wounds Invisibility Negative Energy Flood
Detect Magic 5th Level Mind Spike Scrying
Detect Poison and Disease
Commune with Nature Mirror Image Synaptic Static
Ensnaring Strike Misty Step Wall of Light
Conjure Volley
Fog Cloud Steel Wind Strike Ray of Enfeeblement
Hail of Thorns Swift Quiver Shadow King’s Blade 6th Level
Hunter’s Mark
Tree Stride Shatter Arcane Gate
Jump
Wrath of Nature Spider Climb Circle of Death
Longstrider Suggestion Create Undead
Snare Templar Spells Eyebite
Speak With Animals 3rd Level
Cantrips (0 level) Flesh to Stone
Zephyr Strike Counterspell Mass Suggestion
Blade Ward
Booming Blade Dispel Magic Mental Prison
2nd Level
Chill Touch Enemies Abound Scatter
Animal Messenger
Create Bonfire Fear Soul Cage
Barkskin Fly True Seeing
Death Knell
Beast Sense Gaseous Form
Eldritch Blast
Cordon of Arrows Hunger of Kalid-Ma 7th Level
Frostbite
Darkvision Hypnotic Pattern Crown of Stars
Greenflame Blade
Find Traps Intellect Fortress Gray Guise
Infestation
Healing Spirit
Lightning Lure Magic Circle Finger of Death
Lesser Restoration Major Image Force Cage
Mage Hand
Locate Animals or Plants Remove Curse
Magic Stone Power Word Pain
Locate Object Spirit Shroud
Mind Sliver
Pass without Trace Summon Shadowspawn 8th Level
Minor Illusion
Protection from Poison Summon Undead Demiplane
Poison Spray
Silence
Prestidigitation Thunder Step Dominate Monster
Spike Growth
Sword Burst Tongues Feeblemind
Summon Beast Vampiric Touch
Thunderclap Glibness
True Strike Maddening Darkness
3rd Level 4th Level Power Word Stun
Conjure Barrage 1st Level Banishment
Daylight Blight 9th Level
Armor of Sielba
Flame Arrows
Arms of Kalid-Ma Charm Monster Blade of Disaster
Lightning Arrow
Cause Fear Dimension Door Foresight
Nondetection Elemental Bane Imprisonment
Charm Person
Plant Growth Hallucinatory Terrain
Comprehend Languages Power Word Kill
Protection from Energy Shadow of Moil
Expeditious Retreat Psychic Scream
Speak with Plants Sickening Radiance
Heated Rebuke True Polymorph
Silt Walk
Hamanu’s Aegis
Summon Fey
Hex
Water Breathing
Illusory Script
Wind Wall
Unseen Servant
Witch Bolt

312
Spell Descriptions
Absorb Elements Aganazzar’s Scorcher
1st-level abjuration 2nd-level evocation
Casting Time: 1 reaction, which you take when you Casting Time: 1 action
take acid, cold, fire, lightning, or thunder damage Range: 30 feet
Range: Self Components: V, S, M (a red dragon’s scale)
Components: S Duration: Instantaneous
Duration: 1 round A line of roaring flame 30 feet long and 5 feet wide
The spell captures the incoming energy of attacks, emanates from you in a direction you choose. Each
lessening its effect on you and storing it for your creature in the line must make a Dexterity saving
next melee attack. You have resistance to the throw. A creature takes 3d8 fire damage on a failed
triggering damage type until the start of your next save, or half as much damage on a successful one.
turn. Also, the first time you hit with a melee attack At Higher Levels. When you cast this spell using
on your next turn, the target takes an extra 1d6 a spell slot of 3rd level or higher, the damage
damage of the triggering type, and the spell ends. increases by 1d8 for each slot level above 2nd.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
Aid
2nd-level abjuration
Acid Arrow Casting Time: 1 action
Range: 30 feet
2nd-level evocation
Components: V, S, M (a tiny strip of white cloth)
Casting Time: 1 action Duration: 8 hours
Range: 90 feet
Your spell bolsters your allies with toughness and
Components: V, S, M (powdered rhubarb leaf and
resolve. Choose up to three creatures within range.
an adder’s stomach) Each target’s hit point maximum and current hit
Duration: Instantaneous points increase by 5 for the duration.
A shimmering green arrow streaks toward a target At Higher Levels. When you cast this spell using
within range and bursts in a spray of acid. Make a a spell slot of 3rd level or higher, a target’s hit
ranged spell attack against the target. points increase by an additional 5 for each slot level
On a hit, the target takes 4d4 acid damage above 2nd.
immediately and 2d4 acid damage at the end of its
next turn. On a miss, the arrow splashes the target Alarm
with acid for half as much of the initial damage and 1st-level abjuration (ritual)
no damage at the end of its next turn.
At Higher Levels. When you cast this spell using Casting Time: 1 minute
a spell slot of 3rd level or higher, the damage (both Range: 30 feet
initial and later) increases by 1d4 for each slot level Components: V, S, M (a tiny bell and a piece of fine
above 2nd. silver wire)
Duration: 8 hours
Acid Splash You set an alarm against unwanted intrusion.
Conjuration cantrip Choose a door, a window, or an area within range
Casting Time: 1 action that is no larger than a 20-foot cube. Until the spell
Range: 60 feet ends, an alarm alerts you whenever a Tiny or larger
creature touches or enters the warded area. When
Components: V, S you cast the spell, you can designate creatures that
Duration: Instantaneous won’t set off the alarm. You also choose whether
You hurl a bubble of acid. Choose one creature you the alarm is mental or audible.
can see within range, or choose two creatures you A mental alarm alerts you with a ping in your
can see within range that are within 5 feet of each mind if you are within 1 mile of the warded area.
other. A target must succeed on a Dexterity saving This ping awakens you if you are sleeping. An
throw or take 1d6 acid damage. audible alarm produces the sound of a hand bell for
At Higher Levels. This spell’s damage increases 10 seconds within 60 feet.
by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).

313
Alter Self Animal Friendship
2nd-level transmutation 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a morsel of food)
Duration: Concentration, up to 1 hour Duration: 24 hours
You assume a different form. When you cast the This spell lets you convince a beast that you mean
spell, choose one of the following options, the it no harm. Choose a beast that you can see within
effects of which last for the duration of the spell. range. It must see and hear you. If the beast’s
While the spell lasts, you can end one option as an Intelligence is 4 or higher, the spell fails.
action to gain the benefits of a different one. Otherwise, the beast must succeed on a Wisdom
Aquatic Adaptation. You adapt your body to an saving throw or be charmed by you for the spell’s
aquatic environment, sprouting gills and growing duration. If you or one of your companions harms
webbing between your fingers. You can breathe the target, the spell ends.
underwater and gain a swimming speed equal to At Higher Levels. When you cast this spell using
your walking speed. a spell slot of 2nd level or higher, you can affect one
Change Appearance. You transform your additional beast for each slot level above 1st.
appearance. You decide what you look like,
including your height, weight, facial features, sound
of your voice, hair length, coloration, and
Animal Messenger
2nd-level enchantment (ritual)
distinguishing characteristics, if any. You can make
yourself appear as a member of another race, Casting Time: 1 action
though none of your statistics change. You also Range: 30 feet
can’t appear as a creature of a different size than Components: V, S, M (a morsel of food)
you, and your basic shape stays the same; if you’re Duration: 24 hours
bipedal, you can’t use this spell to become
quadrupedal, for instance. At any time for the By means of this spell, you use an animal to deliver
duration of the spell, you can use your action to a message. Choose a Tiny beast you can see within
change your appearance in this way again. range, such as a bat, critic lizard, or kes’trekel. You
Natural Weapons. You grow claws, fangs, spines, specify a location, which you must have visited, and
horns, or a different natural weapon of your choice. a recipient who matches a general description,
Your unarmed strikes deal 1d6 bludgeoning, such as “a man or woman dressed in a Templar
piercing, or slashing damage, as appropriate to the uniform” or “a one-armed Tarek wearing a red
natural weapon you chose, and you are proficient tunic.” You also speak a message of up to twenty-
with your unarmed strikes. Finally, the natural five words. The target beast travels for the duration
weapon is magic and you have a +1 bonus to the of the spell toward the specified location, covering
attack and damage rolls you make using it. about 50 miles per 24 hours for a flying messenger,
or 25 miles for other animals.
When the messenger arrives, it delivers your
message to the creature that you described,
replicating the sound of your voice. The messenger
speaks only to a creature matching the description
you gave. If the messenger doesn’t reach its
destination before the spell ends, the message is
lost, and the beast makes its way back to where you
cast this spell.
At Higher Levels. If you cast this spell using a
spell slot of 3nd level or higher, the duration of the
spell increases by 48 hours for each slot level above
2nd.

314
Animal Shapes Animate Dead
8th-level transmutation 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: 10 feet
Components: V, S Components: V, S, M (a drop of blood, a piece of
Duration: Concentration, up to 24 hours flesh, and a pinch of bone dust)
Your magic turns others into beasts. Choose any Duration: Instantaneous
number of willing creatures that you can see within This spell creates an undead servant. Choose a pile
range. You transform each target into the form of a of bones or a corpse of a Medium or Small
Large or smaller beast with a challenge rating of 4 humanoid within range. Your spell imbues the
or lower. On subsequent turns, you can use your target with a foul mimicry of life, raising it as an
action to transform affected creatures into new undead creature. The target becomes a skeleton if
forms. you chose bones or a zombie if you chose a corpse
The transformation lasts for the duration for each (statistics for both can be found in the Athasian
target, or until the target drops to 0 hit points or Bestiary).
dies. You can choose a different form for each On each of your turns, you can use a bonus action
target. A target’s game statistics are replaced by the to mentally command any creature you made with
statistics of the chosen beast, though the target this spell if the creature is within 60 feet of you (if
retains its alignment and Intelligence, Wisdom, and you control multiple creatures, you can command
Charisma scores. The target assumes the hit points any or all of them at the same time, issuing the
of its new form, and when it reverts to its normal same command to each one). You decide what
form, it returns to the number of hit points it had action the creature will take and where it will move
before it transformed. If it reverts as a result of during its next turn, or you can issue a general
dropping to 0 hit points, any excess damage carries command, such as to guard a particular chamber
over to its normal form. As long as the excess or corridor. If you issue no commands, the creature
damage doesn’t reduce the creature’s normal form only defends itself against hostile creatures. Once
to 0 hit points, it isn’t knocked unconscious. The given an order, the creature continues to follow it
creature is limited in the actions it can perform by until its task is complete.
the nature of its new form, and it can’t speak or The creature is under your control for 24 hours,
cast spells. after which it stops obeying any command you’ve
The target’s gear melds into the new form. The given it. To maintain control of the creature for
target can’t activate, wield, or otherwise benefit another 24 hours, you must cast this spell on the
from any of its equipment. creature again before the current 24-hour period
ends. This use of the spell reasserts your control
over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile
of bones.

315
Animate Objects Antilife Shell
5th-level transmutation 5th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (10-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
Objects come to life at your command. Choose up A shimmering barrier extends out from you in a 10-
to ten nonmagical objects within range that are not foot radius and moves with you, remaining
being worn or carried. Medium targets count as centered on you and hedging out creatures other
two objects, Large targets count as four, and Huge than undead and constructs. The barrier lasts for
targets count as eight. You can’t animate any object the duration.
larger than Huge. Each target animates and The barrier prevents an affected creature from
becomes a creature under your control until the passing or reaching through. An affected creature
spell ends or until reduced to 0 hit points. can cast spells or make attacks with ranged or
As a bonus action, you can mentally command reach weapons through the barrier.
any creature you made with this spell if the If you move so that an affected creature is forced
creature is within 500 feet of you (if you control to pass through the barrier, the spell ends.
multiple creatures, you can command any or all of
them at the same time, issuing the same command
to each). You decide what action the creature will
take and where it will move during its next turn, or
you can issue a general command, such as to guard
a particular chamber or corridor. If you issue no
commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.

Animated Object Statistics


Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with AC, hit


points, attacks, Strength, and Dexterity determined
by its size. Its Constitution is 10 and its Intelligence
and Wisdom are 3, and its Charisma is 1. Its speed
is 30 feet; if the object lacks legs or other
appendages it can use for locomotion, it instead has
a flying speed of 30 feet and can hover. If the object
is securely attached to a surface or a larger object,
such as a chain bolted to a wall, its speed is 0. It
has blindsight with a radius of 30 feet and is blind
beyond that distance. When the animated object
drops to 0 hit points, it reverts to its original form,
and any remaining damage carries over.
If you command an object to attack, it can make a
single melee attack against a creature within 5 feet
of it. It makes a slam attack with an attack bonus
and bludgeoning damage determined by its size.
The DM might rule that a specific object inflicts
slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a
spell slot of 6th level or higher, you can animate
two additional objects for each slot level above 5th.

316
Antimagic Field Antipathy / Sympathy
8th-level abjuration 8th-level enchantment
Casting Time: 1 action Casting Time: 1 hour
Range: Self (10-foot-radius sphere) Range: 60 feet
Components: V, S, M (a pinch of iron filings) Components: V, S, M (either a lump of alum
Duration: Concentration, up to 1 hour soaked in vinegar for the antipathy effect, or a
A 10-foot-radius invisible sphere of antimagic drop of honey for the sympathy effect)
surrounds you. Within the sphere, spells can’t be Duration: 10 days
cast, summoned creatures disappear, and even This spell attracts or repels creatures of your
magic items become mundane. Until the spell ends, choice. You target something within range, either a
the sphere moves with you, centered on you. Huge or smaller object or creature, or an area that
Spells, psionic powers, and other magical effects, is no larger than a 200-foot cube. Then specify a
except those created by an artifact or an incredibly kind of intelligent creature, such as belgoi, gith, or
powerful entity, are suppressed in the sphere and t’liz. You invest the target with an aura that either
can’t protrude into it. A slot expended to cast a attracts or repels the specified creatures for the
suppressed spell is consumed. While an effect is duration. Choose antipathy or sympathy as the
suppressed, it doesn’t function, but the time it aura’s effect.
spends suppressed counts against its duration. Antipathy. The enchantment causes creatures of
Targeted Effects. Spells and other magical the kind you designated to feel an intense urge to
effects, such as magic missile and charm person, leave the area and avoid the target. When such a
that target a creature or an object in the sphere creature can see the target or comes within 60 feet
have no effect on that target. of it, the creature must succeed on a Wisdom
Areas of Magic. The area of another spell or saving throw or become frightened. The creature
magical effect, such as fireball, can’t extend into the remains frightened while it can see the target or is
sphere. If the sphere overlaps an area of magic, the within 60 feet of it. While frightened by the target,
part of the area that is covered by the sphere is the creature must use its movement to move to the
suppressed. For example, the flames created by a nearest safe spot from which it can’t see the target.
wall of fire are suppressed within the sphere, If the creature moves more than 60 feet from the
creating a gap in the wall. target and can’t see it, the creature is no longer
Spells. Any active spell or other magical effect on frightened, but the creature becomes frightened
a creature or an object in the sphere is suppressed again if it regains sight of the target or moves
while the creature or object is in it. within 60 feet of it.
Magic Items. The properties and powers of Sympathy. The enchantment causes the
magic items are suppressed in the sphere. For specified creatures to feel an intense urge to
example, a +1 longsword in the sphere functions as approach the target while within 60 feet of it or
a nonmagical longsword. able to see it. When such a creature can see the
A magic weapon’s properties and powers are target or comes within 60 feet of it, the creature
suppressed if it is used against a target in the must succeed on a Wisdom saving throw or use its
sphere or wielded by an attacker in the sphere. If a movement on each of its turns to enter the area or
magic weapon or a piece of magic ammunition fully move within reach of the target. When the creature
leaves the sphere (for example, if you fire a magic has done so, it can’t willingly move away from the
arrow or throw a magic spear at a target outside target.
the sphere), the magic of the item ceases to be If the target damages or otherwise harms an
suppressed as soon as it exits. affected creature, the affected creature can make a
Magical Travel. Teleportation and similar travel Wisdom saving throw to end the effect, as
also fail to work in the sphere, whether the sphere described below.
is the destination or the departure point for such Ending the Effect. If an affected creature ends its
magical travel. A portal to another location, as well turn while not within 60 feet of the target or able to
as an opening to an extradimensional space such see it, the creature makes a Wisdom saving throw.
as that created by the nomad’s tiny hut spell, On a successful save, the creature is no longer
temporarily closes while in the sphere. affected by the target and recognizes the feeling of
Creatures and Objects. A creature or object repugnance or attraction as magical. In addition, a
summoned or created by magic temporarily winks creature affected by the spell is allowed another
out of existence in the sphere. Such a creature Wisdom saving throw every 24 hours while the
instantly reappears once the space the creature spell persists.
occupied is no longer within the sphere. A creature that successfully saves against this
Dispel Magic. Spells and magical effects such as effect is immune to it for 1 minute, after which time
dispel magic have no effect on the sphere. it can be affected again.
Likewise, the spheres created by different
antimagic field spells don’t nullify each other.

317
Arcane Eye Arcane Lock
4th-level divination 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a bit of bat fur) Components: V, S, M (silver dust worth at least 25
Duration: Concentration, up to 1 hour ct, which the spell consumes)
You create an invisible, magical eye within range Duration: Until dispelled
that hovers in the air for the duration. You touch a closed door, window, gate, chest, or
You mentally receive visual information from the other entryway, and it becomes locked for the
eye, which has normal vision and darkvision out to duration. You and the creatures you designate
30 feet. The eye can look in every direction. As an when you cast this spell can open the object
action, you can move the eye up to 30 feet in any normally. You can also set a password that, when
direction. There is no limit to how far away from spoken within 5 feet of the object, suppresses this
you the eye can move, but it can’t enter another spell for 1 minute. Otherwise, it is impassable until
plane of existence. A solid barrier blocks the eye’s it is broken or the spell is dispelled or suppressed.
movement, but the eye can pass through an Casting knock on the object suppresses arcane lock
opening as small as 1 inch in diameter. for 10 minutes.
While affected by this spell, the object is more
Arcane Gate difficult to break or force open; the DC to break it
or pick any locks on it increases by 10.
6th-level conjuration
Casting Time: 1 action
Range: 500 feet
Armor of Sielba
1st-level abjuration
Components: V, S
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: Self
You create linked teleportation portals that remain
open for the duration. Choose two points on the Components: V, S, M (a cup of water)
ground that you can see, one point within 10 feet of Duration: 1 hour
you and one point within 500 feet of you. A circular A protective magical force surrounds you,
portal, 10 feet in diameter, opens over each point. If manifesting as a spectral frost that covers you and
the portal would open in the space occupied by a your gear. You gain 5 temporary hit points for the
creature, the spell fails, and the casting is lost. duration. If a creature hits you with a melee attack
The portals are two-dimensional glowing rings while you have these hit points, the creature takes
filled with mist, hovering inches from the ground 5 cold damage.
and perpendicular to it at the points you choose. A At Higher Levels. When you cast this spell using
ring is visible only from one side (your choice), a spell slot of 2nd level or higher, both the
which is the side that functions as a portal. temporary hit points and the cold damage increase
Any creature or object entering the portal exits by 5 for each slot level above 1st.
from the other portal as if the two were adjacent to
each other; passing through a portal from the
nonportal side has no effect. The mist that fills each
Arms of Kalid-Ma
portal is opaque and blocks vision through it. On 1st-level conjuration
your turn, you can rotate the rings as a bonus Casting Time: 1 action
action so that the active side faces in a different Range: Self (10-foot radius)
direction. Components: V, S
Duration: Instantaneous
You invoke the power of Kalid-Ma, the Dark
Hunger of Kalidnay.
Tendrils of dark energy erupt from you and batter
all creatures within 10 feet of you. Each creature in
that area must make a Strength saving throw. On a
failed save, a target takes 2d6 necrotic damage and
can’t take reactions until its next turn. On a
successful save, the creature takes half damage,
but suffers no other effect.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

318
Augury Aura of Purity
2nd-level divination (ritual) 4th-level abjuration
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: Self (30-foot radius)
Components: V, S, M (specially marked sticks, Components: V
bones, or similar tokens worth at least 25 ct) Duration: Concentration, up to 10 minutes
Duration: Instantaneous Purifying energy radiates from you in an aura with
By casting gem-inlaid sticks, rolling lizard bones, a 30-foot radius. Until the spell ends, the aura
laying out ornate cards, or employing some other moves with you, centered on you. Each nonhostile
divining tool, you receive an omen from an creature in the aura (including you) can’t become
otherworldly entity about the results of a specific diseased, has resistance to poison damage, and has
course of action that you plan to take within the advantage on saving throws against effects that
next 30 minutes. The DM chooses from the cause any of the following conditions: blinded,
following possible omens: charmed, deafened, frightened, paralyzed,
poisoned, and stunned.
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Aura of Vitality
3rd-level evocation
Nothing, for results that aren’t especially good
or bad Casting Time: 1 action
Range: Self (30-foot radius)
The spell doesn’t take into account any possible Components: V
circumstances that might change the outcome, Duration: Concentration, up to 1 minute
such as the casting of additional spells or the loss
or gain of a companion. Healing energy radiates from you in an aura with a
If you cast the spell two or more times before 30-foot radius. Until the spell ends, the aura moves
completing your next long rest, there is a with you, centered on you. You can use a bonus
cumulative 25 percent chance for each casting after action to cause one creature in the aura (including
the first that you get a random reading. The DM you) to regain 2d6 hit points.
makes this roll in secret.
Awaken
Aura of Life 5th-level transmutation
4th-level abjuration Casting Time: 8 hours
Casting Time: 1 action Range: Touch
Range: Self (30-foot radius) Components: V, S, M (an agate worth at least
Components: V 1,000 ct, which the spell consumes)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Life-preserving energy radiates from you in an aura After spending the casting time tracing magical
with a 30-foot radius. Until the spell ends, the aura pathways within a precious gemstone, you touch a
moves with you, centered on you. Each nonhostile Huge or smaller beast or plant. The target must
creature in the aura (including you) has resistance have either no Intelligence score or an Intelligence
to necrotic damage, and its hit point maximum of 3 or less. The target gains an Intelligence of 10.
can’t be reduced. In addition, a nonhostile, living The target also gains the ability to speak one
creature regains 1 hit point when it starts its turn in language you know. If the target is a plant, it gains
the aura with 0 hit points. the ability to move its limbs, roots, vines, creepers,
and so forth, and it gains senses similar to a
Human’s. Your DM chooses statistics appropriate
for the awakened plant, such as the statistics for
the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you
for 30 days or until you or your companions do
anything harmful to it. When the charmed
condition ends, the awakened creature chooses
whether to remain friendly to you, based on how
you treated it while it was charmed.

319
Backlash Banishing Smite
1st level abjuration 5th-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet (40 ft. radius) Range: Self
Components: V, S, M (a thorn) Components: V
Duration: 24 hours or until discharged Duration: Concentration, up to 1 minute
Also known as the preserver’s scourge, this spell The next time you hit a creature with a weapon
makes the ground dangerous to defilers. Land in a attack before this spell ends, your weapon crackles
40-foot-radius centered on a point within range is with force, and the attack deals an extra 5d10 force
affected by this spell. Should a spellcaster attempt damage to the target. Additionally, if this attack
arcane defiling on the land that is protected by a reduces the target to 50 hit points or fewer, you
backlash, they automatically take 1d6 force banish it. If the target is native to a different plane
damage. The spellcasting defiler must then make a of existence than the one you’re on, the target
Constitution saving throw, or the spell they were disappears, returning to its home plane. If the
casting is lost and the land is not defiled. Once it target is native to the plane you’re on, the creature
has inflicted damage, the spell is discharged and vanishes into a harmless demiplane. While there,
the ground returns to normal. Only one backlash the target is incapacitated. It remains there until
can be cast on any given plot of ground. the spell ends, at which point the target reappears
At Higher Levels. When you cast this spell using in the space it left or in the nearest unoccupied
a spell slot of 2nd level or higher, the damage dealt space if that space is occupied.
increases by 1d6 for each spell slot above 1st.
Banishment
Bane 4th-level abjuration
1st-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 30 feet Components: V, S, M (an item distasteful to the
Components: V, S, M (a drop of blood) target)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can You attempt to send one creature that you can see
see within range must make Charisma saving within range to another plane of existence. The
throws. Whenever a target that fails this saving target must succeed on a Charisma saving throw or
throw makes an attack roll or a saving throw before be banished.
the spell ends, the target must roll a d4 and If the target is native to the plane of existence
subtract the number rolled from the attack roll or you’re on, you banish the target to a harmless
saving throw. demiplane. While there, the target is incapacitated.
At Higher Levels. When you cast this spell using The target remains there until the spell ends, at
a spell slot of 2nd level or higher, you can target which point the target reappears in the space it left
one additional creature for each slot level above or in the nearest unoccupied space if that space is
1st. occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to its
home plane. If the spell ends before 1 minute has
passed, the target reappears in the space it left or in
the nearest unoccupied space if that space is
occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.

320
Barkskin Beast Sense
2nd-level transmutation 2nd-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a handful of oak bark) Components: S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, You touch a willing beast. For the duration of the
the target’s skin has a rough, bark-like appearance, spell, you can use your action to see through the
and the target’s AC can’t be less than 16, beast’s eyes and hear what it hears, and continue to
regardless of what kind of armor it is wearing. do so until you use your action to return to your
normal senses. While perceiving through the
Beacon of Hope beast’s senses, you gain the benefits of any special
senses possessed by that creature, though you are
3rd-level abjuration blinded and deafened to your own surroundings.
Casting Time: 1 action
Range: 30 feet Belgoi’s Hideous Laughter
Components: V, S 1st-level enchantment
Duration: Concentration, up to 1 minute
Casting Time: 1 action
This spell bestows hope and vitality. Choose any Range: 30 feet
number of creatures within range. For the duration,
Components: V, S, M (sharp teeth and a feather)
each target has advantage on Wisdom saving
Duration: Concentration, up to 1 minute
throws and saving throws made to stabilize after
reaching 0 hit points, and regains the maximum A creature of your choice that you can see within
number of hit points possible from any healing. range perceives everything as hilariously funny and
falls into fits of laughter if this spell affects it. The
Beast Bond target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to
1st-level divination
stand up for the duration. A creature with an
Casting Time: 1 action Intelligence score of 4 or less isn’t affected.
Range: Touch At the end of each of its turns, and each time it
Components: V, S, M (a bit of fur wrapped in a takes damage, the target can make another
cloth) Wisdom saving throw. The target has advantage on
Duration: Concentration, up to 10 minutes the saving throw if it’s triggered by damage. On a
success, the spell ends.
You establish a telepathic link with one beast you
touch that is friendly to you or charmed by you. The
spell fails if the beast’s Intelligence is 4 or higher.
Until the spell ends, the link is active while you and
the beast are within line of sight of each other.
Through the link, the beast can understand your
telepathic messages to it, and it can telepathically
communicate simple emotions and concepts back
to you. While the link is active, the beast gains
advantage on attack rolls against any creature
within 5 feet of you that you can see.

321
Bestow Curse Blade of Disaster
3rd-level necromancy 9th-level conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You touch a creature, and that creature must You create a blade-shaped planar rift about 3 feet
succeed on a Wisdom saving throw or become long in an unoccupied space you can see within
cursed for the duration of the spell. When you cast range. The blade lasts for the duration. When you
this spell, choose the nature of the curse from the cast this spell, you can make up to two melee spell
following options: attacks with the blade, each one against a creature,
loose object, or structure within 5 feet of the blade.
Choose one ability score. While cursed, the On a hit, the target takes 4d12 force damage. This
target has disadvantage on ability checks and attack scores a critical hit if the number on the d20
saving throws made with that ability score. is 18 or higher. On a critical hit, the blade deals an
While cursed, the target has disadvantage on extra 8d12 force damage (for a total of 12d12 force
attack rolls against you. damage).
While cursed, the target must make a Wisdom As a bonus action on your turn, you can move the
saving throw at the start of each of its turns. If it blade up to 30 feet to an unoccupied space you can
fails, it wastes its action that turn doing nothing. see and then make up to two melee spell attacks
While the target is cursed, your attacks and with it again.
The blade can harmlessly pass through any
spells deal an extra 1d8 necrotic damage to the
barrier, including a wall of force.
target.
A remove curse spell ends this effect. At the DM’s Blade Ward
option, you may choose an alternative effect, but it Abjuration cantrip
should be no more powerful than those above. The
DM has final say on such a curse’s effect. Casting Time: 1 action
At Higher Levels. If you cast this spell using a Range: Self
spell slot of 4th level or higher, the duration is Components: V, S
concentration, up to 10 minutes. If you use a spell Duration: 1 round
slot of 5th level or higher, the duration is 8 hours. If You extend your hand and trace a sigil of warding
you use a spell slot of 7th level or higher, the in the air. Until the end of your next turn, you have
duration is 24 hours. If you use a 9th level spell resistance against bludgeoning, piercing, and
slot, the spell lasts until it is dispelled. Using a spell slashing damage dealt by weapon attacks.
slot of 5th level or higher grants a duration that
doesn’t require concentration.
Bless
Blade Barrier 1st-level enchantment
6th-level evocation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action
Components: V, S, M (a sprinkling of arcanic
Range: 90 feet
water)
Components: V, S
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You bless up to three creatures of your choice
You create a vertical wall of whirling, razor-sharp within range. Whenever a target makes an attack
blades made of magical energy. The wall appears
roll or a saving throw before the spell ends, the
within range and lasts for the duration. You can
target can roll a d4 and add the number rolled to
make a straight wall up to 100 feet long, 20 feet
the attack roll or saving throw.
high, and 5 feet thick, or a ringed wall up to 60 feet
At Higher Levels. When you cast this spell using
in diameter, 20 feet high, and 5 feet thick. The wall
a spell slot of 2nd level or higher, you can target
provides three-quarters cover to creatures behind
one additional creature for each slot level above
it, and its space is difficult terrain. 1st.
When a creature enters the wall’s area for the
first time on a turn or starts its turn there, the
creature must make a Dexterity saving throw. On a
failed save, the creature takes 6d10 slashing
damage. On a successful save, the creature takes
half as much damage.

322
Blight Blindness/Deafness
4th-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V
Duration: Instantaneous Duration: 1 minute
Necromantic energy washes over a creature of your You can blind or deafen a foe. Choose one creature
choice that you can see within range, draining that you can see within range to make a
moisture and vitality from it. The target must make Constitution saving throw. If it fails, the target is
a Constitution saving throw. The target takes 8d8 either blinded or deafened (your choice) for the
necrotic damage on a failed save, or half as much duration. At the end of each of its turns, the target
damage on a successful one. This spell has no can make a Constitution saving throw. On a
effect on undead or constructs. If you target a plant success, the spell ends.
creature or a magical plant, it makes the saving At Higher Levels. When you cast this spell using
throw with disadvantage, and the spell deals a spell slot of 3rd level or higher, you can target one
maximum damage to it. additional creature for each slot level above 2nd.
If you target a nonmagical plant that isn’t a
creature, such as a tree or shrub, it doesn’t make a
saving throw; it simply withers and dies.
Blink
3rd-level transmutation
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the damage Casting Time: 1 action
increases by 1d8 for each slot level above 4th. Range: Self
Components: V, S
Blinding Smite Duration: 1 minute
3rd-level evocation Roll a d20 at the end of each of your turns for the
Casting Time: 1 bonus action duration of the spell. On a roll of 11 or higher, you
Range: Self vanish from your current plane of existence and
appear in the Gray (the spell fails and the casting is
Components: V
wasted if you were already on that plane). At the
Duration: Concentration, up to 1 minute
start of your next turn, and when the spell ends if
The next time you hit a creature with a melee you are still in the Gray, you return to an
weapon attack during this spell’s duration, your unoccupied space of your choice that you can see
weapon flares with bright light, and the attack deals within 10 feet of the space you vanished from. If no
an extra 3d8 radiant damage to the target. unoccupied space is available within that range,
Additionally, the target must succeed on a you appear in the nearest unoccupied space
Constitution saving throw or be blinded until the (chosen at random if more than one space is
spell ends. equally near). You can dismiss this spell as an
A creature blinded by this spell makes another action.
Constitution saving throw at the end of each of its While in the Gray, you can see and hear the plane
turns. On a successful save, it is no longer blinded. you originated from, which is cast in monochrome,
and you can’t see anything there more than 60 feet
away. You can only affect and be affected by other
creatures within the Gray. Creatures that aren’t
there can’t perceive you or interact with you, unless
they have the ability to do so.

323
Blur Booming Blade
2nd-level illusion Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (5-foot radius)
Components: V Components: V, M (a melee weapon worth at least
Duration: Concentration, up to 1 minute 1 sp)
Your body becomes blurred, shifting and wavering Duration: 1 round
to all who can see you. For the duration, any You brandish the weapon used in the spell’s casting
creature has disadvantage on attack rolls against and make a melee attack with it against one
you. An attacker is immune to this effect if it creature within 5 feet of you. On a hit, the target
doesn’t rely on sight, as with blindsight, or can see suffers the weapon attack’s normal effects and then
through illusions, as with truesight. becomes sheathed in booming energy until the
start of your next turn. If the target willingly moves
Bones of the Earth 5 feet or more before then, the target takes 1d8
thunder damage, and the spell ends.
6th-level transmutation
At Higher Levels. This spell’s damage increases
Casting Time: 1 action when you reach certain levels. At 5th level, the
Range: 120 feet melee attack deals an extra 1d8 thunder damage to
Components: V, S the target on a hit, and the damage the target takes
Duration: Instantaneous for moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level (2d8 and 3d8) and
You cause up to six pillars of stone to burst from again at 17th level (3d8 and 4d8).
places on the ground that you can see within range.
Each pillar is a cylinder that has a diameter of 5
feet and a height of up to 30 feet. The ground Branding Smite
where a pillar appears must be wide enough for its 2nd-level evocation
diameter, and you can target the ground under a Casting Time: 1 bonus action
creature if that creature is Medium or smaller.
Range: Self
Each pillar has AC 5 and 30 hit points. When
Components: V
reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain Duration: Concentration, up to 1 minute
with a 10-foot radius that lasts until the rubble is The next time you hit a creature with a weapon
cleared. Each 5-foot-diameter portion of the area attack before this spell ends, the weapon gleams
requires at least 1 minute to clear by hand. with astral radiance as you strike. The attack deals
If a pillar is created under a creature, that an extra 2d6 radiant damage to the target, which
creature must succeed on a Dexterity saving throw becomes visible if it’s invisible, and the target sheds
or be lifted by the pillar. A creature can choose to dim light in a 5-foot radius and can’t become
fail the save. invisible until the spell ends.
If a pillar is prevented from reaching its full At Higher Levels. When you cast this spell using
height because of a ceiling or other obstacle, a a spell slot of 3rd level or higher, the extra damage
creature on the pillar takes 6d6 bludgeoning increases by 1d6 for each slot level above 2nd.
damage and is restrained, pinched between the
pillar and the obstacle. The restrained creature can
use an action to make a Strength or Dexterity
Burning Hands
check (the creature’s choice) against the spell’s 1st-level evocation
save DC. On a success, the creature is no longer Casting Time: 1 action
restrained and must either move off the pillar or fall Range: Self (15-foot cone)
off it. Components: V, S
At Higher Levels. When you cast this spell using Duration: Instantaneous
a spell slot of 7th level or higher, you can create
two additional pillars for each slot level above 6th. As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in
a 15-foot cone must make a Dexterity saving throw.
A creature takes 3d6 fire damage on a failed save,
or half as much damage on a successful one.
The fire ignites any flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

324
Call Lightning Catapult
3rd-level conjuration 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
A storm cloud appears in the shape of a cylinder Choose one object weighing 1 to 5 pounds within
that is 10 feet tall with a 60-foot radius, centered on range that isn’t being worn or carried. The object
a point you can see within range directly above you. flies in a straight line up to 90 feet in a direction
The spell fails if you can’t see a point in the air you choose before falling to the ground, stopping
where the storm cloud could appear (for example, if early if it impacts against a solid surface. If the
you are in a room that can’t accommodate the object would strike a creature, that creature must
cloud). make a Dexterity saving throw. On a failed save,
When you cast the spell, choose a point you can the object strikes the target and stops moving.
see under the cloud. A bolt of lightning flashes When the object strikes something, the object and
down from the cloud to that point. Each creature what it strikes each take 3d8 bludgeoning damage.
within 5 feet of that point must make a Dexterity At Higher Levels. When you cast this spell using
saving throw. A creature takes 3d10 lightning a spell slot of 2nd level or higher, the maximum
damage on a failed save, or half as much damage weight of objects that you can target with this spell
on a successful one. On each of your turns until the increases by 5 pounds, and the damage increases
spell ends, you can use your action to call down by 1d8, for each slot level above 1st.
lightning in this way again, targeting the same point
or a different one.
If you are outdoors in stormy conditions when
Catnap
3rd-level enchantment
you cast this spell, the spell gives you control over
the existing storm instead of creating a new one. Casting Time: 1 action
Under such conditions, the spell’s damage Range: 30 feet
increases by 1d10. Components: S, M (a pinch of sand)
At Higher Levels. When you cast this spell using Duration: 10 minutes
a spell slot of 4th or higher level, the damage
increases by 1d10 for each slot level above 3rd. You make a calming gesture, and up to three
willing creatures of your choice that you can see
within range fall unconscious for the spell’s
Calm Emotions duration. The spell ends on a target early if it takes
2nd-level enchantment damage or someone uses an action to shake or slap
Casting Time: 1 action it awake. If a target remains unconscious for the
Range: 60 feet full duration, that target gains the benefit of a short
Components: V, S rest, even if it has already taken two short rests that
day, but it is then immune to this spell until it
Duration: Concentration, up to 1 minute finishes a long rest.
You attempt to suppress strong emotions in a At Higher Levels. When you cast this spell using
group of people. Each humanoid in a 20-foot-radius a spell slot of 4th level or higher, you can target one
sphere centered on a point you choose within range additional willing creature for each slot level above
must make a Charisma saving throw; a creature 3rd.
can choose to fail this saving throw if it wishes. If a
creature fails its saving throw, choose one of the
following two effects.
You can suppress any effect causing a target to be
charmed or frightened. When this spell ends, any
suppressed effect resumes, provided that its
duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses any
of its friends being harmed. When the spell ends,
the creature becomes hostile again, unless the DM
rules otherwise.

325
Cause Fear Ceremony
1st-level necromancy 1st-level abjuration (ritual)
Casting Time: 1 action Casting Time: 1 hour
Range: 60 feet Range: Touch
Components: V Components: V, S, M (25 ct worth of powdered
Duration: Concentration, up to 1 minute silver, which the spell consumes)
You awaken the sense of mortality in one creature Duration: Instantaneous
you can see within range. A construct or an undead You perform a special religious ceremony that is
is immune to this effect. The target must succeed infused with magic. When you cast the spell,
on a Wisdom saving throw or become frightened of choose one of the following rites, the target of
you until the spell ends. The frightened target can which must be within 10 feet of you throughout the
repeat the saving throw at the end of each of its casting.
turns, ending the effect on itself on a success. Atonement. You touch one willing creature
At Higher Levels. When you cast this spell using whose alignment has changed, and you make a DC
a spell slot of 2nd level or higher, you can target 20 Wisdom (Insight) check. On a successful check,
one additional creature for each slot level above you restore the target to its original alignment.
1st. The creatures must be within 30 feet of each Charge Water. You touch one vial of water and
other when you target them. cause it to become arcanic water.
Coming of Age. You touch one humanoid who is
Caustic Bile a young adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4 and
1st-level evocation
add the number rolled to the ability check. A
Casting Time: 1 action creature can benefit from this rite only once.
Range: Self (30-foot line) Dedication. You touch one humanoid who
Components: V, S, M (a bit of rotten food) wishes to be dedicated to your Sorcerer-King’s
Duration: Concentration, up to 1 minute service. For the next 24 hours, whenever the target
makes a saving throw, it can roll a d4 and add the
A stream of acid emanates from you in a line 30 number rolled to the save. A creature can benefit
feet long and 5 feet wide in a direction you choose. from this rite only once.
Each creature in the line must succeed on a Funeral Rite. You touch one corpse, and for the
Dexterity saving throw or be covered in acid for the next 7 days, the target can’t become undead by any
spell’s duration or until a creature uses its action to means short of a wish spell.
scrape or wash the acid off itself or another Wedding. You touch adult humanoids willing to
creature. A creature covered in the acid takes 2d4 be bonded together in marriage. For the next 7
acid damage at the start of each of its turns. days, each target gains a +2 bonus to AC while they
At Higher Levels. When you cast this spell using are within 30 feet of each other. A creature can
a spell slot of 2nd level or higher, the damage benefit from this rite again only if widowed.
increases by 2d4 for each slot level above 1st.

326
Chain Lightning Charm Person
6th-level evocation 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 30 feet
Components: V, S, M (a bit of fur; a piece of amber, Components: V, S
glass, or a crystal rod; and three silver pins) Duration: 1 hour
Duration: Instantaneous You attempt to charm a humanoid you can see
You create a bolt of lightning that arcs toward a within range. It must make a Wisdom saving throw,
target of your choice that you can see within range. and does so with advantage if you or your
Three bolts then leap from that target to as many companions are fighting it. If it fails the saving
as three other targets, each of which must be throw, it is charmed by you until the spell ends or
within 30 feet of the first target. A target can be a until you or your companions do anything harmful
creature or an object and can be targeted by only to it. The charmed creature regards you as a
one of the bolts. friendly acquaintance. When the spell ends, the
Each target must make a Dexterity saving throw. creature knows it was charmed by you.
The target takes 10d8 lightning damage on a failed At Higher Levels. When you cast this spell using
save, or half as much damage on a successful one. a spell slot of 2nd level or higher, you can target
At Higher Levels. When you cast this spell using one additional creature for each slot level above
a spell slot of 7th level or higher, one additional 1st. The creatures must be within 30 feet of each
bolt leaps from the first target to another target for other when you target them.
each slot level above 6th.
Chill Touch
Charm Monster Necromancy cantrip
4th-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 30 feet Components: V, S
Components: V, S Duration: 1 round
Duration: 1 hour You create a ghostly, skeletal hand in the space of a
You attempt to charm a creature you can see within creature within range. Make a ranged spell attack
range. It must make a Wisdom saving throw, and it against the creature to assail it with the chill of the
does so with advantage if you or your companions grave. On a hit, the target takes 1d8 necrotic
are fighting it. If it fails the saving throw, it is damage, and it can’t regain hit points until the start
charmed by you until the spell ends or until you or of your next turn. Until then, the hand clings to the
your companions do anything harmful to it. The target. If you hit an undead target, it also has
charmed creature is friendly to you. When the spell disadvantage on attack rolls against you until the
ends, the creature knows it was charmed by you. end of your next turn.
At Higher Levels. When you cast this spell using At Higher Levels. This spell’s damage increases
a spell slot of 5th level or higher, you can target one by 1d8 when you reach 5th level (2d8), 11th level
additional creature for each slot level above 4th. (3d8), and 17th level (4d8).
The creatures must be within 30 feet of each other
when you target them. Chromatic Orb
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50
ct)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a
creature that you can see within range. You choose
acid, cold, fire, lightning, poison, or thunder for the
type of orb you create, and then make a ranged
spell attack against the target. If the attack hits, the
creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.

327
Circle of Death Clone
6th-level necromancy 8th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 150 feet Range: Touch
Components: V, S, M (the powder of a crushed Components: V, S, M (a diamond worth at least
black pearl worth at least 500 ct) 1,000 ct and at least 1 cubic inch of flesh of the
Duration: Instantaneous creature that is to be cloned, which the spell
A sphere of negative energy ripples out in a 60-foot- consumes, and a vessel worth at least 2,000 ct
radius sphere from a point within range. Each that has a sealable lid and is large enough to hold
creature in that area must make a Constitution the creature being cloned, such as a huge urn,
saving throw. A target takes 8d6 necrotic damage coffin, mud-filled cyst in the ground, or crystal
on a failed save, or half as much damage on a container filled with salt water)
successful one. Duration: Instantaneous
At Higher Levels. When you cast this spell using This spell grows an inert duplicate of a living
a spell slot of 7th level or higher, the damage creature as a safeguard against death. This clone
increases by 2d6 for each slot level above 6th. forms inside the vessel used in the spell’s casting
and grows to full size and maturity after 120 days;
Circle of Power you can also choose to have the clone be a younger
5th-level abjuration version of the same creature. It remains inert and
endures indefinitely, as long as its vessel remains
Casting Time: 1 action undisturbed.
Range: Self (30-foot radius) At any time after the clone matures, if the original
Components: V creature dies, its soul transfers to the clone,
Duration: Concentration, up to 10 minutes provided that the soul is free and willing to return.
Arcane energy radiates from you, distorting The clone is physically identical to the original
magical energy within 30 feet. Until the spell ends, and has the same personality, memories, and
the sphere moves with you, centered on you. For abilities, but none of the original’s equipment. The
the duration, each friendly creature in the area original creature’s physical remains, if they still
(including you) has advantage on saving throws exist, become inert and can’t thereafter be restored
against spells, psionic powers, and other magical to life, since the creature’s soul is elsewhere.
effects. Additionally, when an affected creature
succeeds on a saving throw to take only half Cloud of Daggers
damage against a spell, psionic power, or magical 2nd-level conjuration
effect, it instead takes no damage if it succeeds on
the saving throw. Casting Time: 1 action
Range: 60 feet
Clairvoyance Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
3rd-level divination
You fill the air with spinning daggers in a cube 5
Casting Time: 10 minutes feet on each side, centered on a point you choose
Range: 1 mile within range. A creature takes 4d4 slashing
Components: V, S, M (a focus worth at least 100 damage when it enters the spell’s area for the first
ct, such as a jeweled hearing horn or a glass eye) time on a turn or starts its turn there.
Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using
You create an invisible sensor within range in a a spell slot of 3rd level or higher, the damage
location familiar to you (a place you have visited or increases by 2d4 for each slot level above 2nd.
seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a
corner, or in a grove of trees). The sensor remains
in place for the duration, and it can’t be attacked or
otherwise interacted with.
When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the
sensor as if you were in its space. As an action, you
can switch between seeing and hearing.
A creature that can see the sensor (such as a
creature benefiting from see invisibility or
truesight) sees a luminous, intangible orb about the
size of your fist.

328
Cloudkill Command
5th-level conjuration 1st-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: 1 round
You create a 20-foot-radius sphere of poisonous, You speak a one-word command to a creature you
yellow-green fog centered on a point you choose can see within range. The target must succeed on a
within range. The fog spreads around corners. It Wisdom saving throw or follow the command on its
lasts for the duration or until strong wind disperses next turn. The spell has no effect if the target is
the fog, ending the spell. Its area is heavily undead, if it doesn’t understand your language, or if
obscured. your command is directly harmful to it.
When a creature enters the spell’s area for the Some typical commands and their effects follow.
first time on a turn or starts its turn there, that You might issue a command other than one
creature must make a Constitution saving throw. described here. If you do so, the DM determines
The creature takes 5d8 poison damage on a failed how the target behaves. If the target is prevented
save, or half as much damage on a successful one. from following your command, the spell ends.
Creatures are affected even if they hold their breath Approach. The target moves toward you by the
or don’t need to breathe. shortest and most direct route, ending its turn if it
The fog moves 10 feet away from you at the start moves within 5 feet of you.
of each of your turns, rolling along the surface of Drop. The target drops whatever it is holding and
the ground. The vapors, being heavier than air, sink then ends its turn.
to the lowest level of the land, even pouring down Flee. The target spends its turn moving away
openings. from you by the fastest available means.
At Higher Levels. When you cast this spell using Grovel. The target falls prone and then ends its
a spell slot of 6th level or higher, the damage turn.
increases by 1d8 for each slot level above 5th. Halt. The target stays where it is and takes no
actions.
Color Spray At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
1st-level illusion additional creature for each slot level above 1st.
Casting Time: 1 action The creatures must be within 30 feet of each other
Range: Self (15-foot cone) when you target them.
Components: V, S, M (a pinch of powder or sand
that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs
from your hand. Roll 6d10; the total is how many
hit points of creatures this spell can affect.
Creatures in a 15-foot cone originating from you
are affected in ascending order of their current hit
points (ignoring unconscious creatures and
creatures that can’t see).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell is blinded until the end of your next turn.
Subtract each creature’s hit points from the total
before moving on to the creature with the next
lowest hit points. A creature’s hit points must be
equal to or less than the remaining total for that
creature to be affected.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st.

329
Commune Compelled Duel
5th-level divination (ritual) 1st-level enchantment
Casting Time: 1 minute Casting Time: 1 bonus action
Range: Self Range: 30 feet
Components: V, S, M (incense and a vial of arcanic Components: V
water, a symbol of the elements, or other focus) Duration: Concentration, up to 1 minute
Duration: 1 minute You attempt to compel a creature into a duel. One
You contact your Sorcerer-King, elemental, or creature that you can see within range must make a
another suitably powerful being and inquire about Wisdom saving throw. On a failed save, the
the mysteries before you. This communion can creature is drawn to you, compelled by your
strain or even break your mind. When you cast this magical demand. For the duration, it has
spell, make a DC 15 Intelligence saving throw. On disadvantage on attack rolls against creatures other
a failure, you take 6d6 psychic damage and are than you, and must make a Wisdom saving throw
insane until you finish a long rest. While insane, each time it attempts to move to a space that is
you can’t take actions, can’t understand what other more than 30 feet away from you; if it succeeds on
creatures say, can’t read, and speak only in this saving throw, this spell doesn’t restrict the
gibberish. A greater restoration spell cast on you target’s movement for that turn.
ends this effect. The spell ends if you attack any other creature, if
On a successful save, you can ask the entity up to you cast a spell that targets a hostile creature other
five questions. You must ask your questions before than the target, if a creature friendly to you
the spell ends. The DM answers each question with damages the target or casts a harmful spell on it, or
one word, such as “yes,” “no,” “maybe,” “never,” if you end your turn more than 30 feet away from
“irrelevant,” or “unclear” (if the entity doesn’t know the target.
the answer to the question). If a one-word answer
would be misleading, the DM might instead offer a
short phrase as an answer.
Comprehend Languages
1st-level divination (ritual)
If you cast the spell twice or more before your
next long rest, there is a cumulative 25 percent Casting Time: 1 action
chance for each casting after the first that you get Range: Self
no answer. The DM makes this roll in secret. Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
Commune with Nature For the duration, you understand the literal
5th-level divination (ritual) meaning of any spoken language that you hear. You
Casting Time: 1 minute also understand any written language that you see,
but you must be touching the surface on which the
Range: Self
words are written. It takes about 1 minute to read
Components: V, S
one page of text.
Duration: Instantaneous This spell doesn’t decode secret messages in a
You briefly become one with nature and gain text or a glyph, such as an arcane sigil, that isn’t
knowledge of your surroundings. In the outdoors, part of a written language.
the spell gives you knowledge of the land within 3
miles of you. In natural underground settings like
caves, the radius is limited to 300 feet. The spell
Cone of Cold
5th-level evocation
doesn’t function where nature has been replaced by
construction, such as in dungeons and towns. Casting Time: 1 action
You instantly gain knowledge of up to three facts Range: Self (60-foot cone)
of your choice about any of the following subjects Components: V, S, M (a small crystal or glass
as they relate to the area: cone)
Duration: Instantaneous
terrain and bodies of water
prevalent plants, minerals, animals, or peoples A blast of cold air erupts from your hands. Each
powerful aberrations, beasts, fey, elementals, creature in a 60-foot cone must make a
monstrosities, or undead Constitution saving throw. A creature takes 8d8
influence from other planes of existence cold damage on a failed save, or half as much
damage on a successful one. A creature killed by
buildings this spell becomes a frozen statue until it thaws.
For example, you could determine the location of At Higher Levels. When you cast this spell using
powerful undead in the area, the location of major a spell slot of 6th level or higher, the damage
sources of safe drinking water, and the location of increases by 1d8 for each slot level above 5th.
any nearby towns.

330
Confusion Conjure Barrage
4th-level enchantment 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (60-foot cone)
Components: V, S, M (three nut shells) Components: V, S, M (one piece of ammunition or
Duration: Concentration, up to 1 minute a thrown weapon)
This spell assaults and twists creatures’ minds, Duration: Instantaneous
spawning delusions and provoking uncontrolled You throw a nonmagical weapon or fire a piece of
action. Each creature in a 10-foot-radius sphere nonmagical ammunition into the air to create a
centered on a point you choose within range must cone of identical weapons that shoot forward and
succeed on a Wisdom saving throw when you cast then disappear. Each creature in a 60-foot cone
this spell or be affected by it. must succeed on a Dexterity saving throw. A
An affected target can’t take reactions and must creature takes 3d8 damage on a failed save, or half
roll a d10 at the start of each of its turns to as much damage on a successful one. The damage
determine its behavior for that turn. type is the same as that of the weapon or
ammunition used as a component.
d10
Behavior
Conjure Volley
5th-level conjuration
1 The creature uses all its movement to move
in a random direction, determined by a d8. Casting Time: 1 action
The creature doesn’t take an action this turn. Range: 150 feet
2-6 The creature doesn’t move or take actions Components: V, S, M (one piece of ammunition or
this turn. one thrown weapon)
7-8 The creature uses its action to make a melee Duration: Instantaneous
attack against a random creature within its You fire a piece of nonmagical ammunition from a
reach. If there is no creature within its reach, ranged weapon or throw a nonmagical weapon into
the creature does nothing this turn. the air and choose a point within range. Hundreds
9-10 The creature can act and move normally. of duplicates of the ammunition or weapon fall in a
volley from above and then disappear. Each
creature in a 40-foot-radius, 20-foot-high cylinder
centered on that point must make a Dexterity
At the end of each of its turns, an affected target saving throw. A creature takes 8d8 damage on a
can make a Wisdom saving throw. If it succeeds, failed save, or half as much damage on a successful
this effect ends for that target.
one. The damage type is the same as that of the
At Higher Levels. When you cast this spell using
ammunition or weapon.
a spell slot of 5th level or higher, the radius of the
sphere increases by 5 feet for each level above 4th.
Contagion Contingency
5th-level necromancy 6th-level evocation
Casting Time: 1 action Casting Time: 10 minutes
Range: Touch Range: Self
Components: V, S Components: V, S, M (a statuette of yourself carved
Duration: 7 days from ivory and decorated with gems worth at
Your touch inflicts disease. Make a melee spell least 1,500 ct)
attack against a creature within your reach. On a Duration: 10 days
hit, the target is poisoned. Choose a spell of 5th level or lower that you can
At the end of each of the poisoned target’s turns, cast, that has a casting time of 1 action, and that
the target must make a Constitution saving throw. can target you. You cast that spell—called the
If the target succeeds on three of these saving contingent spell—as part of casting contingency,
throws, it is no longer poisoned, and the spell ends. expending spell slots for both, but the contingent
If the target fails three of these saves, the target is spell doesn’t come into effect. Instead, it takes
no longer poisoned, but choose one of the diseases effect when a certain circumstance occurs. You
below. The target is subjected to the chosen describe that circumstance when you cast the two
disease for the spell’s duration. spells. For example, a contingency cast with water
Since this spell induces a natural disease in its breathing might stipulate that water breathing
target, any effect that removes a disease or comes into effect when you are engulfed in water or
otherwise ameliorates a disease’s effects apply to it. a similar liquid.
Blinding Sickness. Pain grips the creature’s The contingent spell takes effect immediately
mind, and its eyes turn milky white. The creature after the circumstance is met for the first time,
has disadvantage on Wisdom checks and Wisdom whether or not you want it to, and then contingency
saving throws and is blinded. ends.
Filth Fever. A raging fever sweeps through the The contingent spell takes effect only on you,
creature’s body. The creature has disadvantage on even if it can normally target others. You can use
Strength checks, Strength saving throws, and only one contingency spell at a time. If you cast this
attack rolls that use Strength. spell again, the effect of another contingency spell
Flesh Rot. The creature’s flesh decays. The on you ends. Also, contingency ends on you if its
creature has disadvantage on Charisma checks and material component is ever not on your person.
vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish.
The creature has disadvantage on Intelligence
Continual Flame
checks and Intelligence saving throws, and the 2nd-level evocation
creature behaves as if under the effects of the Casting Time: 1 action
confusion spell during combat. Range: Touch
Seizure. The creature is overcome with shaking. Components: V, S, M (ruby dust worth 50 ct, which
The creature has disadvantage on Dexterity checks, the spell consumes)
Dexterity saving throws, and attack rolls that use Duration: Until dispelled
Dexterity.
Slimy Doom. The creature begins to bleed A flame, equivalent in brightness to a torch, springs
uncontrollably. The creature has disadvantage on forth from an object that you touch. The effect looks
Constitution checks and Constitution saving like a regular flame, but it creates no heat and
throws. In addition, whenever the creature takes doesn’t use oxygen. A continual flame can be
damage, it is stunned until the end of its next turn. covered or hidden but not smothered or quenched.

332
Control Flames Control Water
Transmutation cantrip 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 300 feet
Components: S Components: V, S, M (a dust mote and water drop)
Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 10 minutes
You choose a nonmagical flame that you can see Until the spell ends, you control any freestanding
within range and that fits within a 5-foot cube. You water or silt inside a an area of up to 100 cubic feet.
affect it in one of the following ways: Choose one of the following effects when you cast
this spell. As an action on your turn, you can repeat
You instantaneously expand the flame 5 feet in the same effect or choose a different one.
one direction, provided that wood or other fuel is Flood. You cause the level of all standing water
present in the new location. or silt in the area to rise by as much as 20 feet. If
You instantaneously extinguish the flames the area includes a shore, the flooding water or silt
within the cube. spills over onto land. If you choose an area in a
You double or halve the area of bright light and large body of water or silt, you instead create a 20-
dim light cast by the flame, change its color, or foot tall wave that travels from one side of the area
both. The change lasts for 1 hour. to the other and then crashes down. Any Huge or
You cause simple shapes—such as the vague smaller vehicles in the wave’s path are carried with
to the other side and have a 25 percent chance of
form of a creature, an inanimate object, or a
capsizing. The water or silt level remains elevated
location—to appear within the flames and until the spell ends or you choose a different effect.
animate as you like. The shapes last for 1 hour. If this effect produced a wave, the wave repeats on
If you cast this spell multiple times, you can have the start of your next turn while the flood lasts.
up to three non-instantaneous effects created by it Part Water. You cause water or silt in the area to
active at a time, and you can dismiss such an effect move apart and create a trench. The trench extends
as an action. across the spell’s area, and the separated water or
silt forms a wall to either side. The trench remains
until the spell ends or you choose a different effect.
The water or silt then slowly fills in the trench over
the next round until the normal level is restored.
Redirect Flow. You cause flowing water or silt in
the area to move in a direction you choose, even if
the water or silt has to flow over obstacles, up
walls, or in other unlikely directions. The water or
silt continues to move in the direction you chose
until the spell ends or you choose a different effect.
Once it moves beyond the spell’s area, it resumes
its flow based on the terrain conditions.
Whirlpool. This effect requires a body of water or
silt at least 50 feet square and 25 feet deep. You
cause a whirlpool to form in the center of the area.
The whirlpool is 5 feet wide at the base, up to 50
feet wide at the top, and 25 feet tall. Any creature
or object in the water or silt within 25 feet of the
vortex is pulled 10 feet toward it. A creature can
swim away from the vortex by making a Strength
(Athletics) check against your spell save DC. If the
whirlpool is in silt, increase this DC by 2.
When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make
a Strength saving throw. On a failed save, the
creature takes 2d8 bludgeoning damage and is
caught until the spell ends. On a successful save,
the creature takes half damage and swims free. A
creature caught in the vortex can use its action to
try to swim away with disadvantage on the
Strength (Athletics) check to do so.
Objects entering the vortex take 2d8 bludgeoning
damage, which repeats each round they remain.

333
Control Weather Control Winds
8th-level transmutation 5th-level transmutation
Casting Time: 10 minutes Casting Time: 1 action
Range: Self (5-mile radius) Range: 300 feet
Components: V, S, M (burning incense and bits of Components: V, S
earth and wood mixed in water) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 8 hours You take control of the air in a 100-foot cube that
You take control of the weather within 5 miles of you can see within range. Choose one of the
you for the duration. You must be outdoors to cast following effects when you cast the spell. The effect
this spell. Moving to a place where you don’t have a lasts for the spell’s duration, unless you use your
clear path to the sky ends the spell early. action on a later turn to switch to a different effect.
When you cast the spell, you change the current You can also use your action to temporarily halt the
weather conditions, which are determined by the effect or to restart one you’ve halted.
DM based on the climate and season. You can Gusts. A wind picks up within the cube,
change precipitation, temperature, and wind. It continually blowing in a horizontal direction you
takes 1d4 × 10 minutes for the new conditions to designate. You choose the intensity of the wind:
take effect. Once they do so, you can change the calm, moderate, or strong. If the wind is moderate
conditions again. When the spell ends, the weather or strong, ranged weapon attacks that enter or
gradually returns to normal. When you change the leave the cube or pass through it have disadvantage
weather conditions, find a current condition on the on their attack rolls. If the wind is strong, any
following table and change its stage by one, up or creature moving against the wind must spend 1
down. When changing the wind, you can change its extra foot of movement for each foot moved.
direction. Downdraft. You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube
Weather Conditions or that are made against targets within it have
disadvantage on their attack rolls. A creature must
Precipitation
make a Strength saving throw if it flies into the
Stage Behavior
cube for the first time on a turn or starts its turn
1 Clear there flying. On a failed save, the creature is
2 Light clouds knocked prone.
3 Overcast or ground fog Updraft. You cause a sustained updraft within
4 Rain, hail, or snow the cube, rising upward from the cube’s bottom
5 Torrential rain, hail, or blizzard edge. Creatures that end a fall within the cube take
only half damage from the fall. When a creature in
Temperature the cube makes a vertical jump, the creature can
Stage Behavior jump up to 10 feet higher than normal.
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Wind
Stage Behavior
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

334
Conversion
5th level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (Burning incense, along with
various rare plants and herbs worth at least 500
Cp, which the spell consumes)
Duration: Instantaneous
This spell removes the burden of acts of defiling
from an arcane spellcaster. The caster’s Druid level
must be equal to or higher than the target’s arcane
spellcaster level.
If the defiler seeking atonement is truly repentant
and desires setting right their destruction of plant
life, the spell causes the following effects:

The target’s Defiler Aura is reduced to zero.


The targets penalty to Charisma checks caused
by defiling are halved (round down, minimum 0).
The target’s reductions to their Constitution
score caused by defiling are halved (round down,
minimum 0).
If the target’s alignment was changed to evil
from defiling, it reverts back to the alignment it
was before the change.
If the target defiled while under some sort of
magical or psionic compulsion or was otherwise
unwilling, both the target and the caster gain 1
point of exhaustion at the end of spell. However,
if any of the defiling was deliberate and willful,
both the target and the caster instead gain 2
points of exhaustion at the end of spell.
A creature can only benefit from this spell once.
Any future attempts will automatically fail.
If conversion is cast on a defiler not truly seeking
atonement, then the spell fails and the target
instead takes 6d6 necrotic damage that can’t be
reduced in any way, then gains 2 points of
exhaustion.
If the spell is successful and the target ever
defiles again, they immediately add 10 points to
their Defiler Aura and suffer the associated effects.

335
Cordon of Arrows Create Bonfire
2nd-level transmutation Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 60 feet
Components: V, S, M (four or more arrows or Components: V, S
bolts) Duration: Concentration, up to 1 minute
Duration: 8 hours You create a bonfire on solid ground that you can
You plant four pieces of nonmagical ammunition— see within range. Until the spell ends, the magic
arrows or crossbow bolts—in the ground within bonfire fills a 5-foot cube. Any creature in the
range and lay magic upon them to protect an area. bonfire’s space when you cast the spell must
Until the spell ends, whenever a creature other succeed on a Dexterity saving throw or take 1d8
than you comes within 30 feet of the ammunition fire damage. A creature must also make the saving
for the first time on a turn or ends its turn there, throw when it moves into the bonfire’s space for
one piece of ammunition flies up to strike it. The the first time on a turn or ends its turn there.
creature must succeed on a Dexterity saving throw The bonfire ignites flammable objects in its area
or take 1d6 piercing damage. The piece of that aren’t being worn or carried.
ammunition is then destroyed. The spell ends when At Higher Levels. The spell’s damage increases
no ammunition remains. by 1d8 when you reach 5th level (2d8), 11th level
When you cast this spell, you can designate any (3d8), and 17th level (4d8).
number of creatures you choose, and the spell
ignores them.
At Higher Levels. When you cast this spell using
Create Food and Water
3rd-level conjuration
a spell slot of 3rd level or higher, the amount of
ammunition that can be affected increases by two Casting Time: 1 action
for each slot level above 2nd. Range: 30 feet
Components: V, S
Counterspell Duration: Instantaneous
3rd-level abjuration You create three pounds of food and one and a half
Casting Time: 1 reaction, which you take when you gallons of water on the ground or in containers
within range, enough to sustain up to 3 humanoids
see a creature within 60 feet of you casting a
at half water rations for 24 hours. The food is bland
spell
but nourishing, and spoils if uneaten after 24 hours.
Range: 60 feet The water is clean and doesn’t go bad.
Components: S At Higher Levels. When you cast this spell using
Duration: Instantaneous a spell slot of 4th level or higher, you create an
You attempt to interrupt a creature in the process additional half gallon of water and 3 additional
of casting a spell. If the creature is casting a spell of pounds of food for each slot level above 3rd.
3rd level or lower, its spell fails and has no effect. If
it is casting a spell of 4th level or higher, make an
ability check using your spellcasting ability. The DC
equals 10 + the spell’s level. On a success, the
creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the interrupted
spell has no effect if its level is less than or equal to
the level of the spell slot you used.
Create Homunculus Create Undead
6th-level transmutation 6th-level necromancy
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: 10 feet
Components: V, S, M (clay, ash, and mandrake Components: V, S, M (one clay pot filled with grave
root, all of which the spell consumes, and a jewel- dirt, one clay pot filled with brackish water, and
encrusted dagger worth at least 1,000 ct) one 150 ct black onyx stone for each corpse)
Duration: Instantaneous Duration: Instantaneous
While speaking an intricate incantation, you cut You can cast this spell only at night. Choose up to
yourself with a jewel-encrusted dagger, taking 2d4 three corpses of Medium or Small humanoids
piercing damage that can’t be reduced in any way. within range. Each corpse becomes a ghoul under
You then place a bloody hand onto the spell’s other your control. (The Athasian Bestiary has statistics
components, transforming them into a special for these creatures.)
construct called a homunculus. As a bonus action on each of your turns, you can
The statistics of the homunculus are in the mentally command any creature you animated with
Athasian Bestiary. It is your faithful companion, this spell if the creature is within 120 feet of you (if
and it dies if you die. Whenever you finish a long you control multiple creatures, you can command
rest, you can spend up to half your Hit Dice if the any or all of them at the same time, issuing the
homunculus is on the same plane of existence as same command to each one). You decide what
you. When you do so, roll each die and add your action the creature will take and where it will move
Constitution modifier to it. Your hit point maximum during its next turn, or you can issue a general
is reduced by the total, and the homunculus’s hit command, such as to guard a particular chamber
point maximum and current hit points are both or corridor. If you issue no commands, the creature
increased by it. This process can reduce you to no only defends itself against hostile creatures. Once
lower than 1 hit point. and the change to your and given an order, the creature continues to follow it
the homunculus’s hit points ends when you finish until its task is complete.
your next long rest. The reduction to your hit point The creature is under your control for 24 hours,
maximum can’t be removed by any means before after which it stops obeying any command you have
then, except by the homunculus‘s death. given it. To maintain control of the creature for
You can have only one homunculus at a time. If another 24 hours, you must cast this spell on the
you cast this spell while your homunculus lives, the creature before the current 24-hour period ends.
spell fails. This use of the spell reasserts your control over up
to three creatures you have animated with this
Create or Destroy Water spell, rather than animating new ones.
At Higher Levels. When you cast this spell using
1st-level transmutation
a 7th-level spell slot, you can animate or reassert
Casting Time: 1 action control over four ghouls. When you cast this spell
Range: 30 feet using an 8th-level spell slot, you can animate or
Components: V, S, M (a drop of water if creating reassert control over five ghouls or two ghasts or
water or a few grains of sand if destroying it) wights. When you cast this spell using a 9th-level
Duration: Instantaneous spell slot, you can animate or reassert control over
six ghouls, three ghasts or wights, or two
You either create or destroy water. mummies.
Create Water. You create up to a half gallon of
clean water within range in an open container.
Alternatively, the water falls as rain in a 2-foot cube
within range, extinguishing exposed flames in the
area.
Destroy Water. You destroy up to 10 gallons of
water in an open container within range.
Alternatively, you destroy fog in a 30-foot cube
within range.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you create an
additional half gallon of water, increase the size of
the rain cube by 2 feet, or destroy an additional 10
gallons of water for each slot level above 1st.

337
Creation Crown of Stars
5th-level illusion 7th-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a tiny piece of matter of the Components: V, S
same type of the item you plan to create) Duration: 1 hour
Duration: Special Seven star-like motes of light appear and orbit your
You pull wisps of shadow from the Gray to create a head until the spell ends. You can use a bonus
nonliving object of vegetable matter within range: action to send one of the motes streaking toward
soft goods, rope, wood, or something similar. You one creature or object within 120 feet of you. When
can also use this spell to create mineral objects you do so, make a ranged spell attack. On a hit the
such as stone, crystal, or metal. The object created target takes 4d12 radiant damage. Whether you hit
must be no larger than a 5-foot cube, and the object or miss, the mote is expended. The spell ends early
must be of a form and material that you have seen if you expend the last mote.
before. If you have four or more motes remaining, they
The duration depends on the object’s material. If shed bright light in a 30-foot radius and dim light
the object is composed of multiple materials, use for an additional 30 feet. If you have one to three
the shortest duration. motes remaining, they shed dim light in a 30-foot
radius.
At Higher Levels. When you cast this spell using
Material Duration a spell slot of 8th level or higher, the number of
Vegetable matter 1 day motes created increases by two for each slot level
Stone or crystal 12 hours above 7th.
Gems 1 hour
Precious metals 10 minutes Crusader’s Mantle
Adamantine or mithral 1 minute 3rd-level evocation
Casting Time: 1 action
Range: Self
Using any material created by this spell as Components: V
another spell’s material component causes that Duration: Concentration, up to 1 minute
spell to fail.
At Higher Levels. When you cast this spell using Holy power radiates from you in an aura with a 30-
a spell slot of 6th level or higher, the cube increases foot radius, awakening boldness in friendly
by 5 feet for each slot level above 5th. creatures. Until the spell ends, the aura moves with
you, centered on you. While in the aura, each
nonhostile creature in the aura (including you)
Crown of Madness deals an extra 1d4 radiant damage when it hits
2nd-level enchantment with a weapon attack.
Casting Time: 1 action
Range: 120 feet Cure Wounds
Components: V, S 1st-level evocation
Duration: Concentration, up to 1 minute Casting Time: 1 action
One humanoid of your choice that you can see Range: Touch
within range must succeed on a Wisdom saving Components: V, S
throw or become charmed by you for the duration. Duration: Instantaneous
While the target is charmed in this way, a twisted
crown of jagged iron appears on its head, and a A creature you touch regains a number of hit points
madness glows in its eyes. equal to 1d8 + your spellcasting ability modifier.
The charmed target must use its action before This spell has no effect on undead or constructs.
moving on each of its turns to make a melee attack At Higher Levels. When you cast this spell using
against a creature other than itself that you a spell slot of 2nd level or higher, the healing
mentally choose. The target can act normally on its increases by 1d8 for each slot level above 1st.
turn if you choose no creature or if none are within
its reach.
On your subsequent turns, you must use your
action to maintain control over the target, or the
spell ends. Also, the target can make a Wisdom
saving throw at the end of each of its turns. On a
success, the spell ends.

338
Dancing Lights Darkness
Evocation cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a bit of phosphorus or Components: V, M (bat fur and a drop of pitch or
wychwood, or a glowworm) piece of coal)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You create up to four torch-sized lights within Magical darkness spreads from a point you choose
range, making them appear as torches, lanterns, or within range to fill a 15-foot-radius sphere for the
glowing orbs that hover in the air for the duration. duration. The darkness spreads around corners. A
You can also combine the four lights into one creature with darkvision can’t see through this
glowing vaguely humanoid form of Medium size. darkness, and nonmagical light can’t illuminate it.
Whichever form you choose, each light sheds dim If the point you choose is on an object you are
light in a 10-foot radius. holding or one that isn’t being worn or carried, the
As a bonus action on your turn, you can move the darkness emanates from the object and moves with
lights up to 60 feet to a new spot within range. A it. Completely covering the source of the darkness
light must be within 20 feet of another light created with an opaque object, such as a bowl or a helm,
by this spell, and a light winks out if it exceeds the blocks the darkness.
spell’s range. If any of this spell’s area overlaps with an area of
light created by a spell of 2nd level or lower, the
Danse Macabre spell that created the light is dispelled.
5th-level necromancy
Casting Time: 1 action
Darkvision
2nd-level transmutation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: Touch
Components: V, S, M (either a pinch of dried carrot
Threads of dark power leap from your fingers to
or an agate)
pierce up to five Small or Medium corpses you can
see within range. Each corpse immediately stands Duration: 8 hours
up and becomes undead. You decide whether it is a You touch a willing creature to grant it the ability to
zombie or a skeleton (the statistics for zombies and see in the dark. For the duration, that creature has
skeletons are in the Athasian Bestiary), and it gains darkvision out to a range of 60 feet.
a bonus to its attack and damage rolls equal to your
spellcasting ability modifier.
You can use a bonus action to mentally command
Dawn
the creatures you make with this spell, issuing the 5th-level evocation
same command to all of them. To receive the Casting Time: 1 action
command, a creature must be within 60 feet of you. Range: 60 feet
You decide what action the creatures will take and Components: V, S, M (a sunburst pendant worth at
where they will move during their next turn, or you least 100 ct)
can issue a general command, such as to guard a Duration: Concentration, up to 1 minute
chamber or passageway against your foes. if you
issue no commands, the creatures do nothing The light of dawn shines down on a location you
except defend themselves against hostile creatures. specify within range. Until the spell ends, a 30-foot-
Once given an order, the creatures continue to radius, 40-foot-high cylinder of bright light
follow it until their task is complete. glimmers there. This light is sunlight.
The creatures are under your control until the When the cylinder appears, each creature in it
spell ends, after which they become inanimate once must make a Constitution saving throw, taking
more. 4d10 radiant damage on a failed save, or half as
At Higher Levels. When you cast this spell using much damage on a successful one. A creature must
a spell slot of 6th level or higher, you animate up to also make this saving throw whenever it ends its
two additional corpses for each slot level above 5th. turn in the cylinder.
If you’re within 60 feet of the cylinder, you can
move it up to 60 feet as a bonus action on your
turn.

339
Daylight Delayed Blast Fireball
3rd-level evocation 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 150 feet
Components: V, S Components: V, S, M (a tiny ball of bat guano and
Duration: 1 hour sulfur)
A 60-foot-radius sphere of light spreads out from a Duration: Concentration, up to 1 minute
point you choose within range. The sphere is bright A beam of yellow light flashes from your pointing
light and sheds dim light for an additional 60 feet. finger, then condenses to linger at a chosen point
If you chose a point on an object you are holding within range as a glowing bead for the duration.
or one that isn’t being worn or carried, the light When the spell ends, either because your
shines from the object and moves with it. concentration is broken or because you decide to
Completely covering the affected object with an end it, the bead blossoms with a low roar into an
opaque object, such as a bowl or a helm, blocks the explosion of flame that spreads around corners.
light. Each creature in a 20-foot-radius sphere centered
If any of this spell’s area overlaps with an area of on that point must make a Dexterity saving throw.
darkness created by a spell of 3rd level or lower, A creature takes fire damage equal to the total
the spell that created the darkness is dispelled. accumulated damage on a failed save, or half as
much damage on a successful one.
Death Knell The spell’s base damage is 12d6. If at the end of
your turn the bead has not yet detonated, the
Necromancy cantrip
damage increases by 1d6.
Casting Time: 1 action If the glowing bead is touched before the interval
Range: 60 feet has expired, the creature touching it must make a
Components: V, S Dexterity saving throw. On a failed save, the spell
Duration: Instantaneous ends immediately, causing the bead to erupt in
flame. On a successful save, the creature can throw
You point at one creature you can see within range, the bead up to 40 feet. When it strikes a creature or
and the sound of a dolorous bell fills the air around a solid object, the spell ends, and the bead
it for a moment. The target must succeed on a explodes. The fire damages objects in the area and
Wisdom saving throw or take 1d8 necrotic damage. ignites flammable objects that aren’t being worn or
If the target is missing any of its hit points, it carried.
instead takes 1d12 necrotic damage. At Higher Levels. When you cast this spell using
At Higher Levels. The spell’s damage increases a spell slot of 8th level or higher, the base damage
by one die when you reach 5th level (2d8 or 2d12), increases by 1d6 for each slot level above 7th.
11th level (3d8 or 3d12), and 17th level (4d8 or
4d12).
Demiplane Detect Magic
8th-level conjuration 1st-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: S Components: V, S
Duration: 1 hour Duration: Concentration, up to 10 minutes
You create a shadowy door on a flat solid surface For the duration, you sense the presence of magic
that you can see within range. The door is large within 30 feet of you. If you sense magic in this
enough to allow Medium creatures to pass through way, you can use your action to see a faint aura
unhindered. When opened, the door leads to a around any visible creature or object in the area
demiplane that appears to be an empty room 30 that bears magic, and you learn its school of magic,
feet in each dimension, made of wood or stone. if any.
When the spell ends, the door disappears, and any The spell can penetrate most barriers, but it is
creatures or objects inside the demiplane remain blocked by 1 foot of stone, 1 inch of common metal,
trapped there, as the door also disappears from the a thin sheet of lead, or 3 feet of wood or dirt.
other side.
Each time you cast this spell, you can create a
new demiplane, or have the shadowy door connect
Detect Poison and Disease
1st-level divination (ritual)
to a demiplane you created with a previous casting
of this spell. Additionally, if you know the nature Casting Time: 1 action
and contents of a demiplane created by a casting of Range: Self
this spell by another creature, you can have the Components: V, S, M (a yew leaf)
shadowy door connect to its demiplane instead. Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and
Destructive Wave location of poisons, poisonous creatures, and
5th-level evocation diseases within 30 feet of you. You also identify the
Casting Time: 1 action kind of poison, poisonous creature, or disease in
Range: Self (30-foot radius) each case. The spell can penetrate most barriers,
but it is blocked by 1 foot of stone, 1 inch of
Components: V
common metal, a thin sheet of lead, or 3 feet of
Duration: Instantaneous
wood or dirt.
You strike the ground, creating a burst of divine
energy that ripples outward from you. Each
creature you choose within 30 feet of you must
Detect the Supernatural
1st-level divination
succeed on a Constitution saving throw or take 5d6
thunder damage, as well as 5d6 radiant or necrotic Casting Time: 1 action
damage (your choice), and be knocked prone. A Range: Self
creature that succeeds on its saving throw takes Components: V, S
half as much damage and isn’t knocked prone. Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration,
celestial, elemental, fey, fiend, or undead within 30
feet of you, as well as where the creature is located.
Similarly, you know if there is a place or object
within 30 feet of you that has been magically
consecrated or desecrated.
The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt.

341
Detect Thoughts Dimension Door
2nd-level divination 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 500 feet
Components: V, S, M (a copper piece) Components: V
Duration: Concentration, up to 1 minute Duration: Instantaneous
For the duration, you can read the thoughts of You teleport yourself from your current location to
certain creatures. When you cast the spell and as any other spot within range. You arrive at exactly
your action on each turn until the spell ends, you the spot desired. It can be a place you can see, one
can focus your mind on any one creature that you you can visualize, or one you can describe by
can see within 30 feet of you. If the creature you stating distance and direction, such as “200 feet
choose has an Intelligence of 3 or lower or doesn’t straight downward” or “upward to the northwest at
speak any language, the creature is unaffected. a 45-degree angle, 300 feet.”
You initially learn the surface thoughts of the You can bring along objects as long as their
creature—what is most on its mind in that moment. weight doesn’t exceed what you can carry. You can
As an action, you can either shift your attention to also bring one willing creature of your size or
another creature’s thoughts or attempt to probe smaller who is carrying gear up to its carrying
deeper into the same creature’s mind. If you probe capacity. The creature must be within 5 feet of you
deeper, the target must make a Wisdom saving when you cast this spell.
throw. If it fails, you gain insight into its reasoning If you would arrive in a place already occupied by
(if any), its emotional state, and something that an object or a creature, you and any creature
looms large in its mind (such as something it traveling with you each take 4d6 force damage, and
worries over, loves, or hates). If it succeeds, the the spell fails to teleport you.
spell ends. Either way, the target knows that you
are probing into its mind, and unless you shift your
attention to another creature’s thoughts, the
Disguise Self
1st-level illusion
creature can use its action on its turn to make an
Intelligence check contested by your Intelligence Casting Time: 1 action
check; if it succeeds, the spell ends. Questions Range: Self
verbally directed at the target creature naturally Components: V, S
shape the course of its thoughts, so this spell is Duration: 1 hour
particularly effective as part of an interrogation.
You can also use this spell to detect the presence You make yourself—including your clothing, armor,
of thinking creatures you can’t see. When you cast weapons, and other belongings on your person—
the spell or as your action during the duration, you look different until the spell ends or until you use
can search for thoughts within 30 feet of you. The your action to dismiss it. You can seem 1 foot
spell can penetrate barriers, but 2 feet of rock, 2 shorter or taller and can appear thin, fat, or in
inches of any metal other than lead, or a thin sheet between. You can’t change your body type, so you
of lead blocks you. You can’t detect a creature with must adopt a form that has the same basic
an Intelligence of 3 or lower or one that doesn’t arrangement of limbs. Otherwise, the extent of the
speak any language. illusion is up to you.
Once you detect the presence of a creature in this The changes wrought by this spell fail to hold up
way, you can read its thoughts for the rest of the to physical inspection. For example, if you use this
duration as described above, even if you can’t see it, spell to add a hat to your outfit, objects pass
but it must still be within range. through the hat, and anyone who touches it would
feel nothing or would feel your head and hair. If you
use this spell to appear thinner than you are, the
hand of someone who reaches out to touch you
would bump into you while it was seemingly still in
midair.
To discern that you are disguised, a creature can
use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.

342
Disintegrate Dispel Magic
6th-level transmutation 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a lodestone and a pinch of Components: V, S
dust) Duration: Instantaneous
Duration: Instantaneous Choose one creature, object, or magical effect
A thin green ray springs from your pointing finger within range. Any spell of 3rd level or lower on the
to a target that you can see within range. The target target ends. For each spell of 4th level or higher on
can be a creature, an object, or a creation of the target, make an ability check using your
magical force, such as the wall created by wall of spellcasting ability. The DC equals 10 + the spell’s
force. level. On a successful check, the spell ends.
A creature targeted by this spell must make a At Higher Levels. When you cast this spell using
Dexterity saving throw. On a failed save, the target a spell slot of 4th level or higher, you automatically
takes 10d6 + 40 force damage. The target is end the effects of a spell on the target if the spell’s
disintegrated if this damage leaves it with 0 hit level is equal to or less than the level of the spell
points. slot you used.
A disintegrated creature and everything it is
wearing and carrying, except magic items, are
reduced to a pile of fine gray dust. The creature can
Divination
4th-level divination (ritual)
be restored to life only by means of a true
resurrection or a wish spell. Casting Time: 1 action
This spell automatically disintegrates a Large or Range: Self
smaller nonmagical object or a creation of magical Components: V, S, M (incense and a sacrificial
force. If the target is a Huge or larger object or offering appropriate to your religion, together
creation of force, this spell disintegrates a 10-foot- worth at least 25 ct, which the spell consumes)
cube portion of it. A magic item is unaffected by Duration: Instantaneous
this spell.
At Higher Levels. When you cast this spell using Your magic and an offering put you in contact with
a spell slot of 7th level or higher, the damage a Sorcerer-King, their servants, or another suitably
increases by 3d6 for each slot level above 6th. powerful being. You ask a single question
concerning a specific goal, event, or activity to
Dispel the Supernatural occur within 7 days. The DM offers a truthful reply.
The reply might be a short phrase, a cryptic rhyme,
5th-level abjuration or an omen.
Casting Time: 1 action The spell doesn’t take into account any possible
Range: Self circumstances that might change the outcome,
Components: V, S, M (arcanic water or powdered such as the casting of additional spells or the loss
or gain of a companion.
silver and iron)
If you cast the spell two or more times before
Duration: Concentration, up to 1 minute
finishing your next long rest, there is a cumulative
Shimmering energy surrounds and protects you 25 percent chance for each casting after the first
from elementals, undead, and creatures originating that you get a random reading. The DM makes this
from beyond the Material Plane. For the duration, roll in secret.
celestials, elementals, fey, and undead have
disadvantage on attack rolls against you.
You can end the spell early by using either of the
Divine Favor
1st-level evocation
following special functions.
Break Enchantment. As your action, you can Casting Time: 1 bonus action
touch a creature you can reach that is charmed, Range: Self
frightened, or possessed by a celestial, an Components: V, S
elemental, a fey, a fiend, or an undead. That Duration: Concentration, up to 1 minute
creature is no longer charmed, frightened, or
possessed. Your prayer empowers you with divine radiance.
Dismissal. As your action, make a melee spell Until the spell ends, your weapon attacks deal an
attack against a celestial, an elemental, a fey, a extra 1d4 radiant damage on a hit.
fiend, or an undead you can reach. On a hit, the
creature must succeed on a Charisma saving throw
or be sent back to its home plane. Undead are sent
to the Gray, and fey become one with nature.

343
Divine Word Dominate Monster
7th-level evocation 8th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
You utter a divine word, imbued with the power of You attempt to beguile a creature that you can see
the Sorcerer-Kings. Choose any number of within range. It must succeed on a Wisdom saving
creatures you can see within range. Each creature throw or be charmed by you for the duration. If you
that can hear you must make a Charisma saving or creatures that are friendly to you are fighting it, it
throw. On a failed save, a creature suffers an effect has advantage on the saving throw.
based on its current hit points: While the creature is charmed, you have a
telepathic link with it as long as the two of you are
50 hit points or fewer: deafened for 1 minute on the same plane of existence. You can use this
40 hit points or fewer: deafened and blinded for telepathic link to issue commands to the creature
10 minutes while you are conscious (no action required), which
30 hit points or fewer: blinded, deafened, and it does its best to obey. You can specify a simple
stunned for 1 hour and general course of action, such as “Attack that
20 hit points or fewer: killed instantly creature,” “Run over there,” or “Fetch that object.”
If the creature completes the order and doesn’t
Regardless of its current hit points, a celestial, an receive further direction from you, it defends and
elemental, a fey, or a fiend that fails its save is preserves itself to the best of its ability.
forced back to its plane of origin (if it isn’t there You can use your action to take total and precise
already) and can’t return to your current plane for control of the target. Until the end of your next turn,
24 hours by any means short of a wish spell. the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow it to do.
Dominate Beast During this time, you can also cause the creature to
use a reaction, but this requires you to use your
4th-level enchantment
own reaction as well.
Casting Time: 1 action Each time the target takes damage, it makes a
Range: 60 feet new Wisdom saving throw against the spell. If the
Components: V, S saving throw succeeds, the spell ends.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell with a
9th level spell slot, the duration is concentration, up
You attempt to beguile a beast that you can see to 8 hours.
within range. It must succeed on a Wisdom saving
throw, with advantage if you or your allies are
fighting it, or be charmed by you for the duration.
While the beast is charmed, you have a telepathic
link with it as long as the two of you are on the
same plane of existence. You can use this
telepathic link to issue commands to the creature
while you are conscious (no action required), which
it does its best to obey. You can specify a simple
and general course of action, such as “Attack that
creature,” or “Fetch that object.” If the creature
completes the order and doesn’t receive further
direction, it defends itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn’t do anything that you don’t allow. During
this time, you can use your own reaction to cause
the creature to use a reaction. Each time the target
takes damage, it can attempt to break the spell with
a new Wisdom saving throw.
At Higher Levels. When cast at 5th-level, the
duration is concentration, up to 10 minutes. When
cast at 6th-level, the duration is concentration, up
to 1 hour. When cast at 7th level or higher, the
duration is concentration, up to 8 hours.

344
Dominate Person Dream
5th-level enchantment 5th-level illusion
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Special
Components: V, S Components: V, S, M (a handful of sand, a dab of
Duration: Concentration, up to 1 minute ink, and a quill plucked from a sleeping bird)
You attempt to beguile a humanoid that you can Duration: 8 hours
see within range. It must succeed on a Wisdom This spell shapes a creature’s dreams. Choose a
saving throw or be charmed by you for the duration. creature known to you as the target of this spell.
If you or creatures that are friendly to you are The target must be on the same plane of existence
fighting it, it has advantage on the saving throw. as you. Creatures that don’t sleep, such as Thri-
While the target is charmed, you have a kreen, can’t be contacted by this spell. You, or a
telepathic link with it as long as the two of you are willing creature you touch, enter a trance state,
on the same plane of existence. You can use this acting as a messenger. While in the trance, the
telepathic link to issue commands to the creature messenger is aware of their surroundings, but can’t
while you are conscious (no action required), which take actions or move.
it does its best to obey. You can specify a simple If the target is asleep, the messenger appears in
and general course of action, such as “Attack that the target’s dreams and can converse with the
creature,” “Run over there,” or “Fetch that object.” target as long as it remains asleep, through the
If the creature completes the order and doesn’t duration of the spell. The messenger can also
receive further direction from you, it defends and shape the environment of the dream, creating
preserves itself to the best of its ability. landscapes, objects, and other images. The
You can use your action to take total and precise messenger can emerge from the trance at any time,
control of the target. Until the end of your next turn, ending the effect of the spell early. The target
the creature takes only the actions you choose, and recalls the dream perfectly upon waking. If the
doesn’t do anything that you don’t allow it to do. target is awake when you cast the spell, the
During this time you can also cause the creature to messenger knows it, and can either end the trance
use a reaction, but this requires you to use your (and the spell) or wait for the target to fall asleep, at
own reaction as well. which point the messenger appears in the target’s
Each time the target takes damage, it makes a dreams.
new Wisdom saving throw against the spell. If the You can make the messenger appear monstrous
saving throw succeeds, the spell ends. and terrifying to the target. If you do, the
At Higher Levels. When you cast this spell using messenger can deliver a message of no more than
a 6th-level spell slot, the duration is concentration, ten words and then the target must make a
up to 10 minutes. When you use a 7th-level spell Wisdom saving throw. On a failed save, echoes of
slot, the duration is concentration, up to 1 hour. the phantasmal monstrosity spawn a nightmare
When you use a spell slot of 8th level or higher, the that lasts the duration of the target’s sleep and
duration is concentration, up to 8 hours. prevents the target from gaining any benefit from
that rest. In addition, when the target wakes up, it
Dragon’s Breath takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from
2nd-level transmutation
a nail, or similar portion of the target’s body, the
Casting Time: 1 bonus action target makes its saving throw with disadvantage.
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with
the power to spew magical energy from its mouth,
provided it has one. Choose acid, cold, fire,
lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the
chosen type in a 15-foot cone. Each creature in that
area must make a Dexterity saving throw, taking
3d6 damage of the chosen type on a failed save, or
half as much damage on a successful one.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by ld6 for each slot level above 2nd.

345
Druid Grove Druidcraft
6th-level abjuration Transmutation cantrip
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (mistletoe, which the spell Components: V, S
consumes, that was harvested with a golden Duration: Instantaneous
sickle under the light of a full moon) Whispering to the spirits of nature, you create one
Duration: 24 hours of the following effects within range:
You invoke the spirits to protect an area outdoors
or underground. The area can be as small as a 30- You create a tiny, harmless sensory effect that
foot cube or as large as a 90-foot cube. Buildings predicts what the weather will be at your
and other structures are excluded from the affected location for the next 24 hours. The effect might
area. If you cast this spell in the same area every manifest as a golden orb for clear skies, a cloud
day for a year, the spell lasts until dispelled. for rain, falling snowflakes for snow, and so on.
The spell creates the following effects within the This effect persists for 1 round.
area. When you cast this spell, you can specify You instantly make a flower blossom, a seed pod
friends who are immune to the effects. You can also open, or a leaf bud bloom.
specify a password that offers the same immunity. You create an instantaneous, harmless sensory
The entire warded area radiates magic. A effect, such as falling leaves, a puff of wind, the
successful dispel magic cast on the area removes sound of a small animal, or the faint odor of
only one of the effects, not the entire area. That
spell’s caster chooses which effect to end. Only musk. The effect must fit in a 5-foot cube.
when all its effects are gone is this spell dispelled. You instantly light or snuff out a candle, a torch,
Solid Fog. You can fill any number of 5-foot or a small campfire.
squares on the ground with thick fog, making them
heavily obscured. The fog reaches 10 feet high. In Dust Devil
addition, every foot of movement through the fog 2nd-level conjuration
costs 2 extra feet. To a creature immune to this
Casting Time: 1 action
effect, the fog obscures nothing and looks like soft
mist, with motes of green light floating in the air. Range: 60 feet
Grasping Undergrowth. You can fill any number Components: V, S, M (a pinch of dust)
of 5-foot squares on the ground that aren’t filled Duration: Concentration, up to 1 minute
with fog with grasping weeds and vines, as if they Choose an unoccupied 5-foot cube of air that you
were affected by an entangle spell. To a creature can see within range. An elemental force that
immune to this effect, the weeds and vines feel soft resembles a dust devil appears in the cube and
and reshape themselves to serve as temporary lasts for the spell’s duration.
seats or beds. Any creature that ends its turn within 5 feet of the
Grove Guardians. You can animate up to four dust devil must make a Strength saving throw. On
trees in the area, causing them to uproot a failed save, the creature takes 1d8 bludgeoning
themselves from the ground. These trees have the damage and is pushed 10 feet away from the dust
same statistics as an awakened tree (which appears devil. On a successful save, the creature takes half
in the Athasian Bestiary), except they can’t speak, as much damage and isn’t pushed.
and their bark is covered with druidic symbols. If As a bonus action, you can move the dust devil up
any creature not immune to this effect enters the to 30 feet in any direction. If the dust devil moves
warded area, the grove guardians fight until they over sand, dust, loose dirt, or light gravel, it sucks
have driven off or slain the intruders. The grove up the material and forms a 10-foot-radius cloud of
guardians also obey your spoken commands (no debris around itself that lasts until the start of your
action required by you) that you issue while in the next turn. The cloud heavily obscures its area.
area. If you don’t give them commands and no At Higher Levels. When you cast this spell using
intruders are present, the grove guardians do a spell slot of 3rd level or higher, the damage
nothing. The grove guardians can‘t leave the increases by 1d8 for each slot level above 2nd.
warded area. When the spell ends, the magic
animating them disappears, and the trees take root
again if possible.
Additional Spell Effect. You can place one of the
following magical effects within the warded area:

Gust of wind in two locations of your choice


Spike growth in one location of your choice
Wind wall in two locations of your choice

346
Earth Tremor Earthquake
1st-level evocation 8th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 500 feet
Components: V, S Components: V, S, M (a pinch of dirt, a piece of
Duration: Instantaneous rock, and a lump of clay)
You cause a tremor in the ground within range. Duration: Concentration, up to 1 minute
Each creature other than you in that area must You create a seismic disturbance at a point on the
make a Dexterity saving throw. On a failed save, a ground that you can see within range. For the
creature takes 1d6 bludgeoning damage and is duration, an intense tremor rips through the
knocked prone. If the ground in that area is loose ground in a 100-foot-radius circle centered on that
earth or stone, it becomes difficult terrain until point and shakes creatures and structures in
cleared, with every 5-foot-diameter portion contact with the ground in that area. The ground in
requiring at least 1 minute to clear by hand. the area becomes difficult terrain. Each creature on
At Higher Levels. When you cast this spell using the ground that is concentrating must make a
a spell slot of 2nd level or higher, the damage Constitution saving throw. On a failed save, their
increases by 1d6 for each slot level above 1st. concentration is broken.
When you cast this spell and at the end of each
Earthbind turn you spend concentrating on it, each creature
on the ground in the area must make a Dexterity
2nd-level transmutation
saving throw. On a failed save, the creature is
Casting Time: 1 action knocked prone.
Range: 300 feet This spell can have additional effects depending
Components: V on the terrain in the area, as determined by the
Duration: Concentration, up to 1 minute DM.
Fissures. Fissures open throughout the spell’s
Choose one creature you can see within range. area at the start of your next turn after you cast the
Strips of magical energy loop around the creature. spell. A total of 1d6 such fissures open in locations
The target must succeed on a Strength saving chosen by the DM. Each is 1d10 x 10 feet deep, 10
throw, or its flying speed (if any) is reduced to 0 feet feet wide, and extends from one edge of the spell’s
for the spell’s duration. An airborne creature area to the opposite side. A creature standing on a
affected by this spell descends at 60 feet per round spot where a fissure opens must succeed on a
until it reaches the ground or the spell ends. Dexterity saving throw or fall in. A creature that
successfully saves moves with the fissure’s edge as
Earthen Grasp it opens.
2nd-level transmutation A fissure that opens beneath a structure causes it
to automatically collapse (see below).
Casting Time: 1 action Structures. The tremor deals 50 bludgeoning
Range: 30 feet damage to any structure in contact with the ground
Components: V, S, M (a small hand made of clay) in the area when you cast the spell and at the start
Duration: Concentration, up to 1 minute of each of your turns until the spell ends. If a
You choose a 5-foot-square unoccupied space on structure drops to 0 hit points, it collapses and
the ground that you can see within range. A potentially damages nearby creatures. A creature
Medium hand made from compacted soil rises within half the distance of a structure’s height must
there and reaches for one creature you can see make a Dexterity saving throw. On a failed save,
within 5 feet of it. The target must make a Strength the creature takes 5d6 bludgeoning damage, is
saving throw. On a failed save, the target takes 2d6 knocked prone, and is buried in the rubble,
bludgeoning damage and is restrained for the requiring a DC 20 Strength (Athletics) check as an
spell’s duration. As an action, you can cause the action to escape. The DM can adjust the DC higher
hand to crush the restrained target, which must or lower, depending on the nature of the rubble. On
make a Strength saving throw. The target takes a successful save, the creature takes half as much
2d6 bludgeoning damage on a failed save, or half as damage and doesn’t fall prone or become buried.
much damage on a successful one.
The restrained target can use its action to make a
Strength check against your spell save DC. On a
success, the target escapes from the hand.
As an action, you can cause the hand to reach for
a different creature or to move to a different
unoccupied space within range. The hand releases
a restrained target if you do either.

347
Eldritch Blast Elemental Weapon
Evocation cantrip 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
A beam of crackling energy streaks toward a A nonmagical weapon you touch becomes a magic
creature within range. Make a ranged spell attack weapon. Choose one of the following damage types:
against the target. On a hit, the target takes 1d10 acid, cold, fire, lightning, or thunder. For the
force damage. duration, the weapon has a +1 bonus to attack rolls
At Higher Levels. The spell creates more than and deals an extra 1d4 damage of the chosen type
one beam when you reach higher levels: two beams when it hits.
at 5th level, three beams at 11th level, and four At Higher Levels. When you cast this spell using
beams at 17th level. You can direct the beams at a spell slot of 5th or 6th level, the bonus to attack
the same target or at different ones. Make a rolls increases to +2 and the extra damage
separate attack roll for each beam. increases to 2d4. When you use a spell slot of 7th
level or higher, the bonus increases to +3 and the
Elemental Bane extra damage increases to 3d4.
4th-level transmutation
Casting Time: 1 action
Enemies Abound
3rd-level enchantment
Range: 90 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120 feet
Components: V, S
Choose one creature you can see within range, and
Duration: Concentration, up to 1 minute
choose one of the following damage types: acid,
cold, fire, lightning, or thunder. The target must You reach into the mind of one creature you can
succeed on a Constitution saving throw or be see and force it to make an Intelligence saving
affected by the spell for its duration. The first time throw. A creature automatically succeeds if it is
each turn the affected target takes damage of the immune to being frightened. On a failed save, the
chosen type, the target takes an extra 2d6 damage target loses the ability to distinguish friend from
of that type. Moreover, the target loses any foe, regarding all creatures it can see as enemies
resistance to that damage type until the spell ends. until the spell ends. Each time the target takes
At Higher Levels. When you cast this spell using damage, it can repeat the saving throw, ending the
a spell slot of 5th level or higher, you can target one effect on itself on a success.
additional creature for each slot level above 4th. Whenever the affected creature chooses another
The creatures must be within 30 feet of each other creature as a target, it must choose the target at
when you target them. random from among the creatures it can see within
range of the attack, spell, or other ability it’s using.
If an enemy provokes an opportunity attack from
the affected creature, the creature must make that
attack if it is able to.
Enervation Enlarge/Reduce
5th-level necromancy 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, You cause a creature or an object you can see
touching a creature you can see within range to within range to grow larger or smaller for the
drain life from it. The target must make a Dexterity duration. Choose either a creature or an object that
saving throw. On a successful save, the target takes is neither worn nor carried. If the target is
2d8 necrotic damage, and the spell ends. On a unwilling, it can make a Constitution saving throw.
failed save, the target takes 4d8 necrotic damage, On a success, the spell has no effect.
and until the spell ends, you can use your action on If the target is a creature, everything it wears and
each of your turns to automatically deal 4d8 carries changes size with it. Any item dropped by
necrotic damage to the target. The spell ends if you an affected creature returns to normal size at once.
use your action to do anything else, if the target is Enlarge. The target’s size doubles in all
ever outside the spell’s range, or if the target has dimensions, and its weight is multiplied by eight.
total cover from you. This growth increases its size by one category. If
Whenever the spell deals damage to a target, you there isn’t enough room for the target to double its
regain hit points equal to half the amount of size, the creature or object attains the maximum
necrotic damage the target takes. possible size in the space available. Until the spell
At Higher Levels. When you cast this spell using ends, the target also has advantage on Strength
a spell slot of 6th level or higher, the damage checks saving throws. The target’s weapons also
increases by 1d8 for each slot level above 5th. grow to match its new size. While enlarged, the
target’s attacks with them deal 1d4 extra damage.
Enhance Ability Reduce. The target’s size is halved in all
dimensions, and its weight is reduced to one-eighth
2nd-level transmutation
of normal. This reduction decreases its size by one
Casting Time: 1 action category. Until the spell ends, the target also has
Range: Touch disadvantage on Strength checks and Strength
Components: V, S, M (fur or a feather from a beast) saving throws. The target’s weapons also shrink to
Duration: Concentration, up to 1 hour match its new size. While these weapons are
reduced, the target’s attacks with them deal 1d4
You touch a creature and bestow upon it a magical less damage (minimum 1).
enhancement. Choose one of the following effects;
the target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on Ensnaring Strike
Constitution checks. It also gains 2d6 temporary hit 1st-level conjuration
points, which are lost when the spell ends. Casting Time: 1 bonus action
Bull’s Strength. The target has advantage on Range: Self
Strength checks, and their carrying capacity
Components: V
doubles.
Duration: Concentration, up to 1 minute
Cat’s Grace. The target has advantage on
Dexterity checks. It also doesn’t take damage from The next time you hit a creature with a weapon
falling 20 feet or less if it isn’t incapacitated. attack before this spell ends, a writhing mass of
Eagle’s Splendor. The target has advantage on thorny vines appears at the point of impact, and the
Charisma checks. target must succeed on a Strength saving throw or
Fox’s Cunning. The target has advantage on be restrained by the magical vines until the spell
Intelligence checks. ends. A Large or larger creature has advantage on
Owl’s Wisdom. The target has advantage on this saving throw. If the target succeeds on the
Wisdom checks. save, the vines shrivel away. While restrained by
At Higher Levels. When you cast this spell using this spell, the target takes 1d6 piercing damage at
a spell slot of 3rd level or higher, you can target one the start of each of its turns. A creature restrained
additional creature for each slot level above 2nd. by the vines or one that can touch the creature can
use its action to make a Strength check against
your spell save DC. On a success, the target is
freed.
At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

349
Entangle Erupting Earth
1st-level conjuration 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 120 feet
Components: V, S Components: V, S, M (a piece of obsidian)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Grasping weeds and vines sprout from the ground Choose a point you can see on the ground within
in a 20-foot square starting from a point within range. A fountain of churned earth and stone erupts
range. For the duration, these plants turn the in a 20-foot cube centered on that point.
ground in the area into difficult terrain. Each creature in that area must make a Dexterity
A creature in the area when you cast the spell saving throw. A creature takes 3d12 bludgeoning
must succeed on a Strength saving throw or be damage on a failed save, or half as much damage
restrained by the entangling plants until the spell on a successful one. Additionally, the ground in that
ends. A creature restrained by the plants can use its area becomes difficult terrain until cleared away.
action to make a Strength check against your spell Each 5-foot-square portion of the area requires at
save DC. On a success, it frees itself. When the least 1 minute to clear by hand.
spell ends, the conjured plants wilt away. At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
Enthrall increases by 1d12 for each slot level above 3rd.
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You weave a distracting string of words, causing
creatures of your choice that you can see within
range and that can hear you to make a Wisdom
saving throw. Any creature that can’t be charmed
succeeds on this saving throw automatically, and if
you or your companions are fighting a creature, it
has advantage on the save. On a failed save, the
target has disadvantage on Wisdom (Perception)
checks made to perceive any creature other than
you until the spell ends or until the target can no
longer hear you. The spell ends if you are
incapacitated or can no longer speak.

350
Expeditious Retreat Fabricate
1st-level transmutation 4th-level transmutation
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
This spell allows you to move at an incredible pace. You convert raw materials into products of the
When you cast this spell, and then as a bonus same material. For example, you can create a
action on each of your turns until the spell ends, wooden bridge from a clump of trees, a rope from a
you can take the Dash action. patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within
Eyebite range. You can create a Large or smaller object
(contained within a 10-foot cube, or eight
6th-level necromancy
connected 5-foot cubes), given a sufficient quantity
Casting Time: 1 action of raw material. If you are working with metal,
Range: Self stone, or another mineral substance, however, the
Components: V, S fabricated object can be no larger than Medium
Duration: Concentration, up to 1 minute (contained within a single 5-foot cube). The quality
of objects made by the spell is commensurate with
For the spell’s duration, your eyes become an inky the quality of the raw materials.
void imbued with dread power. One creature of Creatures or magic items can’t be created or
your choice within 60 feet of you that you can see transmuted by this spell.
must succeed on a Wisdom saving throw or be You also can’t use it to create items that
affected by one of the following effects of your ordinarily require a high degree of craftsmanship,
choice for the duration. On each of your turns until such as jewelry, weapons, glass, or armor, unless
the spell ends, you can use your action to target you have proficiency with the type of artisan’s tools
another creature but can’t target a creature again if used to craft such objects.
it has succeeded on a saving throw against this
casting of eyebite.
Asleep. The target falls unconscious. It wakes up Faithful Rasclinn
if it takes any damage or if another creature uses its 4th-level conjuration
action to shake the sleeper awake. Casting Time: 1 action
Panicked. The target is frightened of you. On Range: 30 feet
each of its turns, the frightened creature must take
Components: V, S, M (a tiny silver whistle, a piece
the Dash action and move away from you by the
of bone, and a thread)
safest and shortest available route, unless there is
nowhere to move. If the target moves to a place at Duration: 8 hours
least 60 feet away from you where it can no longer You conjure a phantom watchdog in an unoccupied
see you, this effect ends. space that you can see within range, where it
Sickened. The target has disadvantage on attack remains for the duration, until you dismiss it as an
rolls and ability checks. At the end of each of its action, or until you move more than 100 feet away
turns, it can make another Wisdom saving throw. If from it.
it succeeds, the effect ends. The hound is invisible to all creatures except you
and can’t be harmed.
When a Small or larger creature comes within 30
feet of it without first speaking the password that
you specify when you cast this spell, the hound
starts barking loudly. The hound sees invisible
creatures and can see into the Gray. It ignores
illusions.
At the start of each of your turns, the hound
attempts to bite one creature within 5 feet of it that
is hostile to you. The hound’s attack bonus is equal
to your spellcasting ability modifier + your
proficiency bonus. On a hit, it deals 4d8 piercing
damage.

351
False Life Feather Fall
1st-level necromancy 1st-level transmutation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you
Range: Self or a creature within 60 feet of you falls
Components: V, S, M (a small amount of alcohol or Range: 60 feet
distilled spirits) Components: V, M (a small feather or piece of
Duration: 1 hour down)
Bolstering yourself with a necromantic facsimile of Duration: 1 minute
life, you gain 1d4 + 4 temporary hit points for the Choose up to five falling creatures within range. A
duration. falling creature’s rate of descent slows to 60 feet
At Higher Levels. When you cast this spell using per round until the spell ends. If the creature lands
a spell slot of 2nd level or higher, you gain 5 before the spell ends, it takes no falling damage
additional temporary hit points for each slot level and can land on its feet, and the spell ends for that
above 1st. creature.

Far Step Feeblemind


5th-level conjuration 8th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 150 feet
Components: V Components: V, S, M (a handful of clay, crystal,
Duration: Concentration, up to 1 minute glass, or mineral spheres)
You teleport up to 60 feet to an unoccupied space Duration: Instantaneous
you can see. On each of your turns before the spell You blast the mind of a creature that you can see
ends, you can use a bonus action to teleport in this within range, attempting to shatter its intellect and
way again. personality. The target takes 4d6 psychic damage
and must make an Intelligence saving throw.
Fear On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast
3rd-level illusion
spells, activate magic items, understand language,
Casting Time: 1 action or communicate in any intelligible way. The
Range: Self (30-foot cone) creature can, however, identify its friends, follow
Components: V, S, M (a white feather or the heart them, and even protect them.
of a hen) At the end of every 30 days, the creature can
Duration: Concentration, up to 1 minute repeat its saving throw against this spell. If it
succeeds on its saving throw, the spell ends.
You project a phantasmal image of a creature’s The spell can also be ended by greater
worst fears. Each creature in a 30-foot cone must restoration, heal, or wish.
succeed on a Wisdom saving throw or drop
whatever it is holding and become frightened for
the duration. Feign Death
While frightened by this spell, a creature must 3rd-level necromancy (ritual)
take the Dash action and move away from you by Casting Time: 1 action
the safest available route on each of its turns,
Range: Touch
unless there is nowhere to move. If the creature
ends its turn in a location where it doesn’t have line Components: V, S, M (a pinch of graveyard dirt)
of sight to you, the creature can make a Wisdom Duration: 1 hour
saving throw. On a successful save, the spell ends You touch a willing creature and put it into a
for that creature. cataleptic state that is indistinguishable from death.
For the spell’s duration, or until you use an action
to touch the target and dismiss the spell, the target
appears dead to all outward inspection and to
spells used to determine the target’s status. The
target is blinded and incapacitated, and its speed
drops to 0. The target has resistance to all damage
except psychic damage. If the target is diseased or
poisoned when you cast the spell, or becomes
diseased or poisoned while under the spell’s effect,
the disease and poison have no effect until the spell
ends.

352
Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 ct worth of charcoal,
incense, and herbs that must be consumed by fire
in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes While your familiar is within 100 feet of you, you
an animal form you choose: bat, hurrum beetle, can communicate with it telepathically.
critic lizard, jankx, kes’trekel, poisonous snake, rat, Additionally, as an action, you can see through your
scorpion, spider, or something similar. Appearing familiar’s eyes and hear what it hears until the start
in an unoccupied space within range, the familiar of your next turn, gaining the benefits of any special
has the statistics of the chosen form, though it is a senses that the familiar has. During this time, you
celestial, fey, or fiend (your choice) instead of a are deaf and blind with regard to your own senses.
beast. You can’t have more than one familiar at a time.
Your familiar acts independently of you, but it If you cast this spell while you already have a
always obeys your commands. In combat, it rolls its familiar, you instead cause it to adopt a new form.
own initiative and acts on its own turn. A familiar Choose one of the forms from the above list. Your
can’t attack, but it can take other actions as normal. familiar transforms into the chosen creature.
When the familiar drops to 0 hit points, it Finally, when you cast a spell with a range of
disappears, leaving behind no physical form. It touch, your familiar can deliver the spell as if it had
reappears after you cast this spell again. As an cast the spell. Your familiar must be within 100 feet
action, you can temporarily dismiss the familiar to of you, and it must use its reaction to deliver the
a pocket dimension. Alternatively, you can dismiss spell when you cast it. If the spell requires an attack
it forever. As an action while it is temporarily roll, you use your attack modifier for the roll.
dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you. Whenever
the familiar drops to 0 hit points or disappears into
the pocket dimension, it leaves behind in its space
anything it was wearing or carrying.

353
Find Greater Steed Find Steed
4th-level conjuration 2nd-level conjuration
Casting Time: 10 minutes Casting Time: 10 minutes
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You summon a spirit that assumes the form of a You summon a spirit that assumes the form of an
loyal, majestic mount. Appearing in an unoccupied unusually intelligent, strong, and loyal steed,
space within range, the spirit takes on a form you creating a long-lasting bond with it. Appearing in an
choose: an ankheg, boneclaw baazrag, dragonnel, unoccupied space within range, the steed takes on
griffon, soldier kank, or tigone. The creature has a form that you choose: a carru, erdlu, kank drone,
the statistics provided in the Athasian Bestiary for or jhakar (for PCs of Small size). Your DM might
the chosen form, though it is a celestial, a fey, or a allow other animals to be summoned as steeds.
fiend (your choice) instead of its normal creature The steed has the statistics of the chosen form,
type. Additionally, if it has an Intelligence score of 5 though it is a celestial, fey, or fiend (your choice)
or lower, its Intelligence becomes 6, and it gains instead of its normal type. Additionally, if your
the ability to understand one language of your steed has an Intelligence of 5 or less, its
choice that you speak. Intelligence becomes 6, and it gains the ability to
You control the mount in combat. While the understand one language of your choice that you
mount is within 1 mile of you, you can speak.
communicate with it telepathically. While mounted Your steed serves you as a mount, both in combat
on it, you can make any spell you cast that targets and out, and you have an instinctive bond with it
only you also target the mount. The mount that allows you to fight as a seamless unit.
disappears temporarily when it drops to 0 hit While mounted on your steed, you can make any
points or when you dismiss it as an action. Casting spell you cast that targets only you also target your
this spell again re-summons the bonded mount, steed.
with all its hit points restored and any conditions When the steed drops to 0 hit points, it
removed. disappears, leaving behind no physical form. You
You can’t have more than one mount bonded by can also dismiss your steed at any time as an
this spell or find steed at the same time. As an action, causing it to disappear. In either case,
action, you can release a mount from its bond, casting this spell again summons the same steed,
causing it to disappear permanently. restored to its hit point maximum.
Whenever the mount disappears, it leaves behind While your steed is within 1 mile of you, you can
any objects it was wearing or carrying. communicate with each other telepathically.
You can’t have more than one steed bonded by
this spell at a time. As an action, you can release
the steed from its bond at any time, causing it to
disappear.

354
Find the Path Finger of Death
6th-level divination 7th-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a set of divinatory tools— Components: V, S
such as bones, ivory sticks, cards, teeth, or carved Duration: Instantaneous
runes-worth 100 ct and an object from the You send negative energy coursing through a
location you wish to find) creature that you can see within range, causing it
Duration: Concentration, up to 1 day searing pain. The target must make a Constitution
This spell allows you to find the shortest, most saving throw. It takes 7d8 + 30 necrotic damage on
direct physical route to a specific fixed location that a failed save, or half as much damage on a
you are familiar with on the same plane of successful one.
existence. If you name a destination on another A humanoid killed by this spell rises at the start
plane of existence, a destination that moves (such of your next turn as a zombie that is permanently
as a mobile fortress), or a destination that isn’t under your command, following your verbal orders
specific (such as “an id fiend’s lair”), the spell fails. to the best of its ability.
For the duration, as long as you are on the same
plane of existence as the destination, you know Fire Bolt
how far it is and in what direction it lies. While you Evocation cantrip
are traveling there, whenever you are presented
with a choice of paths along the way, you Casting Time: 1 action
automatically determine which path is the shortest Range: 120 feet
and most direct route (but not necessarily the Components: V, S
safest route) to the destination. Duration: Instantaneous
You hurl a mote of fire at a creature or object
Find Traps within range. Make a ranged spell attack against
2nd-level divination the target. On a hit, the target takes 1d10 fire
damage. A flammable object hit by this spell ignites
Casting Time: 1 action
if it isn’t being worn or carried.
Range: 120 feet At Higher Levels. This spell’s damage increases
Components: V, S by 1d10 when you reach 5th level (2d10), 11th level
Duration: Instantaneous (3d10), and 17th level (4d10).
You sense the presence of any trap within range
that is within line of sight. A trap, for the purpose of Fire Shield
this spell, includes anything that would inflict a 4th-level evocation
sudden or unexpected effect you consider harmful
or undesirable, which was specifically intended as Casting Time: 1 action
such by its creator. Thus, the spell would sense an Range: Self
area affected by the alarm spell, a glyph of warding, Components: V, S, M (a bit of phosphorus or a
or a mechanical pit trap, but it would not reveal a firefly)
natural weakness in the floor, an unstable ceiling, Duration: 10 minutes
or a hidden sinkhole.
This spell merely reveals that a trap is present. Thin and wispy flames wreathe your body for the
duration, shedding bright light in a 10-foot radius
You don’t learn the location of each trap, but you do
and dim light for an additional 10 feet. You can end
learn the general nature of the danger posed by a
the spell early by using an action to dismiss it.
trap you sense.
The flames provide you with a warm shield or a
chill shield, as you choose. The warm shield grants
you resistance to cold damage, and the chill shield
grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of
you hits you with a melee attack, the shield erupts
with flame. The attacker takes 2d8 fire damage
from a warm shield, or 2d8 cold damage from a
cold shield.

355
Fire Storm Flame Blade
7th-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 150 feet Range: Self
Components: V, S Components: V, S, M (leaf of sumac)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A storm made up of sheets of roaring flame You evoke a fiery blade in your free hand. The
appears in a location you choose within range. The blade is similar in size and shape to a scimitar, and
area of the storm consists of up to ten 10-foot it lasts for the duration. If you let go of the blade, it
cubes, which you can arrange as you wish. Each disappears, but you can evoke the blade again as a
cube must have at least one face adjacent to the bonus action.
face of another cube. Each creature in the area You can use your action to make a melee spell
must make a Dexterity saving throw. It takes 7d10 attack with the fiery blade. On a hit, the target takes
fire damage on a failed save, or half as much 3d6 fire damage.
damage on a successful one. The flaming blade sheds bright light in a 10-foot
The fire damages objects in the area and ignites radius and dim light for an additional 10 feet.
flammable objects that aren’t being worn or At Higher Levels. When you cast this spell using
carried. If you choose, plant life in the area is a spell slot of 4th level or higher, the damage
unaffected by this spell. increases by 1d6 for every two slot levels above
2nd.
Fireball
3rd-level evocation Flame Strike
5th-level evocation
Casting Time: 1 action
Range: 150 feet Casting Time: 1 action
Components: V, S, M (a ball of guano and sulfur) Range: 60 feet
Duration: Instantaneous Components: V, S, M (pinch of sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to
a point you choose within range and then blossoms A vertical column of elemental fire roars down in a
with a low roar into an explosion of flame. Each location you specify. Each creature in a 10-foot-
creature in a 20-foot-radius sphere centered on that radius, 40-foot-high cylinder centered on a point
point must make a Dexterity saving throw. A target within range must make a Dexterity saving throw.
takes 8d6 fire damage on a failed save, or half as A creature takes 4d6 fire damage and 4d6 radiant
much damage on a successful one. damage on a failed save, or half as much damage
The fire spreads around corners and ignites on a successful one.
flammable objects that aren’t worn or carried. At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or
a spell slot of 4th level or higher, the damage the radiant damage (your choice) increases by 1d6
increases by 1d6 for each slot level above 3rd. for each slot level above 5th.

Flame Arrows
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts.
When a target is hit by a ranged weapon attack
using a piece of ammunition drawn from the quiver,
the target takes an extra 1d6 fire damage. The
spell’s magic ends on the piece of ammunition
when it hits or misses, and the spell ends when
twelve pieces of ammunition have been drawn from
the quiver.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the number of
pieces of ammunition you can affect with this spell
increases by two for each slot level above 3rd.

356
Flaming Sphere Floating Disk
2nd-level conjuration 1st-level conjuration (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (a bit of tallow, a pinch of Components: V, S, M (a drop of mercury)
brimstone, and a dusting of powdered iron) Duration: 1 hour
Duration: Concentration, up to 1 minute This spell creates a circular, horizontal plane of
A 5-foot-diameter sphere of fire appears in an force, 3 feet in diameter and 1 inch thick, that floats
unoccupied space of your choice within range and 3 feet above the ground in an unoccupied space of
lasts for the duration. Any creature that ends its your choice that you can see within range. The disk
turn within 5 feet of the sphere must make a remains for the duration, and can hold up to 500
Dexterity saving throw. The creature takes 2d6 fire pounds. If more weight is placed on it, the spell
damage on a failed save, or half as much damage ends, and everything on the disk falls to the ground.
on a successful one. The disk is immobile while you are within 20 feet
As a bonus action, you can move the sphere up to of it. If you move more than 20 feet away from it,
30 feet. If you ram the sphere into a creature, that the disk follows you so that it remains within 20
creature must make the saving throw against the feet of you. It can move across uneven terrain, up or
sphere’s damage, and the sphere stops moving this down stairs, slopes and the like, but it can’t cross
turn. an elevation change of 10 feet or more. For
When you move the sphere, you can direct it over example, the disk can’t move across a 10-foot-deep
barriers up to 5 feet tall and jump it across pits up pit, nor could it leave such a pit if it was created at
to 10 feet wide. The sphere ignites flammable the bottom.
objects not being worn or carried, and it sheds If you move more than 100 feet from the disk
bright light in a 20-foot radius and dim light for an (typically because it can’t move around an obstacle
additional 20 feet. to follow you), the spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
Fly
3rd-level transmutation
Flesh to Stone Casting Time: 1 action
Range: Touch
6th-level transmutation
Components: V, S, M (a wing feather from any
Casting Time: 1 action bird)
Range: 60 feet Duration: Concentration, up to 10 minutes
Components: V, S, M (a pinch of lime, water, and
You touch a willing creature. The target gains a
earth)
flying speed of 60 feet for the duration. When the
Duration: Concentration, up to 1 minute spell ends, the target falls if it is still aloft, unless it
You attempt to turn one creature that you can see can stop the fall.
within range into stone. If the target’s body is made At Higher Levels. When you cast this spell using
of flesh, the creature must make a Constitution a spell slot of 4th level or higher, you can target one
saving throw. On a failed save, it is restrained as its additional creature for each slot level above 3rd.
flesh begins to harden. On a successful save, the
creature isn’t affected.
A creature restrained by this spell must make
Fog Cloud
1st-level conjuration
another Constitution saving throw at the end of
each of its turns. If it successfully saves against this Casting Time: 1 action
spell three times, the spell ends. If it fails its saves Range: 120 feet
three times, it is turned to stone and subjected to Components: V, S
the petrified condition for the duration. The Duration: Concentration, up to 1 hour
successes and failures don’t need to be
consecutive; keep track of both until the target You create a 20-foot-radius sphere of fog centered
collects three of a kind. on a point within range. The sphere spreads
If the creature is physically broken while around corners, and its area is heavily obscured. It
petrified, it suffers from similar deformities if it lasts for the duration or until a wind of moderate or
reverts to its original state. greater speed (at least 10 miles per hour) disperses
If you maintain your concentration on this spell it.
for the entire possible duration, the creature is At Higher Levels. When you cast this spell using
turned to stone until the effect is removed. a spell slot of 2nd level or higher, the radius of the
fog increases by 20 feet for each slot level above
1st.

357
Forbiddance Forcecage
6th-level abjuration (ritual) 7th-level evocation
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 100 feet
Components: V, S, M (a sprinkling of arcanic Components: V, S, M (ruby dust worth 1,500 ct)
water, rare incense, and powdered ruby worth at Duration: 1 hour
least 1,000 ct) An immobile, invisible, cube-shaped prison
Duration: 1 day composed of magical force springs into existence
You create a ward against magical travel that around an area you choose within range. The
protects up to 40,000 square feet of floor space to a prison can be a cage or a solid box, as you choose.
height of 30 feet above the floor. For the duration, A prison in the shape of a cage can be up to 20
creatures can’t teleport into the area or use portals, feet on a side and is made from 1/2-inch diameter
such as those created by the gate spell, to enter the bars spaced 1/2 inch apart.
area. The spell proofs the area against planar A prison in the shape of a box can be up to 10
travel, and therefore prevents creatures from feet on a side, creating a solid barrier that prevents
accessing the area by way of the Elemental Plane, any matter from passing through it and blocking
the Gray, or the plane shift spell. any spells cast into or out from the area.
In addition, the spell damages types of creatures When you cast the spell, any creature that is
that you choose when you cast it. Choose one or completely inside the cage’s area is trapped.
more of the following: celestials, elementals, fey, Creatures only partially within the area, or those
fiends, and undead. When a chosen creature enters too large to fit inside the area, are pushed away
the spell’s area for the first time on a turn or starts from the center of the area until they are
its turn there, the creature takes 5d10 radiant or completely outside the area.
necrotic damage (your choice when you cast this A creature inside the cage can’t leave it by
spell). When you cast this spell, you can designate a nonmagical means. If the creature tries to use
password. A creature that speaks the password as teleportation or interplanar travel to leave the cage,
it enters the area takes no damage from the spell. it must first make a Charisma saving throw. On a
The spell’s area can’t overlap with the area of success, the creature can use that magic to exit the
another forbiddance spell. If you cast forbiddance cage. On a failure, the creature can’t exit the cage
every day for 30 days in the same location, the spell and wastes the use of the spell or effect.
lasts until dispelled, and the material components This spell can’t be dispelled by dispel magic.
are consumed on the last casting.
Foresight
9th-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and bestow a limited
ability to see into the immediate future. For the
duration, the target can’t be surprised and has
advantage on attack rolls, ability checks, and saving
throws.
Additionally, other creatures have disadvantage
on attack rolls against the target for the duration.
This spell immediately ends if you cast it again
before its duration ends.

358
Freedom of Movement Gaseous Form
4th-level abjuration 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a leather strap, bound Components: V, S, M (a bit of gauze and a wisp of
around the arm or a similar appendage) smoke)
Duration: 1 hour Duration: Concentration, up to 1 hour
You touch a willing creature. For the duration, the You transform a willing creature you touch, along
target’s movement is unaffected by difficult terrain, with everything it’s wearing and carrying, into a
and spells and other magical effects can neither misty cloud for the duration. The spell ends if the
reduce the target’s speed nor cause the target to be creature drops to 0 hit points. An incorporeal
paralyzed or restrained. creature isn’t affected.
The target can also spend 5 feet of movement to While in this form, the target’s only method of
automatically escape from nonmagical restraints, movement is a flying speed of 10 feet. The target
such as manacles or a creature that has it grappled. can enter and occupy the space of another creature.
Finally, being underwater imposes no penalties on The target has resistance to nonmagical damage,
the target’s movement or attacks. and it has advantage on Strength, Dexterity, and
Constitution saving throws. The target can pass
Friends through small holes, narrow openings, and even
mere cracks, though it treats liquids as though they
Enchantment cantrip
were solid surfaces. The target can’t fall and
Casting Time: 1 action remains hovering in the air even when stunned or
Range: Self otherwise incapacitated.
Components: S, M (a small amount of makeup While in the form of a misty cloud, the target
applied to the face as this spell is cast) can’t talk or manipulate objects, and any objects it
Duration: Concentration, up to 1 minute was carrying or holding can’t be dropped, used, or
otherwise interacted with. The target can’t attack
For the duration, you have advantage on all or cast spells.
Charisma checks directed at one creature of your
choice that isn’t hostile toward you. When the spell
ends, the creature realizes that you used magic to
Geas
influence its mood and becomes hostile toward 5th-level enchantment
you. A creature prone to violence might attack you. Casting Time: 1 minute
Another creature might seek retribution in other Range: 60 feet
ways (at the DM’s discretion), depending on the Components: V
nature of your interaction with it.
Duration: 30 days
Frostbite You place a magical command on a creature that
you can see within range, forcing it to carry out
Evocation cantrip some service or refrain from some action or course
Casting Time: 1 action of activity as you decide. If the creature can
Range: 60 feet understand you, it must succeed on a Wisdom
Components: V, S saving throw or become charmed by you for the
Duration: Instantaneous duration. While the creature is charmed by you, it
takes 5d10 psychic damage each time it acts in a
You cause numbing frost to form on one creature manner directly counter to your instructions, but no
that you can see within range. The target must more than once each day. A creature that can’t
make a Constitution saving throw. On a failed save, understand you is unaffected by the spell.
the target takes 1d6 cold damage, and it has You can issue any command you choose, short of
disadvantage on the next weapon attack roll it an activity that would result in certain death.
makes before the end of its next turn. Should you issue a suicidal command, the spell
At Higher Levels. The spell’s damage increases ends.
by 1d6 when you reach 5th level (2d6), 11th level You can end the spell early by using an action to
(3d6), and 17th level (4d6). dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels. When you cast this spell using
a spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th
level, the spell lasts until it is ended by one of the
spells mentioned above.

359
Gentle Repose Glibness
2nd-level necromancy (ritual) 8th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a pinch of salt and one Components: V
copper piece placed on each of the corpse’s eyes, Duration: 1 hour
which must remain there for the duration) Until the spell ends, when you make a Charisma
Duration: 10 days check, you can replace the number you roll with a
You touch a corpse or other remains. For the 15. Additionally, no matter what you say, magic
duration, the target is protected from decay and that would determine if you are telling the truth
can’t become undead. indicates that you are being truthful.
The spell also effectively extends the time limit
on raising the target from the dead, since days
spent under the influence of this spell don’t count
Globe of Invulnerability
6th-level abjuration
against the time limit of spells such as raise dead.
Casting Time: 1 action
Giant Insect Range: Self (10-foot radius)
Components: V, S, M (a glass or crystal bead that
4th-level transmutation
shatters when the spell ends)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet
An immobile, faintly shimmering barrier springs
Components: V, S
into existence in a 10-foot radius around you and
Duration: Concentration, up to 10 minutes remains for the duration.
You transform up to ten centipedes, three spiders, Any spell of 5th level or lower cast from outside
five wasps, or one scorpion within range into giant the barrier can’t affect creatures or objects within
versions of their natural forms for the duration. A it, even if the spell is cast using a higher level spell
centipede becomes a giant centipede, a spider slot. Such a spell can target creatures and objects
becomes a giant spider, a wasp becomes a giant within the barrier, but the spell has no effect on
wasp, and a scorpion becomes a giant scorpion. them. Similarly, the area within the barrier is
Each creature obeys your verbal commands, and excluded from the areas affected by such spells.
in combat, they act on your turn each round. The At Higher Levels. When you cast this spell using
DM has the statistics for these creatures and a spell slot of 7th level or higher, the barrier blocks
resolves their actions and movement. spells of one level higher for each slot level above
A creature remains in its giant size for the 6th.
duration, until it drops to 0 hit points, or until you
use an action to dismiss the effect on it.
The DM might allow you to choose different
targets. For example, if you transform a bee, its
giant version might have the same statistics as a
giant wasp.

360
Glyph of Warding Grasping Vine
3rd-level abjuration 4th-level conjuration
Casting Time: 1 hour Casting Time: 1 bonus action
Range: Touch Range: 30 feet
Components: V, S, M (incense and powdered Components: V, S
diamond worth at least 200 ct, which the spell Duration: Concentration, up to 1 minute
consumes) You conjure a vine that sprouts from the ground in
Duration: Until dispelled or triggered an unoccupied space of your choice that you can
When you cast this spell, you inscribe a glyph upon see within range. When you cast this spell, you can
either a surface (such as a table or wall) or within direct the vine to lash out at a creature within 30
an object that can be closed (such as a book or a feet of it that you can see. That creature must
chest) to conceal the glyph. The glyph can cover an succeed on a Dexterity saving throw or be pulled
area no larger than 10 feet in diameter. If the 20 feet directly toward the vine.
surface or object is moved more than 10 feet, the Until the spell ends, you can direct the vine to
glyph is broken, ending the spell with no effect. lash out at the same creature or another one as a
The glyph is nearly invisible and requires a bonus action on each of your turns.
successful Intelligence (Investigation) check
against your spell save DC to be found.
You decide what the glyph’s trigger is when it is
Gray Guise
7th-level transmutation
first cast. Triggers can be anything from standing
on the glyph, to interacting with a glyphed object, or Casting Time: 1 action
merely seeing the glyph, and anything between. Range: Self
Once a glyph is triggered, this spell ends. Components: V, S
You can further refine the trigger so the spell Duration: Up to 8 hours
activates only under certain circumstances or
You step into the border regions of the Gray, in the
according to physical characteristics (such as
area where it overlaps with your current plane. You
height or weight), creature kind (for example, only
remain in the Gray for the duration or until you use
affecting Changelings), or alignment. You can also
your action to dismiss the spell. During this time,
set conditions for creatures that don’t trigger the
you can move in any direction. If you move up or
glyph, such as those who say a certain password.
down, every foot of movement costs an extra foot.
Choose one effect when the glyph is cast:
You can see and hear the plane you originated
Explosive Runes. When triggered, the glyph
from, but everything there looks gray, and you can’t
erupts with magical energy in a 20-foot-radius
sphere centered on the glyph. The sphere spreads see anything more than 60 feet away.
around corners. Each creature in the area must While within the Gray, you can only affect and be
affected by other creatures on that plane. Creatures
make a Dexterity saving throw. A creature takes
that aren’t in the Gray can’t perceive you and can’t
5d8 acid, cold, fire, lightning, or thunder damage
interact with you, unless a special ability or magic
on a failed saving throw (your choice when you
has given them the ability to do so.
create the glyph), or half as much damage on a
You ignore all objects and effects that aren’t in
successful one.
the Gray, allowing you to move through objects you
Spell Glyph. You can store a prepared spell of
perceive on the plane you originated from.
3rd level or lower in the glyph by casting it as part
When the spell ends, you immediately return to
of creating the glyph. The spell must target a single
the plane you originated from in the spot you
creature or an area. The spell being stored has no
currently occupy. If you occupy the same spot as a
immediate effect when cast in this way. When the
solid object or creature when this happens, you are
glyph is triggered, the stored spell is cast. If the
immediately shunted to the nearest unoccupied
spell has a target, it targets the creature that
space that you can occupy and take force damage
triggered the glyph. If the spell affects an area, the
equal to twice the number of feet you are moved.
area is centered on that creature. If the spell
summons hostile creatures or creates harmful This spell has no effect if you cast it while you are
objects or traps, they appear as close as possible to already in the Gray.
At Higher Levels. When you cast this spell using
the intruder and attack it. If the spell requires
a spell slot of 8th level or higher, you can target up
concentration, it lasts until the end of its full
to three willing creatures (including you) for each
duration.
slot level above 7th. The creatures must be within
At Higher Levels. When you cast this spell using
10 feet of you when you cast the spell.
a spell slot of 4th level or higher, the damage of an
explosive runes glyph increases by 1d8 for each
slot level above 3rd. If you create a spell glyph, you
can store any spell of up to the same level as the
slot you use for the glyph of warding.

361
Grease Green-Flame Blade
1st-level conjuration Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (5-foot radius)
Components: V, S, M (a bit of pork rind or butter) Components: V, M (a melee weapon worth at least
Duration: 1 minute 1 bit)
Slick grease covers the ground in a 10-foot square Duration: Instantaneous
centered on a point within range and turns it into You brandish the weapon used in the spell’s casting
difficult terrain for the duration. and make a melee attack with it against one
When the grease appears, each creature standing creature within 5 feet of you. On a hit, the target
in its area must succeed on a Dexterity saving suffers the weapon attack’s normal effects, and you
throw or fall prone. A creature that enters the area can cause green fire to leap from the target to a
or ends its turn there must also succeed on a different creature of your choice that you can see
Dexterity saving throw or fall prone. within 5 feet of it. The second creature takes fire
damage equal to your spellcasting ability modifier.
Greater Invisibility At Higher Levels. This spell’s damage increases
when you reach certain levels. At 5th level, the
4th-level illusion
melee attack deals an extra 1d8 fire damage to the
Casting Time: 1 action target on a hit, and the fire damage to the second
Range: Touch creature increases to 1d8 + your spellcasting ability
Components: V, S modifier. Both damage rolls increase by 1d8 at
Duration: Concentration, up to 1 minute 11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).
You or a creature you touch becomes invisible until
the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target’s Guardian of Faith
person. 4th-level conjuration
Casting Time: 1 action
Greater Restoration Range: 30 feet
5th-level abjuration Components: V
Casting Time: 1 action Duration: 8 hours
Range: Touch A Large spectral guardian appears and hovers for
Components: V, S, M (diamond dust worth at least the duration in an unoccupied space of your choice
100 ct, which the spell consumes) that you can see within range. The guardian
Duration: Instantaneous occupies that space and is indistinct except for a
gleaming sword and shield emblazoned with the
You imbue a creature you touch with positive symbol of your Sorcerer-King.
energy to undo a debilitating effect. You can reduce Any creature hostile to you that moves to a space
the target’s exhaustion level by one, or end one of within 10 feet of the guardian for the first time on a
the following effects on the target: turn must succeed on a Dexterity saving throw. The
creature takes 20 radiant damage on a failed save,
One effect that charmed or petrified the target or half as much damage on a successful one. The
One curse, including those from a cursed magic guardian vanishes when it has dealt a total of 60
item damage.
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point
maximum

362
Guardian of Nature Guards and Wards
4th-level transmutation 6th-level abjuration
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: Self Range: Touch
Components: V Components: V, S, M (burning incense, a small
Duration: Concentration, up to 1 minute measure of brimstone, a knotted string, a drop of
A nature spirit answers your call and transforms mekillot blood, and a rod worth at least 10 ct)
you into a powerful guardian. The transformation Duration: 24 hours
lasts until the spell ends. You choose one of the You create a ward that protects up to 2,500 square
following forms to assume: Primal Beast or Great feet of floor space (an area 50 feet square, or one
Tree. hundred 5-foot squares, or twenty-five 10-foot
Primal Beast. Bestial fur covers your body, your squares). The warded area can be up to 20 feet tall,
facial features become feral, and you gain the and shaped as you desire. You can ward several
following benefits: stories of a stronghold by dividing the area among
them, as long as you can walk into each contiguous
Your walking speed increases by 10 feet. area while you are casting the spell.
You gain darkvision with a range of 120 feet. When you cast this spell, you can specify
You make Strength-based attack rolls with individuals that are unaffected by any or all of the
advantage. effects that you choose. You can also specify a
Your melee weapon attacks deal an extra 1d6 password that offers the same immunity.
force damage on a hit. Guards and wards creates the following effects
within the warded area.
Great Tree. Your skin appears barky, leaves Corridors. Fog fills all the warded corridors,
sprout from your hair, and you gain the following making them heavily obscured. In addition, at each
benefits: intersection or branching passage offering a choice
of direction, there is a 50 percent chance that a
You gain 10 temporary hit points. creature other than you will believe it is going in
You make Constitution saving throws with the opposite direction from the one it chooses.
advantage. Doors. All doors in the warded area are
You make Dexterity and Wisdom-based attack magically locked, as if by an arcane lock spell. In
rolls with advantage. addition, you can conceal up to ten doors
While you are on the ground, the ground within (equivalent to minor illusion‘s illusory object) to
15 feet of you is difficult terrain for your make them appear as plain sections of wall.
enemies. Stairs. Webs fill all stairs in the warded area
from top to bottom, as the web spell. These strands
regrow in 10 minutes if they are burned or torn
away while guards and wards lasts.
Other Spell Effect. You can place one of the
following magical effects within the warded area:
Place dancing lights in four corridors. You can
designate a simple program that the lights
repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The
vapors appear in the places you designate; they
return within 10 minutes if dispersed by wind
while guards and wards lasts.
Place a gust of wind in one corridor or room.
Place a suggestion in one location. You select an
area of up to 5 feet square, and any creature that
enters or passes through the area receives the
suggestion mentally.
The whole warded area radiates magic. A dispel
magic cast on a specific effect, if successful,
removes only that effect.
You can create a permanently guarded and
warded structure by casting this spell there every
day for one year.

363
Guidance Gust of Wind
Divination cantrip 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (60-foot line)
Components: V, S Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the A line of strong wind 60 feet long and 10 feet wide
spell ends, the target can roll a d4 and add the blasts from you in a direction you choose for the
number rolled to one ability check of its choice. It spell’s duration. Each creature that starts its turn in
can roll the die before or after making the ability the line must succeed on a Strength saving throw
check. The spell then ends. or be pushed 15 feet away from you in a direction
following the line.
Guiding Bolt Any creature in the line must spend 2 feet of
movement for every 1 foot it moves when moving
1st-level evocation closer to you.
Casting Time: 1 action The gust disperses gas or vapor, and it
Range: 120 feet extinguishes candles, torches, and similar
Components: V, S unprotected flames in the area. It causes protected
Duration: 1 round flames, such as those of lanterns, to dance wildly
and has a 50 percent chance to extinguish them.
A flash of light streaks toward a creature of your As a bonus action on each of your turns before
choice within range. Make a ranged spell attack the spell ends, you can change the direction in
against the target. On a hit, the target takes 4d6 which the line blasts from you.
radiant damage, and the next attack roll made
against this target before the end of your next turn
has advantage, thanks to the mystical dim light Hail of Thorns
glittering on the target until then. 1st-level conjuration
At Higher Levels. When you cast this spell using Casting Time: 1 bonus action
a spell slot of 2nd level or higher, the damage Range: Self
increases by 1d6 for each slot level above 1st.
Components: V
Duration: Concentration, up to 1 minute
Gust The next time you hit a creature with a ranged
Transmutation cantrip
weapon attack before the spell ends, this spell
Casting Time: 1 action creates a rain of thorns that sprouts from your
Range: 30 feet ranged weapon or ammunition. In addition to the
Components: V, S normal effect of the attack, the target of the attack
Duration: Instantaneous and each creature within 5 feet of it must make a
Dexterity saving throw. A creature takes 1d10
You seize the air and compel it to create one of the piercing damage on a failed save, or half as much
following effects at a point you can see within damage on a successful one.
range: At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the damage
One Medium or smaller creature that you
increases by 1d10 for each slot level above 1st (to a
choose must succeed on a Strength saving maximum of 6d10).
throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving
one object that is neither held nor carried and
that weighs no more than 5 pounds. The object
is pushed up to 10 feet away from you. It isn’t
pushed with enough force to cause damage.
You create a harmless sensory effect using air,
such as causing leaves to rustle, wind to slam
shutters shut, or your clothing to ripple in a
breeze.

364
Hallow Hallucinatory Terrain
5th-level evocation 4th-level illusion
Casting Time: 24 hours Casting Time: 10 minutes
Range: Touch Range: 300 feet
Components: V, S, M (herbs and incense worth at Components: V, S, M (a stone, a twig, and a bit of
least 1,000 ct, which the spell consumes) green plant)
Duration: Until dispelled Duration: 24 hours
You touch a point and infuse an area around it with You make natural terrain in a 150-foot cube in
arcane or elemental power. The area can have a range look, sound, and smell like some other sort of
radius up to 60 feet, and the spell fails if the radius natural terrain. Thus, open fields or a road can be
includes an area already under the effect of a made to resemble a swamp, hill, crevasse, or some
hallow spell. The affected area is subject to the other difficult or impassable terrain. A patch of
following effects. quicksand can be made to seem like an oasis, a
First, celestials, elementals, fey, fiends, and precipice like a gentle slope, or a rock-strewn gully
undead can’t enter the area, nor can such creatures like a wide and smooth road. Manufactured
charm, frighten, or possess creatures within it. Any structures, equipment, and creatures within the
creature charmed, frightened, or possessed by such area aren’t changed in appearance.
a creature is freed from these effects upon entering The tactile characteristics of the terrain are
the area. You can exclude one or more of those unchanged, so creatures entering the area are
types of creatures from this effect. likely to see through the illusion. If the difference
Second, you can bind an extra effect to the area. isn’t obvious by touch, a creature carefully
Choose the effect from the following list, or one examining the illusion can attempt an Intelligence
offered by the DM. Some effects apply to creatures (Investigation) check against your spell save DC to
in the area; you can designate whether the effect disbelieve it. A creature who discerns the illusion
applies to all creatures, creatures that follow a for what it is, sees it as a vague image
specific entity or leader, or creatures of a specific superimposed on the terrain.
sort, such as Dray. When a creature that would be
affected enters the spell’s area for the first time on
a turn or starts its turn there, it can make a
Hamanu’s Aegis
1st-level abjuration
Charisma saving throw. On a success, the creature
ignores the extra effect until it leaves the area. Casting Time: 1 action
Courage. Affected creatures can’t be frightened Range: Touch
while in the area. Components: V, S, M (arcanic water or powdered
Darkness. Darkness fills the area. Normal light, silver and iron, which the spell consumes)
as well as magical light created by spells of a lower Duration: Concentration, up to 10 minutes
level than the slot you used to cast this spell, can’t
illuminate the area. Until the spell ends, one willing creature you touch
Daylight. Bright light fills the area. Magical is protected against certain types of creatures:
darkness created by spells of a lower level than the aberrations, celestials, elementals, fey, fiends, and
slot you used for this spell can’t extinguish the light. undead.
Energy Protection. Affected creatures in the The protection grants several benefits. Creatures
area have resistance to one damage type of your of those types have disadvantage on attack rolls
choice, except for bludgeoning, piercing, or against the target. The target also can’t be
slashing. charmed, frightened, or possessed by them. If the
Energy Vulnerability. Affected creatures in the target is already charmed, frightened, or possessed
area have vulnerability to one damage type of your by such a creature, the target has advantage on any
choice, except for bludgeoning, piercing, or new saving throw against the relevant effect.
slashing.
Everlasting Rest. Dead bodies interred in the
area can’t be turned into undead.
Extradimensional Interference. Affected
creatures can’t move or travel using teleportation
or by extradimensional or interplanar means.
Fear. Affected creatures are frightened while in
the area.
Silence. No sound can emanate from within the
area, and no sound can reach into it.
Tongues. Affected creatures can communicate
with any other creature in the area, even if they
don’t share a common language.

365
Hand of the Giant Harm
5th-level evocation 6th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (an eggshell and a snakeskin Components: V, S
glove) Duration: Instantaneous
Duration: Concentration, up to 1 minute You unleash a virulent disease on a creature that
You create a Large hand of shimmering, you can see within range. The target must make a
translucent force in an unoccupied space that you Constitution saving throw. On a failed save, it takes
can see within range. The hand lasts for the spell’s 14d6 necrotic damage, or half as much damage on
duration, and it moves at your command, a successful save. The damage can’t reduce the
mimicking the movements of your own hand. target’s hit points below 1. If the target fails the
The hand is an object that has AC 20 and hit saving throw, its hit point maximum is reduced for
points equal to your hit point maximum. If it drops 1 hour by an amount equal to the necrotic damage
to 0 hit points, the spell ends. It has a Strength of it took. Any effect that removes a disease allows a
26 (+8) and a Dexterity of 10 (+0). The hand creature’s hit point maximum to return to normal
doesn’t fill its space. before that time passes.
When you cast the spell and as a bonus action on
your subsequent turns, you can move the hand up
to 60 feet and then cause one of the following
Haste
3rd-level transmutation
effects with it.
Clenched Fist. The hand strikes one creature or Casting Time: 1 action
object within 5 feet of it. Make a melee spell attack Range: 30 feet
for the hand using your game statistics. On a hit, Components: V, S, M (a shaving of licorice root)
the target takes 4d8 force damage. Duration: Concentration, up to 1 minute
Forceful Hand. The hand attempts to push a
creature within 5 feet of it in a direction you Choose a willing creature that you can see within
choose. Make a check with the hand’s Strength range. Until the spell ends, the target’s speed is
contested by the Strength (Athletics) check of the doubled, it gains a +2 bonus to AC, it has advantage
target. If the target is Medium or smaller, you have on Dexterity saving throws, and it gains an
advantage on the check. If you succeed, the hand additional action on each of its turns. That action
pushes the target up to 5 feet plus a number of feet can be used only to take the Attack (one weapon
equal to five times your spellcasting ability attack only), Dash, Disengage, Hide, or Use an
modifier. The hand moves with the target to remain Object action.
within 5 feet of it. When the spell ends, the target can’t move or
Grasping Hand. The hand attempts to grapple a take actions until after its next turn, as a wave of
Huge or smaller creature within 5 feet of it. You use lethargy sweeps over it.
the hand’s Strength score to resolve the grapple. If
the target is Medium or smaller, you have Heal
advantage on the check. While the hand is 6th-level evocation
grappling the target, you can use a bonus action to
have the hand crush it. When you do so, the target Casting Time: 1 action
takes bludgeoning damage equal to 2d6 + your Range: 60 feet
spellcasting ability modifier. Components: V, S
Interposing Hand. The hand interposes itself Duration: Instantaneous
between you and a creature you choose until you Choose a creature that you can see within range. A
give the hand a different command. The hand surge of positive energy washes through the
moves to stay between you and the target, creature, causing it to regain 70 hit points. This
providing you with half cover against the target. spell also ends blindness, deafness, and any
The target can’t move through the hand’s space if diseases affecting the target. This spell has no
its Strength score is less than or equal to the effect on constructs or undead.
hand’s Strength score. If its Strength score is At Higher Levels. When you cast this spell using
higher than the hand’s Strength score, the target a spell slot of 7th level or higher, the amount of
can move toward you through the hand’s space, but healing increases by 10 for each slot level above
that space is difficult terrain for the target. 6th.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the damage from
the clenched fist option increases by 2d8 and the
damage from the grasping hand increases by 2d6
for each slot level above 5th.

366
Healing Spirit Heat Metal
2nd-level conjuration 2nd-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the Choose a manufactured metal object, such as a
wounded. The intangible spirit appears in a space metal weapon or a suit of heavy or medium metal
that is a 5-foot cube you can see within range. The armor, that you can see within range. You cause the
spirit looks like a transparent beast or fey (your object to glow red-hot. Any creature in physical
choice). contact with the object takes 2d8 fire damage when
Until the spell ends, whenever you or a creature you cast the spell. Until the spell ends, you can use
you can see moves into the spirit’s space for the a bonus action on each of your subsequent turns to
first time on a turn or starts its turn there, you can cause this damage again.
cause the spirit to restore 1d6 hit points to that If a creature is holding or wearing the object and
creature (no action required). The spirit can’t heal takes the damage from it, the creature must
constructs or undead. succeed on a Constitution saving throw or drop the
As a bonus action on your turn, you can move the object if it can. If it doesn’t drop the object, it has
Spirit up to 30 feet to a space you can see. disadvantage on attack rolls and ability checks until
At Higher Levels. When you cast this spell using the start of your next turn.
a spell slot of 3rd level or higher, the healing At Higher Levels. When you cast this spell using
increases by 1d6) for each slot level above 2nd. a spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Healing Word
1st-level evocation Heroes’ Feast
6th-level conjuration
Casting Time: 1 bonus action
Range: 60 feet Casting Time: 10 minutes
Components: V Range: 30 feet
Duration: Instantaneous Components: V, S, M (a gem-encrusted bowl worth
at least 1,000 ct, which the spell consumes)
A creature of your choice that you can see within
range regains hit points equal to 1d4 + your Duration: Instantaneous
spellcasting ability modifier. This spell has no effect You bring forth a great feast, including magnificent
on undead or constructs. food and drink. The feast takes 1 hour to consume
At Higher Levels. When you cast this spell using and disappears at the end of that time, and the
a spell slot of 2nd level or higher, the healing beneficial effects don’t set in until this hour is over.
increases by 1d4 for each slot level above 1st. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several
Heated Rebuke benefits. The creature is cured of all diseases and
poison, becomes immune to poison and being
1st-level evocation
frightened, and makes all Wisdom saving throws
Casting Time: 1 reaction, which you take in with advantage. Its hit point maximum also
response to being damaged by a creature within increases by 2d10, and it gains the same number of
60 feet of you that you can see hit points. These benefits last for 24 hours.
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that
damaged you is momentarily surrounded by
clinging flames. The creature must make a
Dexterity saving throw. It takes 2d10 fire damage
on a failed save, or half as much damage on a
successful one.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.

367
Heroism Hold Monster
1st-level enchantment 5th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S Components: V, S, M (a small, straight piece of
Duration: Concentration, up to 1 minute iron)
A willing creature you touch is imbued with Duration: Concentration, up to 1 minute
bravery. Until the spell ends, the creature is Choose a creature that you can see within range.
immune to being frightened and gains temporary The target must succeed on a Wisdom saving
hit points equal to your spellcasting ability modifier throw or be paralyzed for the duration. This spell
at the start of each of its turns. When the spell has no effect on undead. At the end of each of its
ends, the target loses any remaining temporary hit turns, the target can make another Wisdom saving
points from this spell. throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target a spell slot of 6th level or higher, you can target one
one additional creature for each slot level above additional creature for each slot level above 5th.
1st. The creatures must be within 30 feet of each other
when you target them.
Hex
1st-level enchantment Hold Person
Casting Time: 1 bonus action 2nd-level enchantment
Range: 90 feet Casting Time: 1 action
Components: V, S, M (the petrified eye of a critic Range: 60 feet
lizard) Components: V, S, M (a small, straight piece of
Duration: Concentration, up to 1 hour iron)
You place a curse on a creature that you can see Duration: Concentration, up to 1 minute
within range. Until the spell ends, you deal an extra Choose a humanoid that you can see within range.
1d6 necrotic damage to the target once per turn The target must succeed on a Wisdom saving
after hitting with an attack. Also, choose one ability throw or be paralyzed for the duration. At the end
when you cast the spell. The target has of each of its turns, the target can make another
disadvantage on ability checks made with the Wisdom saving throw. On a success, the spell ends
chosen ability. on the target.
If the target drops to 0 hit points before this spell At Higher Levels. When you cast this spell using
ends, you can use a bonus action on a subsequent a spell slot of 3rd level or higher, you can target one
turn of yours to curse a new creature. A remove additional humanoid for each slot level above 2nd.
curse spell cast on the target ends this spell early. The humanoids must be within 30 feet of each
At Higher Levels. When you cast this spell using other when you target them.
a spell slot of 3rd or 4th level, you can maintain
your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up
to 24 hours.

368
Holy Aura Horrid Wilting
8th-level abjuration 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 150 feet
Components: V, S, M (a tiny reliquary worth at Components: V, S, M (a bit of sponge)
least 1,000 ct containing a sacred relic, such as a Duration: Instantaneous
scrap of cloth from a Sorcerer-King’s robe or a You draw the moisture from every creature in a 30-
piece of parchment from a druidic text) foot cube centered on a point you choose within
Duration: Concentration, up to 1 minute range. Each creature in that area must make a
Radiant light washes out from you and coalesces in Constitution saving throw. Constructs and undead
a soft illumination in a 30-foot radius around you. aren’t affected, and plants and water elementals
Creatures of your choice in that radius when you make this saving throw with disadvantage. A
cast this spell shed dim light in a 5-foot radius and creature takes 12d8 necrotic damage on a failed
have advantage on all saving throws, and other save, or half as much damage on a successful one.
creatures have disadvantage on attack rolls against Nonmagical plants in the area that aren’t
them until the spell ends. In addition, when a fiend creatures, such as trees and shrubs, wither and die
or an undead hits an affected creature with a melee instantly.
attack, the aura flashes with brilliant light. The
attacker must succeed on a Constitution saving Hunger of Kalid-Ma
throw or be blinded until the spell ends. 3rd-level conjuration

Holy Weapon Casting Time: 1 action


Range: 150 feet
5th-level evocation Components: V, S, M (a pickled octopus tentacle)
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: Touch You become a conduit to the dark powers of the
Components: V, S lost Sorcerer-King Kalid-Ma. A 20-foot-radius
Duration: Concentration, up to 1 hour sphere of blackness and bitter cold appears,
You imbue a weapon you touch with magical centered on a point with range and lasting for the
power. Until the spell ends, the weapon emits duration. This void is filled with a cacophony of soft
bright light in a 30-foot radius and dim light for an whispers and slurping noises that can be heard up
additional 30 feet. In addition, weapon attacks to 30 feet away. No light, magical or otherwise, can
made with it deal an extra 2d8 radiant damage on a illuminate the area, and creatures fully within the
hit. If the weapon isn’t already a magic weapon, it area are blinded.
becomes one for the duration. The void creates a warp in the fabric of space,
As a bonus action on your turn, you can dismiss and the area is difficult terrain. Any creature that
this spell and cause the weapon to emit a burst of starts its turn in the area takes 2d6 cold damage.
radiance. Each creature of your choice that you can Any creature that ends its turn in the area must
see within 30 feet of you must make a Constitution succeed on a Dexterity saving throw or take 2d6
saving throw. On a failed save, a creature takes 4d8 acid damage as milky, otherworldly tentacles rub
radiant damage, and it is blinded for 1 minute. On a against it.
successful save, a creature takes half as much
damage and isn’t blinded. At the end of each of its
turns, a blinded creature can make a Constitution
saving throw, ending the effect on itself on a
success.

369
Hunter’s Mark Ice Knife
1st-level divination 1st-level conjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Components: V Components: S, M (a drop of water or a piece of
Duration: Concentration, up to 1 hour ice)
You choose a creature you can see within range Duration: Instantaneous
and mystically mark it as your quarry. Until the You create a shard of ice and fling it at one creature
spell ends, you deal an extra 1d6 damage to the within range. Make a ranged spell attack against
target once per turn after hitting with a weapon the target. On a hit, the target takes 1d10 piercing
attack, and you have advantage on any Wisdom damage. Hit or miss, the shard then explodes. The
(Perception) or Wisdom (Survival) check you make target and each creature within 5 feet of it must
to find it. If the target drops to 0 hit points before succeed on a Dexterity saving throw or take 2d6
this spell ends, you can use a bonus action on a cold damage.
subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage
a spell slot of 3rd or 4th level, you can maintain increases by 1d6 for each slot level above 1st.
your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you
can maintain your concentration on the spell for up
Ice Storm
to 24 hours. 4th-level evocation
Casting Time: 1 action
Hypnotic Pattern Range: 300 feet
3rd-level illusion Components: V, S, M (a pinch of dust and a few
drops of water)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
Components: S, M (a glowing stick of incense or a A hail of rock-hard ice pounds to the ground in a
crystal vial filled with phosphorescent material) 20-foot-radius, 40-foot-high cylinder centered on a
point within range. Each creature in the cylinder
Duration: Concentration, up to 1 minute
must make a Dexterity saving throw. A creature
You create a twisting pattern of colors that weaves takes 2d8 bludgeoning damage and 4d6 cold
through the air inside a 30-foot cube within range. damage on a failed save, or half as much damage
The pattern appears for a moment and vanishes. on a successful one.
Each creature in the area who sees the pattern Hailstones turn the storm’s area of effect into
must make a Wisdom saving throw. On a failed difficult terrain until the end of your next turn.
save, the creature becomes charmed for the At Higher Levels. When you cast this spell using
duration. While charmed by this spell, the creature a spell slot of 5th level or higher, the bludgeoning
is incapacitated and has a speed of 0. The spell damage increases by 1d8 for each slot level above
ends for an affected creature if it takes any damage 4th.
or if someone else uses an action to shake the
creature out of its stupor. Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 ct
and an owl feather)
Duration: Instantaneous
You choose one object that you must touch
throughout the casting of the spell. If it is a magic
item or some other magic-imbued object, you learn
its properties, how to use them, and how many
charges it has, if any. You learn whether any spells
are affecting the item and what they are. If the item
was created by a spell, you learn which spell
created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are currently
affecting it.

370
Illusory Script Imprisonment
1st-level illusion (ritual) 9th-level abjuration
Casting Time: 1 minute Casting Time: 1 minute
Range: Touch Range: 30 feet
Components: S, M (a lead-based ink worth at least Components: V, S, M (a portrait or statuette in the
10 ct, which the spell consumes) target’s likeness, and a component matching the
Duration: 10 days version of the spell you choose, worth at least
You write on parchment, paper, or some other 500 ct per Hit Die of the target)
suitable writing material and imbue it with a potent Duration: Until dispelled
illusion that lasts for the duration. To you and any You magically restrain a creature that you can see
creatures you designate when you cast the spell, within range. The target must succeed on a
the writing appears normal, written in your hand, Wisdom saving throw or be bound; if it succeeds, it
and conveys whatever meaning you intended when is immune to this spell if you cast it again. While
you wrote the text. To all others, the writing affected, the target doesn’t age, breathe, or require
appears as if it were written in an unknown or food and drink. Divination spells and clairsentience
magical script that is unintelligible. Alternatively, powers can’t locate or perceive the target.
you can cause the writing to appear to be an Choose one effect when first casting the spell:
entirely different message, written in a different Burial. The target is entombed far beneath the
hand and language, though the language must be earth in a sphere of magical force that is just large
one you know. enough to contain the target. Nothing can pass
Should the spell be dispelled, the original script through the sphere, nor can anything teleport or
and the illusion both disappear. use planar travel to get into or out of it.
A creature with truesight can read the hidden Special component: a small mithral orb.
message. Chaining. The target is restrained by chains and
cannot move or be moved until the spell ends.
Immolation Special component: a fine chain of precious steel.
Hedged Prison. The spell transports the target
5th-level evocation
into a tiny demiplane that is warded against
Casting Time: 1 action teleportation and planar travel. The demiplane can
Range: 90 feet be a labyrinth, a cage, a tower, or any similar
Components: V confined structure or area of your choice.
Duration: Concentration, up to 1 minute Special component: a jade model of the prison.
Minimus Containment. The target shrinks to a
Flames wreathe one creature you can see within
height of 1 inch and is imprisoned inside a
range. The target must make a Dexterity saving
gemstone or similar object. The target can see out,
throw. It takes 8d6 fire damage on a failed save, or
and others can see in, but no sound, object, or other
half as much damage on a successful one. On a
effect can pass through, even by means of
failed save, the target also burns for the spell’s
teleportation or planar travel. The gemstone can’t
duration. The burning target sheds bright light in a
be cut or broken while the spell remains in effect.
30-foot radius and dim light for an additional 30 Special component: a large gemstone.
feet. At the end of each of its turns, the target
Slumber. The target falls into a comatose
repeats the saving throw. It takes 4d6 fire damage
slumber from which they cannot be roused.
on a failed save, and the spell ends on a successful
Special component: rare soporific herbs.
one. These magical flames can’t be extinguished by
Ending the Spell. During the casting of the spell,
nonmagical means.
you can specify a condition that will end the spell
If damage from this spell kills a target, the target
and release the target. The condition can be as
is turned to ash.
specific or as elaborate as you choose, but the DM
must agree that the condition is reasonable and has
a likelihood of coming to pass. The conditions can
be based on a creature’s name or identity but
otherwise must be based on observable actions or
qualities and not based on intangibles such as level,
class, or hit points.
A dispel magic spell can end the spell only if cast
at 9th-level, targeting either the prison or the
special component used to create it. You can use a
particular special component to create only one
prison at a time. If you cast the spell again using
the same component, the target of the first casting
is immediately freed from its binding.

371
Incendiary Cloud Inflict Wounds
8th-level conjuration 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
A swirling cloud of smoke shot through with white- Make a melee spell attack against a creature you
hot embers appears in a 20-foot-radius sphere can reach. On a hit, the target takes 3d10 necrotic
centered on a point within range. damage.
The cloud spreads around corners and is heavily At Higher Levels. When you cast this spell using
obscured. It lasts for the duration or until a wind of a spell slot of 2nd level or higher, the damage
moderate or greater speed (at least 10 miles per increases by 1d10 for each slot level above 1st.
hour) disperses it. When the cloud appears, each
creature in it must make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed save,
Insect Plague
5th-level conjuration
or half as much damage on a successful one. A
creature must also make this saving throw when it Casting Time: 1 action
enters the spell’s area for the first time on a turn or Range: 300 feet
ends its turn there. Components: V, S, M (a few grains of sugar, some
The cloud moves 10 feet directly away from you kernels of grain, and a smear of fat)
in a direction that you choose at the start of each of Duration: Concentration, up to 10 minutes
your turns.
Swarming, biting locusts fill a 20-foot-radius sphere
Infestation centered on a point you choose within range. The
sphere spreads around corners. The sphere
Conjuration cantrip remains for the duration, and its area is lightly
Casting Time: 1 action obscured. The sphere’s area is difficult terrain.
Range: 30 feet When the area appears, each creature in it must
Components: V, S, M (a living flea) make a Constitution saving throw. A creature takes
Duration: Instantaneous 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must
You cause a cloud of mites, fleas, and other also make this saving throw when it enters the
parasites to appear momentarily on one creature spell’s area for the first time on a turn or ends its
you can see within range. The target must succeed turn there.
on a Constitution saving throw, or it takes 1d6 At Higher Levels. When you cast this spell using
poison damage and moves 5 feet in a random a spell slot of 6th level or higher, the damage
direction if it can move and its speed is at least 5 increases by 1d10 for each slot level above 5th.
feet. Roll a d4 for the direction: 1. North; 2. South;
3. East; or 4. West. This movement doesn’t provoke
opportunity attacks, and if the direction rolled is
Intellect Fortress
blocked, the target doesn’t move. 3rd-level abjuration
At Higher Levels. The spell’s damage increases Casting Time: 1 action
by 1d6 when you reach 5th level (2d6), 11th level Range: 30 feet
(3d6), and 17th level (4d6). Components: V
Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you
can see within range has resistance to psychic
damage, as well as advantage on Intelligence,
Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
The creatures must be within 30 feet of each other
when you target them.

372
Investiture of Flame Investiture of Stone
6th-level transmutation 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light Until the spell ends, bits of rock spread across your
in a 30-foot radius and dim light for an additional body, and you gain the following benefits:
30 feet for the spell’s duration. The flames don’t
harm you. Until the spell ends, you gain the You have resistance to bludgeoning, piercing,
following benefits: and slashing damage from nonmagical attacks.
You can use your action to create a small
You are immune to fire damage and have earthquake on the ground in a 15-foot radius
resistance to cold damage. centered on you. Other creatures on that ground
Any creature that moves within 5 feet of you for must succeed on a Dexterity saving throw or be
the first time on a turn or ends its turn there knocked prone.
takes 1d10 fire damage. You can move across difficult terrain made of
You can use your action to create a line of fire 15 earth or stone without spending extra
feet long and 5 feet wide extending from you in a movement. You can move through solid earth or
direction you choose. Each creature in the line stone as if it was air and without destabilizing it,
must make a Dexterity saving throw. A creature but you can’t end your movement there. If you
takes 4d8 fire damage on a failed save, or half as do so, you are ejected to the nearest unoccupied
much damage on a successful one. space, this spell ends, and you are stunned until
the end of your next turn.
Investiture of Ice
6th-level transmutation Investiture of Wind
Casting Time: 1 action 6th-level transmutation
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 10 minutes Components: V, S
Until the spell ends, ice rimes your body, and you Duration: Concentration, up to 10 minutes
gain the following benefits: Until the spell ends, wind whirls around you, and
you gain the following benefits:
You are immune to cold damage and have
resistance to fire damage. Ranged weapon attacks made against you have
You can move across difficult terrain created by disadvantage on the attack roll.
ice or snow without spending extra movement. You gain a flying speed of 60 feet. If you are still
The ground in a 10-foot radius around you is icy flying when the spell ends, you fall, unless you
and is difficult terrain for creatures other than can somehow prevent it.
you. The radius moves with you. You can use your action to create a 15-foot cube
You can use your action to create a 15-foot cone of swirling wind centered on a point you can see
of freezing wind extending from your within 60 feet of you. Each creature in that area
outstretched hand in a direction you choose. must make a Constitution saving throw. A
Each creature in the cone must make a creature takes 2d10 bludgeoning damage on a
Constitution saving throw. A creature takes 4d6 failed save, or half as much damage on a
cold damage on a failed save, or half as much successful one. If a Large or smaller creature
damage on a successful one. A creature that fails fails the save, that creature is also pushed up to
its save against this effect has its speed halved 10 feet away from the center of the cube.
until the start of your next turn.

373
Invisibility King’s Sanctum
2nd-level illusion 4th-level abjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: Touch Range: 120 feet
Components: V, S, M (an eyelash encased in gum Components: V, S, M (a thin sheet of lead, a piece
arabic) of opaque glass, a wad of cloth, and powdered
Duration: Concentration, up to 1 hour chrysolite)
A creature you touch becomes invisible until the Duration: 24 hours
spell ends. Anything the target is wearing or You make an area within range magically secure.
carrying is invisible as long as it is on the target’s The area is a cube that can be as small as 5 feet to
person. The spell ends for a target that attacks or as large as 100 feet on each side. The spell lasts for
casts a spell. the duration or until you use an action to dismiss it.
At Higher Levels. When you cast this spell using When you cast the spell, you decide what sort of
a spell slot of 3rd level or higher, you can target one security the spell provides, choosing any or all of
additional creature for each slot level above 2nd. the following properties:

Invulnerability Sound can’t pass through the barrier at the edge


of the warded area.
9th-level abjuration
The barrier of the warded area appears dark and
Casting Time: 1 action foggy, preventing vision (including darkvision)
Range: Self through it.
Components: V, S, M (a small piece of mithral Sensors created by divination spells or
worth at least 500 ct, which the spell consumes) clairsentience powers can’t appear inside the
Duration: Concentration, up to 10 minutes protected area or pass through the barrier at its
You are immune to all damage until the spell ends. perimeter.
Creatures in the area can’t be targeted by
Jump divination spells or clairsentience powers.
Nothing can teleport into or out of the warded
1st-level transmutation
area.
Casting Time: 1 action Planar travel is blocked within the warded area.
Range: Touch
Components: V, S, M (a grasshopper’s hind leg) Casting this spell on the same spot every day for
Duration: 1 minute a year makes this effect permanent.
At Higher Levels. When you cast this spell using
You touch a creature. The creature’s jump distance a spell slot of 5th level or higher, you can increase
is tripled until the spell ends. the size of the cube by 100 feet for each slot level
beyond 4th. Thus you could protect a cube that can
be up to 200 feet on one side by using a spell slot of
5th level.

King’s Sword
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature steel sword with
a grip and pommel of copper and zinc, worth 250
ct)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that
hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet
of the sword. On a hit, the target takes 3d10 force
damage. Until the spell ends, you can use a bonus
action on each of your turns to move the sword up
to 20 feet to a spot you can see and repeat this
attack against the same target or a different one.

374
Knock Lesser Restoration
2nd-level transmutation 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Instantaneous
Choose an object that you can see within range. You touch a creature and can end either one
The object can be a door, a box, a chest, a set of disease or one condition afflicting it. The condition
manacles, a padlock, or another object that can be blinded, deafened, paralyzed, or poisoned.
contains a mundane or magical means that
prevents access.
A target that is held shut by a mundane lock or
Levitate
2nd-level transmutation
that is stuck or barred becomes unlocked, unstuck,
or unbarred. If the object has multiple locks, only Casting Time: 1 action
one of them is unlocked. Range: 60 feet
If you choose a target that is held shut with Components: V, S, M (either a small leather loop
arcane lock, that spell is suppressed for 10 or a piece of copper wire bent into a cup shape
minutes, during which time the target can be with a long shank on one end)
opened and shut normally. Duration: Concentration, up to 10 minutes
When you cast the spell, a loud knock, audible
from as far away as 300 feet, emanates from the One creature or loose object of your choice that you
target object. can see within range rises vertically, up to 20 feet,
and remains suspended there for the duration. The
Legend Lore spell can levitate a target that weighs up to 500
pounds. An unwilling creature that succeeds on a
5th-level divination Constitution saving throw is unaffected.
Casting Time: 10 minutes The target can move only by pushing or pulling
Range: Self against a fixed object or surface within reach (such
Components: V, S, M (incense worth at least 250 as a wall or a ceiling), which allows it to move as if
ct, which the spell consumes, and four ivory it were climbing. You can change the target’s
strips worth at least 50 ct each) altitude by up to 20 feet in either direction on your
turn. If you are the target, you can move up or down
Duration: Instantaneous
as part of your move. Otherwise, you can use your
Name or describe a person, place, or object. The action to move the target, which must remain
spell brings to your mind a brief summary of the within the spell’s range.
significant lore about the thing you named. The lore When the spell ends, the target floats gently to
might consist of current tales, forgotten stories, or the ground if it is still aloft.
even secret lore that has never been widely known.
If the thing you named isn’t of legendary
importance, you gain no information. The more
Life Transference
3rd-level necromancy
information you already have about the thing, the
more precise and detailed the information you Casting Time: 1 action
receive is. Range: 30 feet
The information you learn is accurate but might Components: V, S
be couched in figurative language. For example, if Duration: Instantaneous
you have a mysterious magic axe on hand, the spell
might yield this information: “Woe to the evildoer You sacrifice some of your health to mend another
whose hand touches the axe, for even the haft creature’s injuries. You take 4d8 necrotic damage,
slices the hand of the evil ones. Only a true Child of and one creature of your choice that you can see
Stone may awaken the true powers of the axe, and within range regains a number of hit points equal
only with the sacred word Rudnogg on the lips.” to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.

375
Lifeward Lightning Bolt
4th-level abjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (100-foot line)
Components: V, S Components: V, S, M (a bit of fur and a rod of
Duration: 8 hours amber, crystal, or glass)
You touch a creature and grant it protection from Duration: Instantaneous
death. The first time the target would drop to 0 hit A stroke of lightning forming a line 100 feet long
points as a result of taking damage, the target and 5 feet wide blasts out from you in a direction
instead drops to 1 hit point, and the spell ends. If you choose. Each creature in the line must make a
the spell is still in effect when the target is Dexterity saving throw. A creature takes 8d6
subjected to an effect that would instantaneously lightning damage on a failed save, or half as much
kill it without dealing damage, that effect is instead damage on a successful one.
negated against the target, and the spell ends. The lightning ignites flammable objects in the
area that aren’t being worn or carried.
Light At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
Evocation cantrip
increases by 1d6 for each slot level above 3rd.
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent
Lightning Lure
Evocation cantrip
moss)
Duration: 1 hour Casting Time: 1 action
Range: Self (15-foot radius)
You touch one object that is no larger than 10 feet
Components: V
in any dimension. Until the spell ends, the object
Duration: Instantaneous
sheds bright light in a 20-foot radius and dim light
for an additional 20 feet. The light can be colored You create a lash of lightning energy that strikes at
as you like. Completely covering the object with one creature of your choice that you can see within
something opaque blocks the light. 15 feet of you. The target must succeed on a
The spell ends if you cast it again or dismiss it as Strength saving throw or be pulled up to 10 feet in
an action. a straight line toward you and then take 1d8
If you target an object held or worn by a hostile lightning damage if it is within 5 feet of you.
creature, that creature must succeed on a Dexterity At Higher Levels. This spell’s damage increases
saving throw to avoid the spell. by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
Lightning Arrow
3rd-level transmutation Locate Animals or Plants
2nd-level divination (ritual)
Casting Time: 1 bonus action
Range: Self Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V, S, M (a bit of fur from a
bloodhound)
The next time you make a ranged weapon attack
during the spell’s duration, the weapon’s Duration: Instantaneous
ammunition, or the weapon itself if it’s a thrown Describe or name a specific kind of beast or plant.
weapon, transforms into a bolt of lightning. Make Concentrating on the voice of nature in your
the attack roll as normal. The target takes 4d8 surroundings, you learn the direction and distance
lightning damage on a hit, or half as much damage to the closest creature or plant of that kind within 5
on a miss, instead of the weapon’s normal damage. miles, if any are present.
Whether you hit or miss, each creature within 10
feet of the target must make a Dexterity saving
throw. Each of these creatures takes 2d8 lightning
damage on a failed save, or half as much damage
on a successful one. The piece of ammunition or
weapon then returns to its normal form.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage for
both effects of the spell increases by 1d8 for each
slot level above 3rd.

376
Locate Creature Longstrider
4th-level divination 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a bit of fur from a Components: V, S, M (a pinch of dirt)
bloodhound) Duration: 1 hour
Duration: Concentration, up to 1 hour You touch a creature. The target’s speed increases
Describe or name a creature that is familiar to you. by 10 feet until the spell ends.
You sense the direction to the creature’s location, At Higher Levels. When you cast this spell using
as long as that creature is within 1,000 feet of you. a spell slot of 2nd level or higher, you can target
If the creature is moving, you know the direction of one additional creature for each slot level above
its movement. 1st.
The spell can locate a specific creature known to
you, or the nearest creature of a specific kind (such
as a Seedling or a baazrag), so long as you have
Maddening Darkness
8th-level evocation
seen such a creature up close —within 30 feet— at
least once. If the creature you described or named Casting Time: 1 action
is in a different form, such as being under the Range: 150 feet
effects of a polymorph spell, this spell doesn’t Components: V, M (a drop of pitch mixed with a
locate the creature. drop of mercury)
This spell can’t locate a creature if running water Duration: Concentration, up to 10 minutes
at least 10 feet wide blocks a direct path between
you and the creature. Magical darkness spreads from a point you choose
within range to fill a 60-foot-radius sphere until the
spell ends. The darkness spreads around corners.
Locate Object A creature with darkvision can’t see through this
2nd-level divination darkness. Non-magical light, as well as light
Casting Time: 1 action created by spells of 8th level or lower, can’t
Range: Self illuminate the area.
Shrieks, gibbering, and mad laughter can be
Components: V, S, M (a forked twig)
heard within the sphere. Whenever a creature
Duration: Concentration, up to 10 minutes
starts its turn in the sphere, it must make a
Describe or name an object that is familiar to you. Wisdom saving throw, taking 8d8 psychic damage
You sense the direction to the object’s location, as on a failed save, or half as much damage on a
long as that object is within 1,000 feet of you. If the successful one.
object is in motion, you know the direction of its
movement.
The spell can locate a specific object known to
Maelstrom
5th-level evocation
you, as long as you have seen it up close —within
30 feet— at least once. Alternatively, the spell can Casting Time: 1 action
locate the nearest object of a particular kind, such Range: 120 feet
as a certain kind of apparel, jewelry, furniture, tool, Components: V, S, M (paper or leaf in the shape of
or weapon. a funnel)
This spell can’t locate an object if any thickness Duration: Concentration, up to 1 minute
of lead, even a thin sheet, blocks a direct path
between you and the object. A mass of 5-foot-deep water appears and swirls in a
30-foot radius centered on a point you can see
within range. The point must be on ground or in a
body of water. Until the spell ends, that area is
difficult terrain, and any creature that starts its turn
there must succeed on a Strength saving throw or
take 6d6 bludgeoning damage and be pulled 10
feet toward the center.

377
Mage Armor Magic Circle
1st-level abjuration 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: 10 feet
Components: V, S, M (a piece of cured leather) Components: V, S, M (arcanic water or powdered
Duration: 8 hours silver and iron worth at least 100 ct, which the
You touch a willing creature who isn’t wearing spell consumes)
armor, and a protective magical force surrounds it Duration: 1 hour
until the spell ends. The target’s base AC becomes You create a 10-foot-radius, 20-foot-tall cylinder of
13 + its Dexterity modifier. The spell ends if the magical energy centered on a point on the ground
target dons armor or if you dismiss the spell as an that you can see within range. Glowing runes
action. appear wherever the cylinder intersects with the
floor or other surface.
Mage Hand Choose one or more of the following types of
Conjuration cantrip creatures: celestials, elementals, fey, fiends, or
undead. The circle affects a creature of the chosen
Casting Time: 1 action type in the following ways:
Range: 30 feet
Components: V, S The creature can’t willingly enter the cylinder by
Duration: 1 minute nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it
A spectral, floating hand appears at a point you
must first succeed on a Charisma saving throw.
choose within range. The hand lasts for the
duration or until you dismiss it as an action. The The creature has disadvantage on attack rolls
hand vanishes if it is ever more than 30 feet away against targets within the cylinder.
from you or if you cast this spell again. Targets within the cylinder can’t be charmed,
You can use your action to control the hand. You frightened, or possessed by the creature.
can use the hand to manipulate an object, open an
When you cast this spell, you can elect to cause
unlocked door or container, stow or retrieve an
its magic to operate in the reverse direction,
item from an open container, or pour the contents
preventing a creature of the specified type from
out of a vial. You can move the hand up to 30 feet
leaving the cylinder and protecting targets outside
each time you use it.
it.
The hand can’t attack, activate magic items, or
At Higher Levels. When you cast this spell using
carry more than 10 pounds.
a spell slot of 4th level or higher, the duration
increases by 1 hour for each slot level above 3rd.
Magic Jar Magic Missile
6th-level necromancy 1st-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S, M (a gem, crystal, reliquary, or Components: V, S
some other ornamental container worth at least Duration: Instantaneous
500 ct) You create three glowing darts of magical force.
Duration: Until dispelled Each dart hits a creature of your choice that you
Your body falls into a catatonic state as your soul can see within range. A dart deals 1d4 + 1 force
leaves it and enters the container you used for the damage to its target. The darts all strike
spell’s material component. While your soul simultaneously, and you can direct them to hit one
inhabits the container, you are aware of your creature or several.
surroundings as if you were in the container’s At Higher Levels. When you cast this spell using
space. You can’t move or use reactions. The only a spell slot of 2nd level or higher, the spell creates
action you can take is to project your soul up to 100 one more dart for each slot level above 1st.
feet out of the container, either returning to your
living body (and ending the spell) or attempting to
possess a humanoid’s body.
Magic Mouth
2nd-level illusion (ritual)
You can attempt to possess any humanoid within
100 feet of you that you can see (creatures warded Casting Time: 1 minute
by a Hamanu’s aegis or magic circle spell can’t be Range: 30 feet
possessed). The target must make a Charisma Components: V, S, M (a small bit of honeycomb
saving throw. On a failure, your soul moves into the and jade dust worth at least 10 ct, which the spell
target’s body, and the target’s soul becomes consumes)
trapped in the container. On a success, the target Duration: Until dispelled
resists your efforts to possess it, and you can’t
attempt to possess it again for 24 hours. You implant a message within an object in range, a
Once you possess a creature’s body, you control message that is uttered when a trigger condition is
it. Your game statistics are replaced by the met. Choose an object that you can see and that
statistics of the creature, though you retain your isn’t being worn or carried by another creature.
alignment and your Intelligence, Wisdom, and Then speak the message, which must be 25 words
Charisma scores. You retain the benefit of your or less, though it can be delivered over as long as
own class features. If the target has any class 10 minutes. Finally, determine the circumstance
levels, you can’t use any of its class features. that will trigger the spell to deliver your message.
Meanwhile, the possessed creature’s soul can When that circumstance occurs, a magical mouth
perceive from the container using its own senses, appears on the object and recites the message in
but it can’t move or take actions at all. While your voice and at the same volume you spoke. If the
possessing a body, you can use your action to object you chose has a mouth or something that
return from the host body to the container if it is looks like a mouth (for example, the mouth of a
within 100 feet of you, returning the host creature’s statue), the magical mouth appears there so that
soul to its body. If the host body dies while you’re in the words appear to come from the object’s mouth.
it, the creature dies, and you must make a When you cast this spell, you can have the spell end
Charisma saving throw against your own after it delivers its message, or it can remain and
spellcasting DC. On a success, you return to the repeat its message whenever the trigger occurs.
container if it is within 100 feet of you. Otherwise, The triggering circumstance can be as general or
you die. as detailed as you like, though it must be based on
If the container is destroyed or the spell ends, visual or audible conditions that occur within 30
your soul immediately returns to your body. If your feet of the object. For example, you could instruct
body is more than 100 feet away from you or if your the mouth to speak when any creature moves
body is dead when you attempt to return to it, you within 30 feet of the object or when a silver bell
die. If another creature’s soul is in the container rings within 30 feet of it.
when it is destroyed, the creature’s soul returns to
its body if the body is alive and within 100 feet.
Otherwise, that creature dies.
When the spell ends, the container is destroyed.

379
Magic Stone Major Image
Transmutation cantrip 3rd-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S, M (a bit of fleece)
Duration: 1 minute Duration: Concentration, up to 10 minutes
You touch one to three pebbles and imbue them You create the image of an object, a creature, or
with magic. You or someone else can make a some other visible phenomenon that is no larger
ranged spell attack with one of the pebbles by than a 20-foot cube. The image appears at a spot
throwing it or hurling it with a sling. If thrown, it that you can see within range and lasts for the
has a range of 60 feet. duration. It seems completely real, including
If someone else attacks with the pebble, that sounds, smells, and temperature appropriate to the
attacker adds your spellcasting ability modifier, not thing depicted. You can’t create sufficient heat or
the attacker’s, to the attack roll. On a hit, the target cold to cause damage, a sound loud enough to deal
takes bludgeoning damage equal to 1d6 + your thunder damage or deafen a creature, or a smell
spellcasting ability modifier. Whether the attack that might sicken a creature (like a bog wader’s
hits or misses, the spell then ends on the stone. stench).
If you cast this spell again, the spell ends on any As long as you are within range of the illusion,
pebbles still affected by your previous casting. you can use your action to cause the image to move
to any other spot within range. As the image
Magic Weapon changes location, you can alter its appearance so
that its movements appear natural for the image.
2nd-level transmutation
For example, if you create an image of a creature
Casting Time: 1 bonus action and move it, you can alter the image so that it
Range: Touch appears to be walking. Similarly, you can cause the
Components: V, S illusion to make different sounds at different times,
Duration: Concentration, up to 1 hour even making it carry on a conversation, for
example. Physical interaction with the image
You touch a nonmagical weapon. Until the spell reveals it to be an illusion, because things can pass
ends, that weapon becomes a magic weapon with a through it. A creature that uses its action to
+1 bonus to attack rolls and damage rolls. examine the image can determine that it is an
At Higher Levels. When you cast this spell using illusion with a successful Intelligence
a spell slot of 4th level or higher, the bonus (Investigation) check against your spell save DC. If
increases to +2. When you use a spell slot of 6th a creature discerns the illusion for what it is, the
level or higher, the bonus increases to +3. creature can see through the image, and its other
sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the spell lasts
until dispelled, without requiring your
concentration.

Mass Cure Wounds


5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point
of your choice within range. Choose up to six
creatures in a 30-foot-radius sphere centered on
that point. Each target regains hit points equal to
3d8 + your spellcasting ability modifier. This spell
has no effect on undead or constructs.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the healing
increases by 1d8 for each slot level above 5th.

380
Mass Heal Mass Polymorph
9th-level evocation 9th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S, M (a caterpillar cocoon)
Duration: Instantaneous Duration: Concentration, up to 1 hour
A flood of healing energy flows from you into You transform up to ten creatures of your choice
injured creatures around you. You restore up to that you can see within range. An unwilling target
700 hit points, divided as you choose among any must succeed on a Wisdom saving throw to resist
number of creatures that you can see within range. the transformation. An unwilling shapechanger
Creatures healed by this spell are also cured of all automatically succeeds on the save.
diseases and any effect making them blinded or Each target assumes a beast form of your choice,
deafened. This spell has no effect on undead or and you can choose the same form or different ones
constructs. for each target. The new form can be any beast you
have seen whose challenge rating is equal to or less
Mass Healing Word than the target’s (or half the target’s level, if the
target doesn’t have a challenge rating). The target’s
3rd-level evocation
game statistics, including mental ability scores, are
Casting Time: 1 bonus action replaced by the statistics of the chosen beast, but
Range: 60 feet the target retains its hit points, alignment, and
Components: V personality.
Duration: Instantaneous Each target gains a number of temporary hit
points equal to the hit points of its new form. These
As you call out words of restoration, up to six temporary hit points can’t be replaced by
creatures of your choice that you can see within temporary hit points from another source. A target
range regain hit points equal to 1d4 + your reverts to its normal form when it has no more
spellcasting ability modifier. This spell has no effect temporary hit points or it dies. If the spell ends
on undead or constructs. before then, the creature loses all its temporary hit
At Higher Levels. When you cast this spell using points and reverts to its normal form.
a spell slot of 4th level or higher, the healing The creature is limited in the actions it can
increases by 1d4 for each slot level above 3rd. perform by the nature of its new form. It can’t
speak, cast spells, or do anything else that requires
hands or speech.
The target’s gear melds into the new form. The
target can’t activate, use, wield, or otherwise
benefit from any of its equipment.

381
Mass Suggestion Meld into Stone
6th-level enchantment 3rd-level transmutation (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, M (a snake’s tongue and either a Components: V, S
bit of honeycomb or a drop of sweet oil) Duration: 8 hours
Duration: 24 hours You step into a stone object or surface large
You suggest a course of activity (limited to a enough to fully contain your body, melding yourself
sentence or two) and magically influence up to and all the equipment you carry with the stone for
twelve creatures of your choice that you can see the duration. Using your movement, you step into
within range and that can hear and understand you. the stone at a point you can touch. Nothing of your
Creatures that can’t be charmed are immune to this presence remains visible or otherwise detectable by
effect. The suggestion must be worded in such a nonmagical senses.
manner as to make the course of action sound While merged with the stone, you can’t see what
reasonable. Asking the creature to stab itself, throw occurs outside it, and any Wisdom (Perception)
itself onto a spear, immolate itself, or do some checks you make to hear sounds outside it are
other obviously harmful act automatically negates made with disadvantage. You remain aware of the
the effect of the spell. passage of time and can cast spells on yourself
Each target must make a Wisdom saving throw. while merged in the stone. You can use your
On a failed save, it pursues the course of action you movement to leave the stone where you entered it,
described to the best of its ability. The suggested which ends the spell.
course of action can continue for the entire You otherwise can’t move.
duration. If the suggested activity can be completed Minor physical damage to the stone doesn’t harm
in a shorter time, the spell ends when the subject you, but its partial destruction or a change in its
finishes what it was asked to do. shape (to the extent that you no longer fit within it)
You can also specify conditions that will trigger a expels you and deals 6d6 bludgeoning damage to
special activity during the duration. For example, you. The stone’s complete destruction (or
you might suggest that a group of soldiers give all transmutation into a different substance) expels
their money to the first beggar they meet. If the you and deals 50 bludgeoning damage to you. If
condition isn’t met before the spell ends, the expelled, you fall prone in an unoccupied space
activity isn’t performed. closest to where you first entered.
If you or any of your companions damage a
creature affected by this spell, the spell ends for
that creature.
Mending
Transmutation cantrip
At Higher Levels. When you cast this spell using
a 7th-level spell slot, the duration is 10 days. When Casting Time: 1 minute
you use an 8th-level spell slot, the duration is 30 Range: Touch
days. When you use a 9th-level spell slot, the Components: V, S, M (two lodestones)
duration is a year and a day. Duration: Instantaneous
This spell repairs a single break or tear in an object
Maze you touch, such as a broken chain link, two halves
8th-level conjuration of a broken key, a torn cloak, or a leaking wineskin.
Casting Time: 1 action As long as the break or tear is no larger than 1 foot
in any dimension, you mend it, leaving no trace of
Range: 60 feet
the former damage. This spell can physically repair
Components: V, S a magic item or construct, but the spell can’t
Duration: Concentration, up to 10 minutes restore magic to such an object.
You banish a creature that you can see within
range into a labyrinthine demiplane. The target
remains there for the duration or until it escapes
the maze.
The target can use its action to attempt to escape.
When it does so, it makes a DC 20 Intelligence
check. If it succeeds, it escapes, and the spell ends
(a Minotaur automatically succeeds).
When the spell ends, the target reappears in the
space it left or, if that space is occupied, in the
nearest unoccupied space.

382
Mental Prison Mighty Fortress
6th-level illusion 8th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: 1 mile
Components: S Components: V, S, M (a diamond worth at least
Duration: Concentration, up to 1 minute 500 ct, which the spell consumes)
You attempt to bind a creature within an illusory Duration: Instantaneous
cell that only it perceives. One creature you can see A fortress of stone erupts from a square area of
within range must make an Intelligence saving ground of your choice that you can see within
throw. On a successful save, the target takes 5d10 range. The area is 120 feet on each side, and it
psychic damage, and the spell ends. On a failed must not have any buildings or other structures on
save, the target takes 5d10 psychic damage, and it. Any creatures in the area are harmlessly lifted up
perceives the area to be horrifying and mortally as the fortress rises.
dangerous in some way. Creatures immune to The fortress has four turrets with square bases,
being charmed cannot fail. each one 20 feet on a side and 30 feet tall, with one
The target can’t see or hear anything and is turret on each corner. The turrets are connected to
restrained for the spell’s duration. If the target is each other by stone walls that are each 80 feet
moved out of range, succeeds on a melee attack, or long, creating an enclosed area. Each wall is 1 foot
reaches any part of its body through the illusions, it thick and is composed of panels that are 10 feet
takes 10d10 psychic damage, and the spell ends. wide and 20 feet tall. Each panel is contiguous with
two other panels or one other panel and a turret.
Message You can place up to four stone doors in the
fortress’s outer wall.
Transmutation cantrip
A small keep stands inside the enclosed area.
Casting Time: 1 action The keep has a square base that is 50 feet on each
Range: 120 feet side, and it has three floors with 10-foot-high
Components: V, S, M (a short piece of copper wire) ceilings. Each of the floors can be divided into as
Duration: 1 round many rooms as you like, provided each room is at
least 5 feet on each side. The floors of the keep are
You point your finger toward a creature within connected by stone staircases, its walls are 6
range and whisper a message. The target (and only inches thick, and interior rooms can havestone
the target) hears the message and can reply in a doors or open archways as you choose. The keep is
whisper that only you can hear. furnished and decorated however you like, and it
You can cast this spell through solid objects if you contains sufficient food to serve a nine-course
are familiar with the target and know it is beyond banquet for up to 100 people each day.
the barrier. Magical silence, 1 foot of stone, 1 inch Furnishings, food, and other objects created by this
of common metal, a thin sheet of lead, or 3 feet of spell crumble to dust if removed from the fortress.
wood blocks the spell. The spell doesn’t have to A staff of one hundred invisible servants obeys
follow a straight line and can travel freely around any command given to them by creatures you
corners or through openings. designate when you cast the spell. Each servant
functions as if created by the unseen servant spell.
Meteor Swarm The walls, turrets, and keep are all made of stone
9th-level evocation that can be damaged. Each 10-foot-by-10-foot
section of stone has AC 15 and 30 hit points per
Casting Time: 1 action inch of thickness. It is immune to poison and
Range: 1 mile psychic damage. Reducing a section of stone to 0
Components: V, S hit points destroys it and might cause connected
Duration: Instantaneous sections to buckle and collapse at the DM’s
Blazing orbs of fire plummet to the ground at four discretion.
different points you can see within range. Each After 7 days or when you cast this spell
creature in a 40-foot-radius sphere centered on somewhere else, the fortress harmlessly crumbles
each point you choose must make a Dexterity and sinks back into the ground, leaving any
saving throw. The sphere spreads around corners. creatures that were inside it safely on the ground.
A creature takes 20d6 fire damage and 20d6 Casting this spell on the same spot once every 7
bludgeoning damage on a failed save, or half as days for a year makes the fortress permanent.
much damage on a successful one. A creature in
the area of more than one fiery burst is affected
only once.
The spell damages objects in the area and ignites
flammable objects that aren’t worn or carried.

383
Mind Blank Mind Whip
8th-level abjuration 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S Components: V
Duration: 24 hours Duration: 1 round
Until the spell ends, one willing creature you touch You psychically lash out at one creature you can
is immune to psychic damage, any effect that would see within range. The target must make an
sense its emotions or read its thoughts, divination Intelligence saving throw. On a failed save, the
spells, clairsentience powers, and the charmed target takes 3d6 psychic damage, and it can’t take a
condition. The spell even foils wish spells and reaction until the end of its next turn. Moreover, on
spells or effects of similar power used to affect the its next turn, it must choose whether it gets a move,
target’s mind or to gain information about the an action, or a bonus action; it gets only one of the
target. three. On a successful save, the target takes half as
much damage and suffers none of the spell’s other
Mind Sliver effects.
At Higher Levels. When you cast this spell using
Enchantment cantrip
a spell slot of 3rd level or higher, you can target one
Casting Time: 1 action additional creature for each slot level above 2nd.
Range: 60 feet The creatures must be within 30 feet of each other
Components: V when you target them.
Duration: 1 round
You drive a disorienting spike of psychic energy Minor Illusion
into the mind of one creature you can see within Illusion cantrip
range. The target must succeed on an Intelligence Casting Time: 1 action
saving throw or take 1d6 psychic damage and Range: 30 feet
subtract 1d4 from the next saving throw it makes
Components: S, M (a bit of fleece)
before the end of your next turn.
Duration: 1 minute
At Higher Levels. This spell’s damage increases
by 1d6 when you reach certain levels: 5th level You create a sound or an image of an object within
(2d6), 11th level (3d6), and 17th level (4d6). range that lasts for the duration. The illusion also
ends if you dismiss it as an action or cast this spell
Mind Spike again.
If you create a sound, its volume can range from a
2nd-level divination
whisper to a scream.
Casting Time: 1 action It can be your voice, someone else’s voice, a
Range: 60 feet Leonin’s roar, a beating of drums, or any other
Components: S sound you choose. The sound continues unabated
Duration: Concentration, up to 1 hour throughout the duration, or you can make discrete
sounds at different times before the spell ends.
You reach into the mind of one creature you can If you create an image of an object—such as a
see within range. The target must make a Wisdom chair, muddy footprints, or a small chest—it must
saving throw, taking 3d8 psychic damage on a be no larger than a 5-foot cube. The image can’t
failed save, or half as much damage on a successful create sound, light, smell, or any other sensory
one. On a failed save, you also always know the effect. Physical interaction with the image reveals it
target’s location until the spell ends, but only while to be an illusion, because things can pass through
the two of you are on the same plane of existence. it.
While you have this knowledge, the target can’t If a creature uses its action to examine the sound
become hidden from you, and if it’s invisible, it or image, the creature can determine that it is an
gains no benefit from that condition against you. illusion with a successful Intelligence
At Higher Levels. When you cast this spell using (Investigation) check against your spell save DC. If
a spell slot of 3rd level or higher, the damage a creature discerns the illusion for what it is, the
increases by 1d6 for each slot level above 2nd. illusion becomes faint to the creature.

384
Minute Meteors Mirror Image
3rd-level evocation 2nd-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (niter, sulfur, and pine tar Components: V, S
formed into a bead) Duration: 1 minute
Duration: Concentration, up to 10 minutes Three illusory duplicates of yourself appear in your
You create six tiny meteors in your space. They space. Until the spell ends, the duplicates move
float in the air and orbit you for the spell’s duration. with you and mimic your actions, shifting position
When you cast the spell—and as a bonus action on so it’s impossible to track which image is real. You
each of your turns thereafter—you can expend one can use your action to dismiss the illusory
or two of the meteors, sending them streaking duplicates.
toward a point or points you choose within 120 feet Each time a creature targets you with an attack
of you. Once a meteor reaches its destination or during the spell’s duration, roll a d20 to determine
impacts against a solid surface, the meteor whether the attack instead targets one of your
explodes. Each creature within 5 feet of the point duplicates.
where the meteor explodes must make a Dexterity If you have three duplicates, you must roll a 6 or
saving throw. A creature takes 2d6 fire damage on higher to change the attack’s target to a duplicate.
a failed save, or half as much damage on a With two duplicates, you must roll an 8 or higher.
successful one. With one duplicate, you must roll an 11 or higher.
At Higher Levels. When you cast this spell using A duplicate’s AC equals 10 + your Dexterity
a spell slot of 4th level or higher, the number of modifier. If an attack hits a duplicate, the duplicate
meteors created increases by two for each slot level is destroyed. A duplicate can be destroyed only by
above 3rd. an attack that hits it. It ignores all other damage
and effects. The spell ends when all three
Mirage Arcane duplicates are destroyed.
A creature is unaffected by this spell if it can’t
7th-level illusion see, if it relies on senses other than sight, such as
Casting Time: 10 minutes blindsight, or if it can perceive illusions as false, as
Range: Sight with truesight.
Components: V, S
Duration: 10 days Mislead
You make terrain in an area up to 1 mile square 5th-level illusion
look, sound, smell, and even feel like some other Casting Time: 1 action
sort of terrain. The terrain’s general shape remains Range: Self
the same, however. Open fields or a road could be Components: S
made to resemble a swamp, hill, crevasse, or some
Duration: Concentration, up to 1 hour
other difficult or impassable terrain. A patch of
quicksand can be made to seem like an oasis, a You become invisible at the same time that an
precipice like a gentle slope, or a rock-strewn gully illusory double of you appears where you are
like a wide and smooth road. Similarly, you can standing. The double lasts for the duration, but the
alter the appearance of structures, or add them invisibility ends if you attack or cast a spell.
where none are present. The spell doesn’t disguise, You can use your action to move your illusory
conceal, or add creatures. double up to twice your speed and make it gesture,
The illusion includes audible, visual, tactile, and speak, and behave in whatever way you choose.
olfactory elements, so it can turn clear ground into You can see through its eyes and hear through its
difficult terrain (or vice versa or otherwise impede ears as if you were located where it is. On each of
movement through the area. Any piece of the your turns as a bonus action, you can switch from
illusory terrain (such as a rock or stick that is using its senses to using your own, or back again.
removed from the spell’s area disappears While you are using its senses, you are blinded and
immediately. deafened in regard to your own surroundings.
Creatures with truesight can see through the
illusion to the terrain’s true form; however, all other
elements of the illusion remain, so while the
creature is aware of the illusion’s presence, the
creature can still physically interact with the
illusion.

385
Misty Step Mold Earth
2nd-level conjuration Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: S
Duration: Instantaneous Duration: Instantaneous or 1 hour (see below)
Briefly surrounded by silvery mist, you teleport up You choose a portion of dirt or stone that you can
to 30 feet to an unoccupied space that you can see. see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
Modify Memory If you target an area of loose earth, you can
5th-level enchantment instantaneously excavate it, move it along the
Casting Time: 1 action ground, and deposit it up to 5 feet away. This
Range: 30 feet movement doesn’t have enough force to cause
Components: V, S damage.
Duration: Concentration, up to 1 minute You cause shapes, colors, or both to appear on
You attempt to reshape another creature’s the dirt or stone, spelling out words, creating
memories. One creature that you can see must images, or shaping patterns. The changes last
make a Wisdom saving throw. If you are fighting for 1 hour.
the creature, it has advantage on the saving throw. If the dirt or stone you target is on the ground,
On a failed save, the target becomes charmed by you cause it to become difficult terrain.
you for the duration. The charmed target is Alternatively, you can cause the ground to
incapacitated and unaware of its surroundings, become normal terrain if it is already difficult
though it can still hear you. If it takes any damage terrain. This change lasts for 1 hour.
or is targeted by another spell, this spell ends, and
none of the target’s memories are modified. If you cast this spell multiple times, you can have
While this charm lasts, you can affect the target’s no more than two of its non-instantaneous effects
memory of an event that it experienced within the active at a time, and you can dismiss such an effect
last 24 hours and that lasted no more than 10 as an action.
minutes. You can permanently eliminate all
memory of the event, allow the target to recall the Moonbeam
event with perfect clarity and exacting detail, 2nd-level evocation
change its memory of the details of the event, or
create a memory of some other event. Casting Time: 1 action
You must speak to the target to describe how its Range: 120 feet
memories are affected, and it must be able to Components: V, S, M (several seeds of any
understand your language for the modified moonseed plant and a piece of opalescent
memories to take root. Its mind fills in any gaps in feldspar)
the details of your description. If the spell ends Duration: Concentration, up to 1 minute
before you have finished describing the modified
memories, the creature’s memory isn’t altered. A silvery beam of pale light shines down in a 5-foot-
Otherwise, the modified memories take hold when radius, 40-foot-high cylinder centered on a point
the spell ends. within range. Until the spell ends, dim light fills the
A modified memory doesn’t necessarily affect cylinder.
how a creature behaves, particularly if the memory When a creature enters the spell’s area for the
contradicts the creature’s natural inclinations, first time on a turn or starts its turn there, it is
alignment, or beliefs. An illogical modified memory, engulfed in ghostly flames that cause searing pain,
such as implanting a memory of how much the and it must make a Constitution saving throw. It
creature enjoyed dousing itself in acid, is takes 2d10 radiant damage on a failed save, or half
dismissed, perhaps as a bad dream. The DM might as much damage on a successful one.
deem a modified memory too nonsensical to affect A shapechanger makes its saving throw with
a creature in a significant manner. disadvantage. If it fails, it also instantly reverts to its
A remove curse or greater restoration spell cast original form and can’t assume a different form
on the target restores the creature’s true memory. until it leaves the spell’s light.
At Higher Levels. If you cast this spell using a On each of your turns after you cast this spell,
spell slot of 6th level or higher, you can alter the you can use an action to move the beam up to 60
target’s memories of an event that took place up to feet in any direction.
7 days ago (6th level), 30 days ago (7th level), 1 At Higher Levels. When you cast this spell using
year ago (8th level), or any time in the creature’s a spell slot of 3rd level or higher, the damage
past (9th level). increases by 1d10 for each slot level above 2nd.

386
Move Earth Nomad’s Tiny Hut
6th-level transmutation 3rd-level evocation (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: Self (10-foot-radius hemisphere)
Components: V, S, M (an iron blade and a small Components: V, S, M (a small crystal bead)
bag containing a mixture of soils—clay, loam, and Duration: 8 hours
sand) A 10-foot-radius immobile dome of force springs
Duration: Concentration, up to 2 hours into existence around and above you and remains
Choose an area of terrain no larger than 40 feet on stationary for the duration. The spell ends if you
a side within range. You can reshape dirt, sand, or leave its area.
clay in the area in any manner you choose for the Nine creatures of Medium size or smaller can fit
duration. You can raise or lower the area’s inside the dome with you. The spell fails if its area
elevation, create or fill in a trench, erect or flatten a includes a larger creature or more than nine
wall, or form a pillar. The extent of any such creatures. Creatures and objects within the dome
changes can’t exceed half the area’s largest when you cast this spell can move through it freely.
dimension. So, if you affect a 40-foot square, you All other creatures and objects are barred from
can create a pillar up to 20 feet high, raise or lower passing through it. Spells and other magical effects
the square’s elevation by up to 20 feet, dig a trench can’t extend through the dome or be cast through
up to 20 feet deep, and so on. It takes 10 minutes it. The atmosphere inside the space is comfortable
for these changes to complete. and dry, regardless of the weather outside.
At the end of every 10 minutes you spend Until the spell ends, you can command the
concentrating on the spell, you can choose a new interior to become dimly lit or dark. The dome is
area of terrain to affect. opaque from the outside, of any color you choose,
Because the terrain’s transformation occurs but it is transparent from the inside.
slowly, creatures in the area can’t usually be
trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone
Nondetection
3rd-level abjuration
construction. Rocks and structures shift to
accommodate the new terrain. If the way you shape Casting Time: 1 action
the terrain would make a structure unstable, it Range: Touch
might collapse. Similarly, this spell doesn’t directly Components: V, S, M (a pinch of diamond dust
affect plant growth. The moved earth carries any worth 25 ct sprinkled over the target, which the
plants along with it. spell consumes)
Duration: 8 hours
Negative Energy Flood For the duration, you hide a target that you touch
5th-level necromancy from divination spells and clairsentience powers.
Casting Time: 1 action The target can be a willing creature or a place or an
Range: 60 feet object no larger than 10 feet in any dimension. The
target can’t be targeted by any divination magic or
Components: V, M (a broken bone and a square of
clarisentience powers, and cannot be perceived
black silk)
through magical scrying sensors.
Duration: Instantaneous
You send ribbons of negative energy at one
creature you can see within range. Unless the
target is undead. it must make a Constitution
saving throw, taking 5d12 necrotic damage on a
failed save, or half as much damage on a successful
one. A target killed by this damage rises up as a
zombie at the start of your next turn. The zombie
pursues whatever creature it can see that is closest
to it. Statistics for the zombie are in the Athasian
Bestiary.
If you target an undead with this spell, the target
doesn’t make a saving throw. Instead, roll 5d12.
The target gains half the total as temporary hit
points.

387
Nystul’s Magic Aura Otiluke’s Freezing Sphere
2nd-level illusion 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 300 feet
Components: V, S, M (a small square of silk) Components: V, S, M (a small crystal sphere)
Duration: 24 hours Duration: Instantaneous
You place an illusion on a creature or an object you A frigid globe of cold energy streaks from your
touch so that divination spells and clairsentience fingertips to a point of your choice within range,
powers reveal false information about it. The target where it explodes in a 60-foot-radius sphere. Each
can be a willing creature or an object that isn’t creature within the area must make a Constitution
being carried or worn by another creature. saving throw. On a failed save, a creature takes
When you cast the spell, choose one or both of 10d6 cold damage. On a successful save, it takes
the following effects. The effect lasts for the half as much damage.
duration. If you cast this spell on the same creature If the globe strikes a body of water or a liquid that
or object every day for 30 days, placing the same is principally water (not including water-based
effect on it each time, the illusion lasts until it is creatures), it freezes the liquid to a depth of 6
dispelled. inches over an area 30 feet square. This ice lasts
False Aura. You change the way the target for 1 minute. Creatures that were swimming on the
appears to spells, powers, and other magical surface of frozen water are trapped in the ice. A
effects, such as detect magic, that detect magical trapped creature can use an action to make a
auras. You can make a nonmagical object appear Strength check against your spell save DC to break
magical, a magical object appear nonmagical, or free.
change the object’s magical aura so that it appears You can refrain from firing the globe after
to belong to a specific school of magic that you completing the spell, if you wish. A small globe
choose. When you use this effect on an object, you about the size of a sling stone, cool to the touch,
can make the false magic apparent to any creature appears in your hand. At any time, you or a creature
that handles the item. you give the globe to can throw the globe (to a
Mask. You change the way the target appears to range of 40 feet) or hurl it with a sling (to the sling’s
spells, powers, and other magical effects that detect normal range). It shatters on impact, with the same
creature types, such as a Crusader’s Sorcerous effect as the normal casting of the spell. You can
Sense or the trigger of a symbol spell. You choose a also set the globe down without shattering it. After
creature type and other spells and magical effects 1 minute, if the globe hasn’t already shattered, it
treat the target as if it were a creature of that type explodes.
or of that alignment. At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, the damage
increases by 1d6 for each slot level above 6th.

388
Otiluke’s Resilient Sphere Pass without Trace
4th-level evocation 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a hemispherical piece of Components: V, S, M (ashes from a burned leaf of
clear crystal and a matching hemispherical piece mistletoe and a sprig of spruce)
of gum arabic) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute A veil of shadows and silence radiates from you,
A sphere of shimmering force encloses a creature masking you and your companions from detection.
or object of Large size or smaller within range. An For the duration, each creature you choose within
unwilling creature must make a Dexterity saving 30 feet of you (including you) has a +10 bonus to
throw. On a failed save, the creature is enclosed for Dexterity (Stealth) checks and can’t be tracked
the duration. Nothing—not physical objects, energy, except by magical means. A creature that receives
or other spell effects—can pass through the barrier, this bonus leaves behind no tracks or other traces
in or out, though a creature in the sphere can of its passage.
breathe there. The sphere is immune to all damage,
and a creature or object inside can’t be damaged by
attacks or effects originating from outside, nor can
Passwall
5th-level transmutation
a creature inside the sphere damage anything
outside it. Casting Time: 1 action
The sphere is weightless and just large enough to Range: 30 feet
contain the creature or object inside. An enclosed Components: V, S, M (a pinch of sesame seeds)
creature can use its action to push against the Duration: 1 hour
sphere’s walls and thus roll the sphere at up to half
the creature’s speed. Similarly, the globe can be A passage appears at a point of your choice that
picked up and moved by other creatures. A you can see on a wooden, plaster, or stone surface
disintegrate spell targeting the globe destroys it (such as a wall, a ceiling, or a floor) within range,
without harming anything inside it. and lasts for the duration. You choose the
opening’s dimensions: up to 5 feet wide, 8 feet tall,
and 20 feet deep. The passage creates no instability
Ovik’s Irresistible Dance in a structure surrounding it.
6th-level enchantment When the opening disappears, any creatures or
Casting Time: 1 action objects still in the passage created by the spell are
safely ejected to an unoccupied space nearest to
Range: 30 feet
the surface on which you cast the spell.
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range.
The target begins a comic dance in place: shuffling,
tapping its feet, and capering for the duration.
Creatures that can’t be charmed are immune to this
spell.
A dancing creature must use all its movement to
dance without leaving its space and has
disadvantage on Dexterity saving throws and attack
rolls. While the target is affected by this spell, other
creatures have advantage on attack rolls against it.
As an action, a dancing creature makes a Wisdom
saving throw to regain control of itself. On a
successful save, the spell ends.

389
Phantasmal Force Phantasmal Killer
2nd-level illusion 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a bit of fleece) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a You tap into the nightmares of a creature you can
creature that you can see within range. The target see within range and create an illusory
must make an Intelligence saving throw. On a manifestation of its deepest fears, visible only to
failed save, you create a phantasmal object, that creature. The target must make a Wisdom
creature, or other visible phenomenon of your saving throw. On a failed save, the target becomes
choice that is no larger than a 10-foot cube and that frightened for the duration. At the end of each of
is perceivable only to the target for the duration. the target’s turns before the spell ends, the target
This spell has no effect on undead or constructs. must succeed on a Wisdom saving throw or take
The phantasm includes sound, temperature, and 4d10 psychic damage. On a successful save, the
other stimuli, also evident only to the creature. spell ends.
The target can use its action to examine the At Higher Levels. When you cast this spell using
phantasm with an Intelligence (Investigation) check a spell slot of 5th level or higher, the damage
against your spell save DC. If the check succeeds, increases by 1d10 for each slot level above 4th.
the target realizes that the phantasm is an illusion,
and the spell ends.
While a target is affected by the spell, the target
Phantom Steed
3rd-level illusion (ritual)
treats the phantasm as if it were real. The target
rationalizes any illogical outcomes from interacting Casting Time: 1 minute
with the phantasm. For example, a target Range: 30 feet
attempting to walk across a phantasmal bridge that Components: V, S
spans a chasm falls once it steps onto the bridge. If Duration: 1 hour
the target survives the fall, it still believes that the
bridge exists and comes up with some other A Large quasi-real, sygralike creature appears on
explanation for its fall—it was pushed, it slipped, or the ground in an unoccupied space of your choice
a strong wind might have knocked it off. within range. You decide the creature’s
An affected target is so convinced of the appearance, but it is equipped with a saddle, bit,
phantasm’s reality that it can even take damage and bridle. Any of the equipment created by the
from the illusion. A phantasm created to appear as spell vanishes in a puff of smoke if it is carried
a creature can attack the target. Similarly, a more than 10 feet away from the steed.
phantasm created to appear as fire, a pool of acid, For the duration, you or a creature you choose
or lava can burn the target. Each round on your can ride the steed. The creature uses the statistics
turn, the phantasm can deal 1d6 psychic damage to for a riding sygra, except it has a speed of 100 feet
the target if it is in the phantasm’s area or within 5 and can travel 10 miles in an hour, or 13 miles at a
feet of the phantasm, provided that the illusion is of fast pace. When the spell ends, the steed gradually
a creature or hazard that could logically deal fades, giving the rider 1 minute to dismount. The
damage, such as by attacking. The target perceives spell ends if you use an action to dismiss it or if the
the damage as a type appropriate to the illusion. steed takes any damage.

390
Planar Ally Planar Binding
6th-level conjuration 5th-level abjuration
Casting Time: 10 minutes Casting Time: 1 hour
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a jewel worth at least 1,000
Duration: Instantaneous ct, which the spell consumes)
You beseech an otherworldly entity for aid. The Duration: 24 hours
being must be known to you: a Sorcerer-King, a With this spell, you attempt to bind a celestial, an
primordial elemental, a powerful sprit of the land, elemental, a fey, or a fiend to your service. The
or some other being of cosmic power. That entity creature must be within range for the entire casting
sends a celestial, an elemental, or a fey loyal to it to of the spell. (Typically, the creature is first
aid you, making the creature appear in an summoned into the center of an inverted magic
unoccupied space within range. If you know a circle in order to keep it trapped while this spell is
specific creature’s name, you can speak that name cast.) At the completion of the casting, the target
when you cast this spell to request that creature, must make a Charisma saving throw. On a failed
though you might get a different creature anyway save, it is bound to serve you for the duration. If the
(DM’s choice). creature was summoned or created by another
When the creature appears, it is under no spell, that spell’s duration is extended to match the
compulsion to behave in any particular way. You duration of this spell.
can ask the creature to perform a service in A bound creature must follow your instructions to
exchange for payment, but it isn’t obliged to do so. the best of its ability. You might command the
The requested task could range from simple (fly us creature to accompany you on an adventure, to
across the chasm, or help us fight a battle) to guard a location, or to deliver a message. The
complex (spy on our enemies, or protect us during creature obeys the letter of your instructions, but if
our foray into the dungeon). You must be able to the creature is hostile to you, it strives to twist your
communicate with the creature to bargain for its words to achieve its own objectives. If the creature
services. carries out your instructions completely before the
Payment can take a variety of forms. A celestial spell ends, it travels to you to report this fact if you
might ask for some inexplicable piece of forgotten are on the same plane of existence. If you are on a
lore or treasure to be reclaimed, while an elemental different plane of existence, it returns to the place
might demand a living sacrifice or a parcel of land. where you bound it and remains there until the
Some creatures might exchange their service for a spell ends.
quest undertaken by you. At Higher Levels. When you cast this spell using
As a rule of thumb, a task that can be measured a spell slot of a higher level, the duration increases
in minutes requires a payment worth 100 ct per to 10 days with a 6th-level slot, to 30 days with a
minute. A task measured in hours requires 1,000 ct 7th-level slot, to 180 days with an 8th-level slot, and
per hour. And a task measured in days (up to 10 to a year and a day with a 9th-level spell slot.
days) requires 10,000 ct per day. The DM can
adjust these payments based on the circumstances
under which you cast the spell. If the task is aligned
with the creature’s ethos, the payment might be
halved or even waived.
Nonhazardous tasks typically require only half
the suggested payment, while especially dangerous
tasks might require a greater gift. Creatures rarely
accept tasks that seem suicidal.
After the creature completes the task, or when
the agreed-upon duration of service expires, the
creature returns to its home plane after reporting
back to you, if appropriate to the task and if
possible.
If you are unable to agree on a price for the
creature’s service, the creature immediately returns
to its home plane.
A creature enlisted to join your group counts as a
member of it, receiving a full share of experience
points awarded.

391
Plane Shift Poison Spray
7th-level conjuration Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, S, M (a forked, metal rod worth at Components: V, S
least 250 ct, attuned to a particular plane of Duration: Instantaneous
existence) You extend your hand toward a creature you can
Duration: Instantaneous see within range and project a puff of noxious gas
You and up to eight willing creatures who link from your palm. The creature must succeed on a
hands in a circle are transported to a different Constitution saving throw or take 1d12 poison
plane of existence. You can specify a target damage.
destination in general terms, such as the Elemental At Higher Levels. This spell’s damage increases
Plane’s Realm of Fire or the Gray, and you appear by 1d12 when you reach 5th level (2d12), 11th level
in that plane. (3d12), and 17th level (4d12).
Alternatively, if you know the sigil sequence of a
teleportation circle on another plane of existence, Polymorph
this spell can take you to that circle. If the 4th-level transmutation
teleportation circle is too small to hold all the
creatures you transported, they appear in the Casting Time: 1 action
closest unoccupied spaces next to the circle. Range: 60 feet
You can use this spell to banish an unwilling Components: V, S, M (a caterpillar cocoon)
creature to another plane. Duration: Concentration, up to 1 hour
Choose a creature within your reach and make a
This spell transforms a creature that you can see
melee spell attack against it. On a hit, the creature
within range into a new form. An unwilling creature
must make a Charisma saving throw. If the
must make a Wisdom saving throw to avoid the
creature fails this save, it is transported to a
effect. The spell has no effect on a shapechanger or
random location on the plane of existence you
a creature with 0 hit points.
specify. A creature so transported must find its own
The transformation lasts for the duration, or until
way back to your current plane of existence.
the target drops to 0 hit points or dies. The new
form can be any beast whose challenge rating is
Plant Growth equal to or less than the target’s (or the target’s
3rd-level transmutation level, if it doesn’t have a challenge rating). The
Casting Time: 1 action or 8 hours target’s game statistics, including mental ability
scores, are replaced by the statistics of the chosen
Range: 150 feet
beast. It retains its alignment and personality.
Components: V, S The target assumes the hit points of its new form.
Duration: Instantaneous When it reverts to its normal form, the creature
This spell channels vitality into plants within a returns to the number of hit points it had before it
specific area. There are two possible uses for the transformed. If it reverts as a result of dropping to
spell, granting either immediate or long-term 0 hit points, any excess damage carries over to its
benefits. normal form. As long as the excess damage doesn’t
If you cast this spell using 1 action, choose a reduce the creature’s normal form to 0 hit points, it
point within range. All normal plants in a 100-foot isn’t knocked unconscious.
radius centered on that point become thick and The creature is limited in the actions it can
overgrown. A creature moving through the area perform by the nature of its new form, and it can’t
must spend 4 feet of movement for every 1 foot it speak, cast spells, or take any other action that
moves. requires hands or speech.
You can exclude one or more areas of any size The target’s gear melds into the new form. The
within the spell’s area from being affected. creature can’t activate, use, wield, or otherwise
If you cast this spell over 8 hours, you enrich the benefit from any of its equipment.
land. All plants in a half-mile radius centered on a
point within range become enriched for 1 year. The
plants yield twice the normal amount of food when
harvested.

392
Power Word Heal Power Word Stun
9th-level evocation 8th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous
A wave of healing energy washes over the creature You speak a word of power that can overwhelm the
you touch. The target regains all its hit points. If the mind of one creature you can see within range,
creature is charmed, frightened, paralyzed, or leaving it dumbfounded. If the target has 150 hit
stunned, the condition ends. If the creature is points or fewer, it is stunned. Otherwise, the spell
prone, it can use its reaction to stand up. This spell has no effect.
has no effect on undead or constructs. The stunned target must make a Constitution
saving throw at the end of each of its turns. On a
Power Word Kill successful save, this stunning effect ends.
9th-level enchantment
Casting Time: 1 action
Prayer of Healing
2nd-level evocation
Range: 60 feet
Components: V Casting Time: 10 minutes
Duration: Instantaneous Range: 30 feet
Components: V
You utter a word of power that can compel one
Duration: Instantaneous
creature you can see within range to die instantly. If
the creature you choose has 100 hit points or Up to six creatures of your choice that you can see
fewer, it dies. Otherwise, the spell has no effect. within range each regain hit points equal to 2d8 +
your spellcasting ability modifier. This spell has no
Power Word Pain effect on undead or constructs.
At Higher Levels. When you cast this spell using
7th-level enchantment
a spell slot of 3rd level or higher, the healing
Casting Time: 1 action increases by 1d8 for each slot level above 2nd.
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of
intense pain to assail one creature you can see
within range. If the target has 100 hit points or
fewer, it is subject to crippling pain. Otherwise, the
spell has no effect on it. A target is also unaffected
if it is immune to being charmed.
While the target is affected by crippling pain, any
speed it has can be no higher than 10 feet. The
target also has disadvantage on attack rolls, ability
checks, and saving throws, other than Constitution
saving throws. Finally, if the target tries to cast a
spell, it must first succeed on a Constitution saving
throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a
Constitution saving throw at the end of each of its
turns. On a successful save, the pain ends.

393
Prestidigitation Primordial Ward
Transmutation cantrip 6th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Components: V, S Components: V, S
Duration: Up to 1 hour Duration: Concentration, up to 1 minute
This spell is a minor magical trick that novice You have resistance to acid, cold, fire, lightning,
spellcasters use for practice. You create one of the and thunder damage for the spell’s duration.
following magical effects within range: When you take damage of one of those types, you
can use your reaction to gain immunity to that type
You create an instantaneous, harmless sensory of damage, including against the triggering
effect, such as a shower of sparks, a puff of wind, damage. If you do so, the resistances end, and you
faint musical notes, or an odd odor. have the immunity until the end of your next turn,
You instantaneously light or snuff out a candle, a at which time the spell ends.
torch, or a small campfire.
You instantaneously clean or soil an object no Prismatic Spray
larger than 1 cubic foot. 7th-level evocation
You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour. Casting Time: 1 action
Range: Self (60-foot cone)
You make a color, a small mark, or a symbol
Components: V, S
appear on an object or a surface for 1 hour.
Duration: Instantaneous
You create a nonmagical trinket or an illusory
image that can fit in your hand and that lasts Eight multicolored rays of light flash from your
until the end of your next turn. hand. Each ray is a different color and has a
different power and purpose. Each creature in a 60-
If you cast this spell multiple times, you can have foot cone must make a Dexterity saving throw. For
up to three of its non-instantaneous effects active at each target, roll a d8 to determine which color ray
a time, and you can dismiss such an effect as an affects it.
action. 1. Red. The target takes 10d6 fire damage on a
failed save, or half as much on a successful one.
Primal Savagery 2. Orange. The target takes 10d6 acid damage on
Transmutation cantrip a failed save, or half as much on a successful one.
3. Yellow. The target takes 10d6 lightning
Casting Time: 1 action damage on a failed save, or half as much on a
Range: Self successful one.
Components: S 4. Green. The target takes 10d6 poison damage
Duration: Instantaneous on a failed save, or half as much on a successful
one.
You channel primal magic to cause your teeth or
5. Blue. The target takes 10d6 cold damage on a
fingernails to sharpen, ready to deliver a corrosive
failed save, or half as much on a successful one.
attack. Make a melee spell attack against one
6. Indigo. On a failed save, the target is
creature within 5 feet of you. On a hit, the target
takes 1d10 acid damage. restrained. It must then make a Constitution saving
After you make the attack, your teeth or throw at the end of each of its turns. If it
successfully saves three times, the spell ends. If it
fingernails return to normal.
fails its save three times, it permanently turns to
At Higher Levels. The spell’s damage increases
stone and is subjected to the petrified condition.
by 1d10 when you reach 5th level (2d10), 11th level
The successes and failures don’t need to be
(3d10), and 17th level (4d10).
consecutive; three of either trigger the effect.
7. Violet. On a failed save, the target is blinded. It
must then make a Wisdom saving throw at the start
of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of existence of the
DM’s choosing and is no longer blinded. (Typically,
a creature that is on a plane that isn’t its home
plane is banished home, while other creatures are
usually cast into the Gray.)
8. Special. The target is struck by two rays. Roll
twice more, rerolling any 8.

394
Prismatic Wall
9th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a 1. Red. The creature takes 10d6 fire damage on a
vertical opaque wall—up to 90 feet long, 30 feet failed save, or half as much damage on a successful
high, and 1 inch thick—centered on a point you can one. While this layer is in place, nonmagical ranged
see within range. Alternatively, you can shape the attacks can’t pass through the wall. The layer can
wall into a sphere up to 30 feet in diameter be destroyed by dealing at least 25 cold damage to
centered on a point you choose within range. The it.
wall remains in place for the duration. If you 2. Orange. The creature takes 10d6 acid damage
position the wall so that it passes through a space on a failed save, or half as much damage on a
occupied by a creature, the spell fails, and your successful one. While this layer is in place, magical
action and the spell slot are wasted. ranged attacks can’t pass through the wall. The
The wall sheds bright light out to a range of 100 layer is destroyed by a strong wind.
feet and dim light for an additional 100 feet. You 3. Yellow. The creature takes 10d6 lightning
and creatures you designate at the time you cast damage on a failed save, or half as much damage
the spell can pass through and remain near the on a successful one. This layer can be destroyed by
wall without harm. If another creature that can see dealing at least 60 force damage to it.
the wall moves to within 20 feet of it or starts its 4. Green. The creature takes 10d6 poison
turn there, the creature must succeed on a damage on a failed save, or half as much damage
Constitution saving throw or become blinded for 1 on a successful one. A passwall spell, or another
minute. spell of equal or greater level that can open a portal
The wall consists of seven layers, each with a on a solid surface, destroys this layer.
different color. When a creature attempts to reach 5. Blue. The creature takes 10d6 cold damage on
into or pass through the wall, it does so one layer at a failed save, or half as much damage on a
a time through all the wall’s layers. As it passes or successful one. This layer can be destroyed by
reaches through each layer, the creature must dealing at least 25 fire damage to it.
make a Dexterity saving throw or be affected by 6. Indigo. On a failed save, the creature is
that layer’s properties as described below. The wall restrained. It must then make a Constitution saving
can be destroyed, also one layer at a time, in order throw at the end of each of its turns. If it
from red to violet, by means specific to each layer. successfully saves three times, the spell ends. If it
Once a layer is destroyed, it remains so for the fails its save three times, it permanently turns to
duration of the spell. Antimagic field has no effect stone and is subjected to the petrified condition.
on the wall and dispel magic can affect only the The successes and failures don’t need to be
violet layer. consecutive; keep track of both until the creature
collects three of a kind.
While this layer is in place, spells can’t be cast
through the wall. The layer is destroyed by bright
light shed by a daylight spell or a similar spell of
equal or higher level.
7. Violet. On a failed save, the creature is blinded.
It must then make a Wisdom saving throw at the
start of your next turn. A successful save ends the
blindness. If it fails that save, the creature is
transported to another plane of the DM’s choosing
and is no longer blinded. (Typically, a creature that
is on a plane that isn’t its home plane is banished
home, while other creatures are usually cast into
the Gray.) This layer is destroyed by a dispel magic
spell or a similar spell of equal or higher level that
can end spells and magical effects.

395
Produce Flame Project Image
Conjuration cantrip 7th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 500 miles
Components: V, S Components: V, S, M (a small replica of you made
Duration: 10 minutes from materials worth at least 5 ct)
A flickering flame appears in your hand. The flame Duration: Concentration, up to 1 day
remains there for the duration and harms neither You create an illusory copy of yourself that lasts for
you nor your equipment. The flame sheds bright the duration. The copy can appear at any location
light in a 10-foot radius and dim light for an within range that you have seen before, regardless
additional 10 feet. The spell ends if you dismiss it of intervening obstacles. The illusion looks and
as an action or if you cast it again. You can also sounds like you but is intangible. If the illusion
attack with the flame, although doing so ends the takes any damage, it disappears, and the spell ends.
spell. You can use your action to move this illusion up
When you cast this spell, or as an action on a to twice your speed, and make it gesture, speak,
later turn, you can hurl the flame at a creature and behave in whatever way you choose. It mimics
within 30 feet of you. Make a ranged spell attack. your mannerisms perfectly.
On a hit, the target takes 1d8 fire damage. You can see through its eyes and hear through its
At Higher Levels. This spell’s damage increases ears as if you were in its space. On your turn as a
by 1d8 when you reach 5th level (2d8), 11th level bonus action, you can switch from using its senses
(3d8), and 17th level (4d8). to using your own, or back again. While you are
using its senses, you are blinded and deafened in
Programmed Illusion regard to your own surroundings.
Physical interaction with the image reveals it to
6th-level illusion
be an illusion, because things can pass through it. A
Casting Time: 1 action creature that uses its action to examine the image
Range: 120 feet can determine that it is an illusion with a successful
Components: V, S, M (a bit of fleece and jade dust Intelligence (Investigation) check against your spell
worth at least 25 ct) save DC. If a creature discerns the illusion for what
Duration: Until dispelled it is, the creature can see through the image, and
any noise it makes sounds hollow to the creature.
You create an illusion of an object, a creature, or
some other visible phenomenon within range that
activates when a specific condition occurs. The Protection from Energy
illusion is imperceptible until then. It must be no 3rd-level abjuration
larger than a 30-foot cube, and you decide when Casting Time: 1 action
you cast the spell how the illusion behaves and Range: Touch
what sounds it makes. This scripted performance
Components: V, S
can last up to 5 minutes.
Duration: Concentration, up to 1 hour
When the condition you specify occurs, the
illusion springs into existence and performs in the For the duration, the willing creature you touch has
manner you described. Once the illusion finishes, it resistance to one damage type of your choice: acid,
disappears and remains dormant for 10 minutes. cold, fire, lightning, or thunder.
After this time, the illusion can be activated again.
The triggering condition can be as general or as
detailed as you like, though it must be based on
Protection from Poison
2nd-level abjuration
visual or audible conditions that occur within 30
feet of the area. For example, you could create an Casting Time: 1 action
illusion of yourself to appear and warn off others Range: Touch
who attempt to open a trapped door, or you could Components: V, S
set the illusion to trigger only when a creature says Duration: 1 hour
the correct word or phrase.
Physical interaction with the image reveals it to You touch a creature. If it is poisoned, you
be an illusion, because things can pass through it. A neutralize the poison. If more than one poison
creature that uses its action to examine the image afflicts the target you neutralize one poison that you
can determine that it is an illusion with a successful know is present, or you neutralize one at random.
Intelligence (Investigation) check against your spell For the duration, the target has advantage on
save DC. If a creature discerns the illusion for what saving throws against being poisoned, and it has
it is, the creature can see through the image, and resistance to poison damage.
any noise it makes sounds hollow to the creature.

396
Psychic Scream Raise Dead
9th-level enchantment 5th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 90 feet Range: Touch
Components: S Components: V, S, M (a diamond worth at least
Duration: Instantaneous 500 ct, which the spell consumes)
You unleash the power of your mind to blast the Duration: Instantaneous
intellect of up to ten creatures of your choice that You return a dead creature you touch to life,
you can see within range. Creatures that have an provided that it has been dead no longer than 10
Intelligence score of 2 or lower are unaffected. days. If the creature’s soul is both willing and at
Each target must make an Intelligence saving liberty to rejoin the body, the creature returns to life
throw. On a failed save, a target takes 14d6 psychic with 1 hit point.
damage and is stunned. On a successful save, a This spell also neutralizes any poisons and cures
target takes half as much damage and isn’t nonmagical diseases that affected the creature at
stunned. If a target is killed by this damage, its the time it died. This spell doesn’t, however,
head explodes, assuming it has one. remove magical diseases, curses, or similar effects;
A stunned target can make an Intelligence saving if these aren’t first removed prior to casting the
throw at the end of each of its turns. On a spell, they take effect when the creature returns to
successful save, the stunning effect ends. life. The spell can’t return an undead creature to
life.
Purify Food and Drink This spell closes all mortal wounds, but it doesn’t
restore missing body parts. If the creature is
1st-level transmutation (ritual)
lacking body parts or organs integral for its survival
Casting Time: 1 action —its head, for instance—the spell automatically
Range: 10 feet fails.
Components: V, S Coming back from the dead is an ordeal. The
Duration: Instantaneous target takes a –4 penalty to all attack rolls, saving
throws, and ability checks. Every time the target
All nonmagical food and drink within a 5-foot- finishes a long rest, the penalty is reduced by 1
radius sphere centered on a point of your choice until it disappears.
within range is purified and rendered free of poison
and disease.
Ray of Enfeeblement
Pyrotechnics 2nd-level necromancy
2nd-level transmutation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S
Duration: Instantaneous A black beam of enervating energy springs from
your finger toward a creature within range. Make a
Choose an area of nonmagical flame that you can ranged spell attack against the target. On a hit, the
see and that fits within a 5-foot cube within range. target deals only half damage with weapon attacks
You can extinguish the fire in that area, and you that use Strength until the spell ends.
create either fireworks or smoke when you do so. At the end of each of the target’s turns, it can
Fireworks. The target explodes with a dazzling make a Constitution saving throw against the spell.
display of colors. Each creature within 10 feet of On a success, the spell ends.
the target must succeed on a Constitution saving
throw or become blinded until the end of your next
turn.
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners.
The area of the smoke is heavily obscured. The
smoke persists for 1 minute or until a strong wind
disperses it.

397
Ray of Frost Regenerate
Evocation cantrip 7th-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a beetle and arcanic water)
Duration: Instantaneous Duration: 1 hour
A frigid beam of blue-white light streaks toward a You touch a creature and stimulate its natural
creature within range. Make a ranged spell attack healing. The target regains 4d8 + 15 hit points, and
against the target. On a hit, it takes 1d8 cold 1 hit point at the start of each of its turns for the
damage, and its speed is reduced by 10 feet until duration of the spell (10 hit points each minute).
the start of your next turn. The target’s severed body pieces (fingers, legs,
At Higher Levels. The spell’s damage increases tails, etc), if any, are restored after 2 minutes. If you
by 1d8 when you reach 5th level (2d8), 11th level have the severed part and hold it to the stump, the
(3d8), and 17th level (4d8). spell instantly knits the limb to the stump.

Ray of Sickness Reincarnate


1st-level necromancy 5th-level transmutation
Casting Time: 1 action Casting Time: 1 hour
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (rare oils and incense worth
Duration: Instantaneous at least 1,000 ct, which the spell consumes)
A ray of sickening greenish energy lashes out Duration: Instantaneous
toward a creature within range. Make a ranged You touch a dead humanoid or a piece of a dead
spell attack against the target. On a hit, the target humanoid. Provided that the creature has been
takes 2d8 poison damage and must make a dead no longer than 10 days, the spell forms a new
Constitution saving throw. On a failed save, it is adult body for it and calls the soul to that body. If
also poisoned until the end of your next turn. the target’s soul isn’t free or willing , the spell fails.
At Higher Levels. When you cast this spell using The magic fashions a new body for the creature
a spell slot of 2nd level or higher, the damage to inhabit, determined when the DM either chooses
increases by 1d8 for each slot level above 1st. a form from or rolls a d100 on the table below.

Recall d100 Race


6th-level conjuration (ritual)
01-03 Aarakocra
Casting Time: 1 minute 04-06 Dray, first generation
Range: Touch 07-09 Dray, second generation
Components: V, S, M (a sapphire worth 1,000 ct) 10-22 Dwarf
Duration: Until dispelled 23-35 Elvhen
You touch an object weighing 10 pounds or less 35-42 Changeling
whose longest dimension is 6 feet or less. The spell 43-49 Tarek
leaves an invisible mark on its surface and invisibly 50-54 Seedling
inscribes the name of the item on the sapphire you 55-74 Human
use as the material component. Each time you cast 75-76 Human, Villichi
this spell, you must use a different sapphire. 77-80 Dul
At any time thereafter, you can use your action to 81-84 Thri-kreen
speak the item’s name and crush the sapphire. The 85-87 Ukoven, air
item instantly appears in your hand regardless of 88-91 Ukoven, earth
physical or planar distances, and the spell ends. 91-94 Ukoven, fire
If another creature is holding or carrying the 95-96 Ukoven, water
item, crushing the sapphire doesn’t transport the 97-100 Target’s Original Race
item to you, but instead you learn who the creature
possessing the object is and roughly where that
creature is located at that moment.
Dispel magic or a similar effect successfully The reincarnated creature recalls its former life
applied to the sapphire ends this spell’s effect. and experiences. It retains the capabilities it had in
its original form, except it exchanges its original
race for the new one and changes its racial traits
accordingly.

398
Rejuvenate Resurrection
5th level Transmutation 7th-level necromancy
Casting Time: 1 Minute Casting Time: 1 hour
Range: Self (50 ft radius) Range: Touch
Components: V, S, M (A seed of any type and a Components: V, S, M (a diamond worth at least
drop of water, both of which the spell consumes.) 1,000 ct, which the spell consumes)
Duration: 7 Days Duration: Instantaneous
This spell grants an area of ground the ability to You touch a dead creature that has been dead for
support vegetation. The spell may be cast on any no more than a century, that didn’t die of old age,
ground short of solid rock, including sand, rocky and that isn’t undead. If its soul is free and willing,
sand or soil, and dust. In the case of ground made the target returns to life with all its hit points.
barren by defiler magic, rejuvenate dispels the This spell neutralizes any poisons and cures
ground’s sterility, making it immediately capable of normal diseases afflicting the creature when it died.
supporting vegetation. It doesn’t, however, remove magical diseases,
The spell affects the ground in a 50 foot radius curses, and the like; if such effects aren’t removed
from the caster. Once cast, the soil is enriched and prior to casting the spell, they afflict the target on
moistened, and a blanket of fine grass emerges its return to life.
instantly. This spell closes all mortal wounds and restores
Once cast, the moist soil and grass are not any missing body parts. Coming back from the
magical, and are subject to all natural forces upon dead is an ordeal. The target takes a –4 penalty to
them. They will, however, survive a week in even all attack rolls, saving throws, and ability checks.
the worst of conditions. Rejuvenate otherwise lasts Every time the target finishes a long rest, the
until a spellcaster uses defiling to destroy the penalty is reduced by 1 until it disappears.
vegetation. Casting this spell to restore life to a creature that
This spell automatically fails if cast by any has been dead for one year or longer taxes you
creature with at least 1 point in a defiler aura. greatly. Until you finish a long rest, you can’t cast
spells again, and you have disadvantage on all
Remove Curse attack rolls, ability checks, and saving throws.
3rd-level abjuration
Casting Time: 1 action
Revenge of the Land
5th level evocation
Range: Touch
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self (30-foot radius)
Components: V, S, M (a live seed pushed into the
At your touch, all curses affecting one creature or
ground at your feet)
object end. If the object is a cursed magic item, its
curse remains, but the spell breaks the curse upon Duration: Concentration, up to 1 minute
its owner so it can be removed or discarded. The life energy of the earth is channeled in
translucent arcs of energy that radiate from the
Resistance seed in the ground at your feet and unerringly seek
out defilers before returning to the ground. This
Abjuration cantrip
spell only affects a creature with at least one point
Casting Time: 1 action in a defiler aura. A defiler that starts its turn within
Range: Touch or moves into the spell’s radius must make a
Components: V, S, M (a miniature cloak) Constitution saving throw. On a failed save, the
Duration: Concentration, up to 1 minute defiler takes 4d8 force damage or half as much on
a successful save.
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the
number rolled to one saving throw of its choice. It
can roll the die before or after making the saving
throw. The spell then ends.

399
Reverse Gravity Sanctuary
7th-level transmutation 1st-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 100 feet Range: 30 feet
Components: V, S, M (a lodestone and iron filings) Components: V, S, M (a small silver mirror)
Duration: Concentration, up to 1 minute Duration: 1 minute
This spell reverses gravity in a 50-foot-radius, 100- You ward a creature within range against attack.
foot high cylinder centered on a point within range. Until the spell ends, any creature who targets the
All creatures and objects that aren’t somehow warded creature with an attack or a harmful spell
anchored to the ground in the area fall upward and must first make a Wisdom saving throw. On a
reach the top of the area when you cast this spell. A failed save, the creature must choose a new target
creature can make a Dexterity saving throw to grab or lose the attack or spell. This spell doesn’t protect
onto a fixed object it can reach, thus avoiding the the warded creature from area effects, such as the
fall. explosion of a fireball.
If some solid object (such as a ceiling) is If the warded creature makes an attack, casts a
encountered in this fall, falling objects and spell that affects an enemy creature, or deals
creatures strike it just as they would during a damage to another creature, this spell ends.
normal downward fall. If an object or creature
reaches the top of the area without striking
anything, it remains there, oscillating slightly, for
Scatter
6th-level conjuration
the duration.
At the end of the duration, affected objects and Casting Time: 1 action
creatures fall back down. Range: 30 feet
Components: V
Revivify Duration: Instantaneous
3rd-level necromancy The air quivers around up to five creatures of your
Casting Time: 1 action choice that you can see within range. An unwilling
Range: Touch creature must succeed on a Wisdom saving throw
to resist this spell. You teleport each affected target
Components: V, S, M (diamonds worth 300 ct,
to an unoccupied space that you can see within 120
which the spell consumes)
feet of you. That space must be on the ground or on
Duration: Instantaneous a floor.
You touch a creature that has died within the last
minute. That creature returns to life with 1 hit
point. This spell can’t return to life a creature that
Scorching Ray
2nd-level evocation
has died of old age, nor can it restore any missing
body parts. Casting Time: 1 action
Range: 120 feet
Sacred Flame Components: V, S
Evocation cantrip Duration: Instantaneous

Casting Time: 1 action You create three rays of fire and hurl them at
targets within range. You can hurl them at one
Range: 60 feet
target or several.
Components: V, S
Make a ranged spell attack for each ray. On a hit,
Duration: Instantaneous the target takes 2d6 fire damage.
Flame-like radiance descends on a creature that At Higher Levels. When you cast this spell using
you can see within range. The target must succeed a spell slot of 3rd level or higher, you create one
on a Dexterity saving throw or take 1d8 radiant additional ray for each slot level above 2nd.
damage. The target gains no benefit from cover for
this saving throw.
At Higher Levels. The spell’s damage increases
by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

400
Scrying Searing Smite
5th-level divination 1st-level evocation
Casting Time: 10 minutes Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (a focus worth at least 1,000 Components: V
ct, such as a crystal ball, a silver mirror, or a font Duration: Concentration, up to 1 minute
filled with arcanic water) The next time you hit a creature with a melee
Duration: Concentration, up to 10 minutes weapon attack during the spell’s duration, your
You can see and hear a particular creature you weapon flares with white-hot intensity, and the
choose that is on the same plane of existence as attack deals an extra 1d6 fire damage to the target
you. The target must make a Wisdom saving throw, and causes the target to ignite in flames. At the
which is modified by how well you know the target start of each of its turns until the spell ends, the
and the sort of physical connection you have to it. If target must make a Constitution saving throw. On a
a target knows you’re casting this spell, it can fail failed save, it takes 1d6 fire damage. On a
the saving throw voluntarily if it wants to be successful save, the spell ends. If the target or a
observed. creature within 5 feet of it uses an action to put out
the flames, or if some other effect douses the
flames (such as the target being submerged in
Knowledge Save Modifier water), the spell ends.
Secondhand (knowledge of target) +5 At Higher Levels. When you cast this spell using
Firsthand (you have met the target) +0 a spell slot of 2nd level or higher, the initial extra
Familiar (you know the target well) –5 damage dealt by the attack increases by 1d6 for
Connection Save Modifier each slot level above 1st.
Likeness or picture –2
Possession or garment –4 Secret Stash
Lock of hair, bit of nail, or the like –10 4th-level conjuration
Casting Time: 1 action
Range: Touch
On a successful save, the target isn’t affected, and Components: V, S, M (an exquisite chest, 3 feet by
you can’t use this spell against it again for 24 2 feet by 2 feet, constructed from rare materials
hours. On a failed save, the spell creates an worth at least 5,000 ct, and a Tiny replica made
invisible sensor within 10 feet of the target. You from the same materials worth at least 50 ct)
can see and hear through the sensor as if you were Duration: Instantaneous
there. The sensor moves with the target, remaining
within 10 feet of it for the duration. A creature that You hide a chest, and all its contents, within the
can see invisible objects sees the sensor as a Gray. You must touch the chest and the miniature
luminous orb about the size of your fist. Instead of replica that serves as a material component for the
targeting a creature, you can choose a location you spell. The chest can contain up to 12 cubic feet of
have seen before as the target of this spell. When nonliving material (3 feet by 2 feet by 2 feet).
you do, the sensor appears at that location and While the chest remains in the Gray, you can use
doesn’t move. an action and touch the replica to recall the chest.
It appears in an unoccupied space on the ground
within 5 feet of you. You can send the chest back to
the Gray by using an action and touching both the
chest and the replica.
After 60 days, there is a cumulative 5 percent
chance per day that the spell’s effect ends. This
effect ends if you cast this spell again, if the smaller
replica chest is destroyed, or if you choose to end
the spell as an action. If the spell ends and the
larger chest is in the Gray, it is irretrievably lost.

401
See Invisibility Sending
2nd-level divination 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Unlimited
Components: V, S, M (a pinch of talc and a small Components: V, S, M (a short piece of fine copper
sprinkling of powdered silver) wire)
Duration: 1 hour Duration: 1 round
For the duration, you see invisible creatures and You send a short message of twenty-five words or
objects as if they were visible, and you can see into less to a creature with which you are familiar. The
the Gray. Ethereal creatures and objects appear creature hears the message in its mind, recognizes
ghostly and translucent. you as the sender if it knows you, and can answer
in a like manner immediately. The spell enables
Seeming creatures with Intelligence scores of at least 1 to
understand the meaning of your message.
5th-level illusion
You can send the message across any distance
Casting Time: 1 action and even to other planes of existence, but if the
Range: 30 feet target is on a different plane than you, there is a 5
Components: V, S percent chance that the message doesn’t arrive.
Duration: 8 hours
This spell allows you to change the appearance of Sequester
any number of creatures that you can see within 7th-level transmutation
range. You give each target you choose a new, Casting Time: 1 action
illusory appearance. An unwilling target can make Range: Touch
a Charisma saving throw, and if it succeeds, it is
Components: V, S, M (a powder composed of
unaffected by this spell.
diamond, emerald, ruby, and sapphire dust worth
The spell disguises physical appearance as well
as clothing, armor, weapons, and equipment. You at least 5,000 ct, which the spell consumes)
can make each creature seem 1 foot shorter or Duration: Until dispelled
taller and appear thin, fat, or in between. You can’t By means of this spell, a willing creature or an
change a target’s body type, so you must choose a object can be hidden away, safe from detection for
form that has the same basic arrangement of limbs. the duration. When you cast the spell and touch the
Otherwise, the extent of the illusion is up to you. target, it becomes invisible and can’t be targeted by
The spell lasts for the duration, unless you use your divination spells or clairsentience powers, and
action to dismiss it sooner. cannot be perceived through scrying sensors
The changes wrought by this spell fail to hold up created by such. If the target is a creature, it falls
to physical inspection. For example, if you use this into a state of suspended animation. Time ceases to
spell to add a hat to a creature’s outfit, objects pass flow for it, and it doesn’t grow older.
through the hat, and anyone who touches it would You can set a condition for the spell to end early.
feel nothing or would feel the creature’s head and The condition can be anything you choose, but it
hair. If you use this spell to appear thinner than you must occur or be visible within 1 mile of the target.
are, the hand of someone who reaches out to touch Examples include “after 1,000 years” or “when the
you would bump into you while it was seemingly tarrasque awakens.” This spell also ends if the
still in midair. target takes any damage.
A creature can use its action to inspect a target
and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it
becomes aware that the target is disguised.

402
Shadow King’s Blade Shape Water
2nd-level illusion Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Instantaneous or 1 hour (see below)
You weave together threads of shadow to create a You choose an area of water that you can see
sword of solidified gloom in your hand. This magic within range and that fits within a 5-foot cube.
sword lasts until the spell ends. It counts as a You manipulate it in one of the following ways:
simple melee weapon with which you are
proficient. It deals 2d8 psychic damage on a hit and You instantaneously move or otherwise change
has the finesse, light, and thrown properties (range the flow of the water as you direct, up to 5 feet in
20/60). In addition, when you use the sword to any direction. This movement doesn’t have
attack a target that is in dim light or darkness, you enough force to cause damage.
make the attack roll with advantage. If you drop the You cause the water to form into simple shapes
weapon or throw it, it dissipates at the end of the and animate at your direction. This change lasts
turn. Thereafter, while the spell persists, you can for 1 hour.
use a bonus action to cause the sword to reappear You change the water’s color or opacity. The
in your hand. water must be changed in the same way
At Higher Levels. When you cast this spell using
throughout. This change lasts for 1 hour.
a 3rd or 4th level spell slot, the damage increases
to 3d8. When you cast it using a 5th or 6th level You freeze the water, provided that there are no
spell slot, the damage increases to 4d8. When you creatures in it. The water unfreezes in 1 hour.
cast it using a spell slot of 7th level or higher, the If you cast this spell multiple times, you can have
damage increases to 5d8. no more than two of its non-instantaneous effects
active at a time, and you can dismiss such an effect
Shadow Ward as an action.
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased
in a gem worth at least 150 ct)
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the
spell ends, causing you to become heavily obscured
to others. The shadows turn dim light within 10
feet of you into darkness, and bright light in the
same area to dim light.
Until the spell ends, you have resistance to
radiant damage. In addition, whenever a creature
within 10 feet of you hits you with an attack, the
shadows lash out at that creature, dealing it 2d8
necrotic damage.

403
Shapechange Shatter
9th-level transmutation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a jade circlet worth at least Components: V, S, M (a chip of mica)
1,500 ct, which you must place on your head Duration: Instantaneous
before you cast the spell) A sudden loud ringing noise, painfully intense,
Duration: Concentration, up to 1 hour erupts from a point of your choice within range.
You assume the form of a different creature for the Each creature in a 10-foot-radius sphere centered
duration. The new form can be of any creature with on that point must make a Constitution saving
a challenge rating equal to your level or lower. The throw. A creature takes 3d8 thunder damage on a
creature can’t be a construct or an undead, and you failed save, or half as much damage on a successful
must have seen the sort of creature at least once. one. A creature made of inorganic material such as
You transform into an average example of that stone, crystal, or metal has disadvantage on this
creature, one without any class levels or the saving throw.
Spellcasting trait. Your game statistics are replaced A nonmagical object that isn’t being worn or
by the statistics of the chosen creature, though you carried also takes the damage if it’s in the spell’s
retain your alignment and Intelligence, Wisdom, area.
and Charisma scores. You also retain all of your At Higher Levels. When you cast this spell using
skill and saving throw proficiencies, in addition to a spell slot of 3rd level or higher, the damage
gaining those of the creature. If the creature has increases by 1d8 for each slot level above 2nd.
the same proficiency as you and the bonus listed in
its statistics is higher than yours, use the creature’s Shield
bonus in place of yours. You can’t use any 1st-level abjuration
legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the Casting Time: 1 reaction, which you take when you
new form. When you revert to your normal form, are hit by an attack or targeted by the magic
you return to the number of hit points you had missile spell
before you transformed. If you revert as a result of Range: Self
dropping to 0 hit points, any excess damage carries Components: V, S
over to your normal form. As long as the excess Duration: 1 round
damage doesn’t reduce your normal form to 0 hit
points, you aren’t knocked unconscious. An invisible barrier of magical force appears and
You retain the benefit of any features from your protects you. Until the start of your next turn, you
class, race, or other source and can use them, have a +5 bonus to AC, including against the
provided that your new form is physically capable triggering attack, and you take no damage from
of doing so. You can’t use any special senses you magic missile.
have (for example, darkvision) unless your new
form also has that sense. You can only speak if the Shield of Faith
creature can normally speak. 1st-level abjuration
When you transform, you choose whether your
equipment falls to the ground, merges into the new Casting Time: 1 bonus action
form, or is worn by it. Worn equipment functions as Range: 60 feet
normal. The DM determines whether it is practical Components: V, S, M (a small parchment with a bit
for the new form to wear a piece of equipment, of holy text written on it)
based on the creature’s shape and size. Your Duration: Concentration, up to 10 minutes
equipment doesn’t change shape or size to match A shimmering field appears and surrounds a
the new form, and any equipment that the new creature of your choice within range, granting it a
form can’t wear must either fall to the ground or +2 bonus to AC for the duration.
merge into your new form. Equipment that merges
has no effect in that state.
During this spell’s duration, you can use your
action to assume a different form following the
same restrictions and rules for the original form,
with one exception: if your new form has more hit
points than your current one, your hit points remain
at their current value.

404
Shillelagh Silence
Transmutation cantrip 2nd-level illusion (ritual)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (mistletoe, a shamrock leaf, Components: V, S
and a club or quarterstaff) Duration: Concentration, up to 10 minutes
Duration: 1 minute For the duration, no sound can be created within or
A bludgeoning weapon made of wood that you are pass through a 20-foot-radius sphere centered on a
holding is imbued with nature’s power. For the point you choose within range. Any creature or
duration, you can use your spellcasting ability object entirely inside the sphere is immune to
instead of Strength for the attack and damage rolls thunder damage, and creatures are deafened while
of melee attacks using that weapon, and the entirely inside it.
weapon’s damage die becomes a d8. The weapon Casting a spell that includes a verbal component
also becomes magical, if it isn’t already. The spell is impossible there.
ends if you cast it again or if you let go of the
weapon. Silent Image
1st-level illusion
Shocking Grasp Casting Time: 1 action
Evocation cantrip
Range: 60 feet
Casting Time: 1 action Components: V, S, M (a bit of fleece)
Range: Touch Duration: Concentration, up to 10 minutes
Components: V, S
You create the image of an object, a creature, or
Duration: Instantaneous some other visible phenomenon that is no larger
Lightning springs from your hand to deliver a than a 15-foot cube. The image appears at a spot
shock to a creature you try to touch. Make a melee within range and lasts for the duration. The image
spell attack against the target. You have advantage is purely visual; it isn’t accompanied by sound,
on the attack roll if the target is wearing armor smell, or other sensory effects.
made of metal. On a hit, the target takes 1d8 You can use your action to cause the image to
lightning damage, and it can’t take reactions until move to any spot within range. As the image
the start of its next turn. changes location, you can alter its appearance so
At Higher Levels. The spell’s damage increases that its movements appear natural for the image.
by 1d8 when you reach 5th level (2d8), 11th level For example, if you create an image of a creature
(3d8), and 17th level (4d8). and move it, you can alter the image so that it
appears to be walking.
Sickening Radiance Physical interaction with the image reveals it to
be an illusion, because things can pass through it. A
4th-level evocation creature that uses its action to examine the image
Casting Time: 1 action can determine that it is an illusion with a successful
Range: 120 feet Intelligence (Investigation) check against your spell
Components: V, S save DC. If a creature discerns the illusion for what
Duration: Concentration, up to 10 minutes it is, the creature can see through the image.
Dim, greenish light spreads within a 30-foot-radius
sphere centered on a point you choose within
range. The light spreads around corners, and it
lasts until the spell ends.
When a creature moves into the spell’s area for
the first time on a turn or starts its turn there, that
creature must succeed on a Constitution saving
throw or take 4d10 radiant damage, and it suffers
one level of exhaustion and emits a dim, greenish
light in a 5-foot radius. This light makes it
impossible for the creature to benefit from being
invisible. The light and any levels of exhaustion
caused by this spell go away when the spell ends.

405
Silt Horror’s Tentacles Simulacrum
4th-level conjuration 7th-level illusion
Casting Time: 1 action Casting Time: 12 hours
Range: 90 feet Range: Touch
Components: V, S, M (a piece of tentacle) Components: V, S, M (sand or silt in quantities
Duration: Concentration, up to 1 minute sufficient to make a life-size copy of the
Squirming, ebony tentacles fill a 20-foot square on duplicated creature; some hair, fingernail
ground that you can see within range. For the clippings, or other piece of that creature’s body
duration, these tentacles turn the ground in the placed inside the sand or silt; and powdered ruby
area into difficult terrain. worth 1,500 ct, sprinkled over the duplicate and
When a creature enters the affected area for the consumed by the spell)
first time on a turn or starts its turn there, the Duration: Until dispelled
creature must succeed on a Dexterity saving throw You shape an illusory duplicate of one beast or
or take 3d6 bludgeoning damage and be restrained humanoid that is within range for the entire casting
by the tentacles until the spell ends. A creature that time of the spell. The duplicate is a creature,
starts its turn in the area and is already restrained partially real and formed from sand or silt, and it
by the tentacles takes 3d6 bludgeoning damage. can take actions and otherwise be affected as a
A creature restrained by the tentacles can use its normal creature. It appears to be the same as the
action to make a Strength or Dexterity check (its original, but it has half the creature’s hit point
choice) against your spell save DC. On a success, it maximum and is formed without any equipment.
frees itself. Otherwise, the illusion uses all the statistics of the
creature it duplicates, except that it is a construct.
Silt Walk The simulacrum is friendly to you and creatures
3rd-level transmutation (ritual) you designate. It obeys your spoken commands,
moving and acting in accordance with your wishes
Casting Time: 1 action and acting on your turn in combat. The simulacrum
Range: 30 feet lacks the ability to learn or become more powerful,
Components: V, S, M (a piece of cork) so it never increases its level or other abilities, nor
Duration: 1 hour can it regain expended spell slots.
This spell grants the ability to move across any If the simulacrum is damaged, you can repair it in
liquid surface—such as silt, water, acid, mud, snow, an alchemical laboratory, using rare herbs and
quicksand, or lava—as if it were harmless solid minerals worth 100 ct per hit point it regains. The
ground (creatures crossing molten lava can still simulacrum lasts until it drops to 0 hit points, at
take damage from the heat). Up to ten willing which point it reverts to the elements of its form
creatures you can see within range gain this ability and collapses instantly.
for the duration. If you cast this spell again, any currently active
If you target a creature submerged in a liquid duplicates you created with this spell are instantly
(including silt), the spell carries the target to the destroyed.
surface of the liquid at a rate of 60 feet per round.
Skill Empowerment
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Your magic deepens a creature’s understanding of
its own talent. You touch one willing creature and
give it expertise in one skill of your choice; until the
spell ends, the creature doubles its proficiency
bonus for ability checks it makes that use the
chosen skill.
You must choose a skill in which the target is
proficient and that isn’t already benefiting from an
effect, such as Expertise, that doubles its
proficiency bonus.

406
Skywrite Slow
2nd-level transmutation (ritual) 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Sight Range: 120 feet
Components: V, S Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
You cause up to ten words to form in a part of the You alter time around up to six creatures of your
sky you can see. The words appear to be made of choice in a 40-foot cube within range. Each target
clouds and remain in place for the spell’s duration, must succeed on a Wisdom saving throw or be
then dissipate when the spell ends. A strong wind affected by this spell for the duration.
can disperse the clouds and end the spell early. An affected target’s speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it
Sleep can’t use reactions. On its turn, it can use either an
action or a bonus action, not both. Regardless of
1st-level enchantment
the creature’s abilities or magic items, it can’t make
Casting Time: 1 action more than one melee or ranged attack during its
Range: 90 feet turn.
Components: V, S, M (a pinch of fine sand) If the creature attempts to cast a spell with a
Duration: 1 minute casting time of 1 action, roll a d20. On an 11 or
higher, the spell doesn’t take effect until the
This spell sends creatures into a magical slumber. creature’s next turn, and the creature must use its
Roll 5d8; the total is how many hit points of action on that turn to complete the spell. If it can’t,
creatures this spell can affect. Creatures within 20 the spell is wasted.
feet of a point you choose within range are affected A creature affected by this spell makes another
in ascending order of their current hit points Wisdom saving throw at the end of each of its
(ignoring unconscious creatures). turns. On a successful save, the effect ends for it.
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious until the spell ends, the Snare
sleeper takes damage, or someone uses an action 1st-level abjuration
to shake or slap the sleeper awake. Subtract each Casting Time: 1 minute
creature’s hit points from the total before moving Range: Touch
on to the creature with the next lowest hit points.
Components: S, M (25 feet of rope, which the spell
A creature’s hit points must be equal to or less
consumes)
than the remaining total to be affected. Undead and
creatures with charm immunity aren’t affected. Duration: 8 hours
At Higher Levels. When you cast this spell using As you cast this spell, you use the rope to create a
a spell slot of 2nd level or higher, roll an additional circle with a 5-foot radius on the ground or the
2d8 for each slot level above 1st. floor. When you finish casting, the rope disappears
and the circle becomes a magic trap.
Sleet Storm This trap is nearly invisible, requiring a
successful Intelligence (Investigation) check
3rd-level conjuration
against your spell save DC to be discerned.
Casting Time: 1 action The trap triggers when a Small, Medium, or
Range: 150 feet Large creature moves onto the ground or the floor
Components: V, S, M (a dust mote and water drop) in the spell’s radius. That creature must succeed on
Duration: Concentration, up to 1 minute a Dexterity saving throw or be magically hoisted
into the air, leaving it hanging upside down 3 feet
Until the spell ends, freezing sleet falls in a 20-foot- above the ground or the floor. The creature is
tall cylinder with a 40-foot radius centered on a restrained there until the spell ends.
point you choose within range. The area is heavily
obscured, and puts out exposed flames in the area.
The ground in the area is covered with ice, making
it difficult terrain. When a creature enters the area
for the first time on a turn or starts its turn there, it
must make a Dexterity saving throw. On a failed
save, it falls prone.
If a creature starts its turn in the spell’s area and
is concentrating on a spell, the creature must make
a successful Constitution saving throw against your
spell save DC or lose concentration.

407
Snow Swarm Spare the Dying
2nd-level evocation Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Touch
Components: V, S, M (a small white rock chip) Components: V, S
Duration: Instantaneous Duration: Instantaneous
A flurry of magic snow erupts from a point you You touch a living creature that has 0 hit points.
choose within range. Each creature in a 5-foot- The creature becomes stable. This spell has no
radius sphere centered on that point must make a effect on undead or constructs.
Dexterity saving throw. A creature takes 3d6 cold
damage on a failed save, or half as much damage
on a successful one.
Speak with Animals
1st-level divination (ritual)
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage Casting Time: 1 action
increases by 1d6 for each slot level above 2nd. Range: Self
Components: V, S
Soul Cage Duration: 10 minutes
6th-level necromancy You gain the ability to comprehend and verbally
Casting Time: 1 reaction, which you take when a communicate with beasts for the duration. The
humanoid you can see within 60 feet of you dies knowledge and awareness of many beasts is
limited by their intelligence, but at minimum,
Range: 60 feet
beasts can give you information about nearby
Components: V, S, M (a tiny cage worth 100 ct)
locations and monsters, including whatever they
Duration: 8 hours can perceive or have perceived within the past day.
This spell snatches the soul of a humanoid as it You might be able to persuade a beast to perform a
dies and traps it inside the cage you use for the small favor for you, at the DM’s discretion.
material component. The soul remains inside until
the spell ends or until the cage is destroyed, which
ends the spell. While a soul is inside the cage, you
Speak with Dead
3rd-level necromancy
can exploit it in any of the ways described below.
You can use a trapped soul up to six times. On the Casting Time: 1 action
sixth use, it is released, and the spell ends. A soul Range: 10 feet
cannot be revived until released. Components: V, S, M (burning incense)
Steal Life. You can use a bonus action to drain Duration: 10 minutes
vigor from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no You grant the semblance of life and intelligence to
action required) and receive a brief telepathic a corpse of your choice within range, allowing it to
answer, which you can understand regardless of answer the questions you pose. The corpse must
the language used. The soul knows only what it still have a mouth and can’t be undead. The spell
knew in life, but it must answer you truthfully and fails if the corpse was the target of this spell within
to the best of its ability. The answer is no more the last 10 days.
than a sentence or two and might be cryptic. Until the spell ends, you can ask the corpse up to
Borrow Experience. You can use a bonus action five questions. The corpse knows only what it knew
to bolster yourself with the soul’s life experience, in life, including the languages it knew. Answers
making your next attack roll, ability check, or are usually brief, cryptic, or repetitive, and the
saving throw with advantage. If you don’t use this corpse is under no compulsion to offer a truthful
benefit before the start of your next turn, it is lost. answer if you are hostile to it or it recognizes you
Eyes of the Dead. You can use an action to name as an enemy. This spell doesn’t return the
a place the humanoid saw in life, which creates an creature’s soul to its body, only its animating spirit.
invisible sensor somewhere in that place if it is on Thus, the corpse can’t learn new information,
the plane of existence you’re currently on. The doesn’t comprehend anything that has happened
sensor remains for as long as you concentrate, up since it died, and can’t speculate about future
to 10 minutes (as if concentrating on a spell). You events.
receive visual auditory information from the sensor
as if you were in its space using your senses.
A creature that can see the sensor (as with see
invisibility or truesight) sees a translucent image of
the tormented humanoid whose soul you caged.

408
Speak with Plants Spike Growth
3rd-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 150 feet
Components: V, S Components: V, S, M (seven sharp thorns)
Duration: 10 minutes Duration: Concentration, up to 10 minutes
You imbue plants within 30 feet of you with limited The ground in a 20-foot radius centered on a point
sentience and animation, giving them the ability to within range sprouts hard spikes and thorns,
communicate with you and follow your simple becoming difficult terrain for the duration. When a
commands. You can question plants about events creature moves into or within the area, it takes 2d4
in the spell’s area within the past day, gaining piercing damage for every 5 feet it travels.
information about creatures that have passed, The transformation of the ground is camouflaged
weather, and other circumstances. to look natural. Any creature that can’t see the area
You can also turn difficult terrain caused by plant at the time the spell is cast must make a Wisdom
growth (such as thickets and undergrowth) into (Perception) check against your spell save DC to
ordinary terrain that lasts for the duration. Or you recognize it as hazardous before entering it.
can turn ordinary terrain where plants are present
into difficult terrain that lasts for the duration,
causing vines and branches to hinder pursuers, for
Spirit Fire
1st-level evocation
example.
Plants might be able to perform other tasks on Casting Time: 1 action
your behalf, at the DM’s discretion. The spell Range: 60 feet
doesn’t enable plants to uproot themselves and Components: V
move about, but they can freely move branches, Duration: Concentration, up to 1 minute
tendrils, and stalks.
If a plant creature is in the area, you can Each object in a 20-foot cube within range is
communicate with it as if you shared a common outlined in blue, green, or violet light (your choice).
language, but you gain no magical ability to Any creature in the area when the spell is cast is
influence it. also outlined in light if it fails a Dexterity saving
This spell can cause the plants created by the throw. For the duration, objects and affected
entangle spell to release a restrained creature. creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or
object has advantage if the attacker can see it, and
Spider Climb the affected creature or object can’t benefit from
2nd-level transmutation being invisible.
Casting Time: 1 action
Range: Touch Spirit Guardians
Components: V, S, M (a drop of bitumen and a 3rd-level conjuration
spider)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: Self (15-foot radius)
Until the spell ends, one willing creature you touch Components: V, S, M (a holy symbol)
gains the ability to move up, down, and across Duration: Concentration, up to 10 minutes
vertical surfaces and upside down along ceilings,
while leaving its hands free. The target also gains a You call forth spirits to protect you. They flit around
climbing speed equal to its walking speed. you to a distance of 15 feet for the duration. Their
appearance is influenced both by the type of magic
being used to summon them and your alignment.
When you cast this spell, you can designate any
number of creatures you can see to be unaffected
by it. An affected creature’s speed is halved in the
area, and when the creature enters the area for the
first time on a turn or starts its turn there, it must
make a Wisdom saving throw. On a failed save, the
creature takes 3d8 radiant damage (if you are good
or neutral) or 3d8 necrotic damage (if you are evil).
On a successful save, the creature takes half as
much damage.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.

409
Spirit Shroud Staggering Smite
3rd-level necromancy 4th-level evocation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around The next time you hit a creature with a melee
you for the spell’s duration. The spirits are weapon attack during this spell’s duration, your
intangible and invulnerable. Until the spell ends, weapon pierces both body and mind, and the attack
any attack you make deals 1d8 extra damage when deals an extra 4d6 psychic damage to the target.
you hit a creature within 10 feet of you. This The target must make a Wisdom saving throw. On
damage is radiant, necrotic, or cold (your choice a failed save, it has disadvantage on attack rolls and
when you cast the spell). Any creature that takes ability checks, and can’t take reactions until the end
this damage can’t regain hit points until the start of of its next turn.
your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you has
Steel Wind Strike
5th-level conjuration
its speed reduced by 10 feet until the start of your
next turn. Casting Time: 1 action
At Higher Levels. When you cast this spell using Range: 30 feet
a spell slot of 4th level or higher, the damage Components: S, M (a melee weapon worth at least
increases by 1d8 for every two slot levels above 1 sp)
3rd. Duration: Instantaneous

Spiritual Weapon You flourish the weapon used in the casting and
then vanish to strike like the wind. Choose up to
2nd-level evocation five creatures you can see within range. Make a
Casting Time: 1 bonus action melee spell attack against each target. On a hit, a
Range: 60 feet target takes 6d10 force damage.
Components: V, S You can then teleport to an unoccupied space you
can see within 5 feet of one of the targets you hit or
Duration: 1 minute
missed.
You create a floating, spectral weapon within range
that lasts for the duration or until you cast this spell
again. When you cast the spell, you can make a
Stinking Cloud
melee spell attack against a creature within 5 feet 3rd-level conjuration
of the weapon. On a hit, the target takes force Casting Time: 1 action
damage equal to 1d8 + your spellcasting ability Range: 90 feet
modifier. Components: V, S, M (a rotten egg or several
As a bonus action on your turn, you can move the skunk cabbage leaves)
weapon up to 20 feet and repeat the attack against Duration: Concentration, up to 1 minute
a creature within 5 feet of it.
The weapon can take whatever form you choose. You create a 20-foot-radius sphere of yellow,
Clerics might make their weapon display traits of nauseating gas centered on a point within range.
their chosen element, such as a hammer of stone or The cloud spreads around corners, and its area is
scything blades of wind. heavily obscured. The cloud lingers in the air for
At Higher Levels. When you cast this spell using the duration.
a spell slot of 3rd level or higher, the damage Each creature that is completely within the cloud
increases by 1d8 for every two slot levels above the at the start of its turn must make a Constitution
2nd. saving throw against poison. On a failed save, the
creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are
immune to poison automatically succeed on this
saving throw.
A moderate wind (at least 10 miles per hour)
disperses the cloud after 4 rounds. A strong wind
(at least 20 miles per hour) disperses it after 1
round.

410
Stone Shape Storm of Vengeance
4th-level transmutation 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Sight
Components: V, S, M (soft clay, which must be Components: V, S
worked into roughly the desired shape of the Duration: Concentration, up to 1 minute
stone object) A churning storm cloud forms, centered on a point
Duration: Instantaneous you can see and spreading to a radius of 360 feet.
You touch a stone object of Medium size or smaller Lightning flashes in the area, thunder booms, and
or a section of stone no more than 5 feet in any strong winds roar. Each creature under the cloud
dimension and form it into any shape that suits (no more than 5,000 feet beneath the cloud) when
your purpose. So, for example, you could shape a it appears must make a Constitution saving throw.
large rock into a weapon, idol, or coffer, or make a On a failed save, a creature takes 2d6 thunder
small passage through a wall, as long as the wall is damage and becomes deafened for 5 minutes.
less than 5 feet thick. You could also shape a stone For each round you maintain concentration on
door or its frame to seal the door shut. The object this spell after the first, the storm produces
you create can have up to two hinges and a latch, different effects on your turn.
but finer mechanical detail isn’t possible. Round 2. Acidic rain falls from the cloud. Each
creature and object under the cloud takes 1d6 acid
Stoneskin damage.
Round 3. You call six bolts of lightning from the
4th-level abjuration cloud to strike six creatures or objects of your
Casting Time: 1 action choice beneath the cloud. A given creature or object
Range: Touch can’t be struck by more than one bolt. A struck
Components: V, S, M (diamond dust worth 100 ct, creature must make a Dexterity saving throw. The
which the spell consumes) creature takes 10d6 lightning damage on a failed
Duration: Concentration, up to 1 hour save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud.
This spell turns the flesh of a willing creature you Each creature under the cloud takes 2d6
touch as hard as stone. Until the spell ends, the bludgeoning damage.
target has resistance to nonmagical bludgeoning, Round 5-10. Gusts and freezing rain assail the
piercing, and slashing damage. area under the cloud.
The area becomes difficult terrain and is heavily
obscured. Each creature there takes 1d6 cold
damage. Ranged weapon attacks in the area are
impossible. The wind and rain count as a severe
distraction for the purposes of maintaining
concentration on spells. Finally, gusts of strong
wind (ranging from 20 to 50 miles per hour)
automatically disperse fog, mists, and similar
phenomena in the area, whether mundane or
magical.
Storm Sphere Suggestion
4th-level evocation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 30 feet
Components: V, S Components: V, M (a snake’s tongue and either a
Duration: Concentration, up to 1 minute bit of honeycomb or a drop of sweet oil)
A 20-foot-radius sphere of whirling air springs into Duration: Concentration, up to 8 hours
existence centered on a point you choose within You suggest a course of activity (limited to a
range. The sphere remains for the spell’s duration. sentence or two) and magically influence a creature
Each creature in the sphere when it appears or that you can see within range that can hear and
ends its turn there must succeed on a Strength understand you. Creatures that can’t be charmed
saving throw or take 2d6 bludgeoning damage. The are immune to this effect. The suggestion must be
sphere’s space is difficult terrain. worded in such a manner as to make the course of
Until the spell ends, you can use a bonus action action sound reasonable. Asking the creature to
on each of your turns to cause a bolt of lightning to stab itself, throw itself onto a spear, immolate itself,
leap from the center of the sphere toward one or do some other obviously harmful act ends the
creature you choose within 60 feet of the center. spell.
Make a ranged spell attack. You have advantage on The target must make a Wisdom saving throw.
the attack roll if the target is in the sphere. On a hit, On a failed save, it pursues the course of action you
the target takes 4d6 lightning damage. described to the best of its ability. The suggested
Creatures within 30 feet of the sphere have course of action can continue for the entire
disadvantage on Wisdom (Perception) checks duration. If the suggested activity can be completed
made to listen. in a shorter time, the spell ends when the subject
At Higher Levels. When you cast this spell using finishes what it was asked to do.
a spell slot of 5th level or higher, the damage You can also specify conditions that will trigger a
increases for each of its effects by 1d6 for each slot special activity during the duration. For example,
level above 4th. you might suggest that a Templar give their
coinpurse to the first beggar they meet. If the
condition isn’t met before the spell expires, the
activity isn’t performed.
If you or any of your companions damage the
target, the spell ends.
Summon Beast Bestial Spirit
2nd-level conjuration Small beast
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a feather, tuft of fur, and fish Hit Points 20 (Air only) or 30 (Land and Water only) +
tail inside a gilded acorn worth at least 200 ct) 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air
Duration: Concentration, up to 1 hour
only); swim 30 ft. (Water only)
You call forth a bestial spirit. It manifests in an
unoccupied space that you can see within range. STR DEX CON INT WIS CHA
This corporeal form uses the Bestial Spirit stat 18 (+4) 11 (+0) 16 (+3) 4 (–3) 14 (+2) 5 (–3)
block. When you cast the spell, choose an
environment: Air, Land, or Water. The creature Senses darkvision 60 ft., passive Perception 12
resembles an animal of your choice that is native to Languages understands the languages you speak
the chosen environment, which determines certain Challenge — Proficiency Bonus equals your bonus
traits in its stat block. The creature disappears
when it drops to 0 hit points or when the spell ends.
Flyby (Air Only). The beast doesn’t provoke
The creature is an ally to you and your
opportunity attacks when it flies out of an enemy’s
companions. In combat, the creature shares your
reach.
initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no Pack Tactics (Land and Water Only). The beast has
action required by you). If you don’t issue any, it advantage on an attack roll against a creature if at
takes the Dodge action and uses its move to avoid least one of the beast’s allies is within 5 feet of the
danger. creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe
only underwater.
Actions
Multiattack. The beast makes a number of attacks
equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s
level piercing damage.

413
Summon Celestial Celestial Spirit
5th-level conjuration Large celestial
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a golden reliquary worth at + 2 (Defender only)
least 400 ct) Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.
Duration: Concentration, up to 1 hour
You call forth a celestial spirit. It manifests in an STR DEX CON INT WIS CHA
eldritch, angelic form in an unoccupied space that 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
you can see within range. This corporeal form uses
the Celestial Spirit stat block. When you cast the Damage Resistances radiant
spell, choose Avenger or Defender. Your choice Condition Immunities charmed, frightened
determines the creature’s attack in its stat block. Senses darkvision 60 ft., passive Perception 12
The creature disappears when it drops to 0 hit Languages Celestial, understands the languages you
points or when the spell ends. speak
The creature is an ally to you and your Challenge — Proficiency Bonus equals your bonus
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately
after yours. It obeys your verbal commands (no Actions
action required by you). If you don’t issue any, it Multiattack. The celestial makes a number of attacks
takes the Dodge action and uses its move to avoid equal to half this spell’s level (rounded down).
danger.
At Higher Levels. When you cast this spell using Radiant Bow (Avenger Only). Ranged Weapon Attack:
a spell slot of 6th level or higher, use the higher your spell attack modifier to hit, range 150/600 ft.,
level wherever the spell’s level appears in the stat one target. Hit: 2d6 + 2 + the spell’s level radiant
block. damage.
Radiant Mace (Defender Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d10 + 3 + the spell’s level radiant damage, and
the celestial can choose itself or another creature it
can see within 10 feet of the target. The chosen
creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another
creature. The target magically regains hit points equal
to 2d8 + the spell’s level.

414
Summon Construct Construct Spirit
4th-level conjuration Medium construct
Casting Time: 1 action
Range: 90 feet Armor Class 13 + the level of the spell (natural armor)
Components: V, S, M (an ornate stone and metal Hit Points 40 + 15 for each spell level above 3rd
lockbox worth at least 400 ct) Speed 30 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth the spirit of a construct. It manifests 18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (–3)
in an unoccupied space that you can see within
range. This corporeal form uses the Construct Damage Resistances poison
Spirit stat block. When you cast the spell, choose a Condition Immunities charmed, exhaustion,
material: Clay, Metal, or Stone. The creature frightened, incapacitated, paralyzed, petrified,
resembles a golem made of the chosen material, poisoned
which determines certain traits in its stat block. Senses darkvision 60 ft., passive Perception 10
The creature disappears when it drops to 0 hit Languages understands the languages you speak
points or when the spell ends. Challenge — Proficiency Bonus equals your bonus
The creature is an ally to you and your
companions. In combat, the creature shares your
Heated Body (Metal Only). A creature that touches
initiative count, but it takes its turn immediately
the construct or hits it with a melee attack while
after yours. It obeys your verbal commands (no within 5 feet of it takes 1d10 fire damage.
action required by you). If you don’t issue any, it
takes the Dodge action and uses its move to avoid Stony Lethargy (Stone Only). When a creature the
danger. construct can see starts its turn within 10 feet of the
At Higher Levels. When you cast this spell using construct, the construct can force it to make a
a spell slot of 4th level or higher, use the higher Wisdom saving throw against your spell save DC. On
level wherever the spell’s level appears in the stat a failed save, the target can’t use reactions and its
block. speed is halved until the start of its next turn.
Actions
Multiattack. The construct makes a number of attacks
equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s
level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes
damage, it makes a slam attack against a random
creature within 5 feet of it. If no creature is within
reach, the construct moves up to half its speed toward
an enemy it can see, without provoking opportunity
attacks.

415
Summon Elemental Elemental Spirit
4th-level conjuration Medium elemental
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (air, a pebble, ash, and water Hit Points 50 + 10 for each spell level above 4th
inside a gold-inlaid vial worth at least 400 ct) Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft.
(hover) (Air only); swim 40 ft. (Water only)
Duration: Concentration, up to 1 hour
You call forth an elemental spirit. It manifests in an STR DEX CON INT WIS CHA
unoccupied space that you can see within range. 18 (+4) 15 (+2) 17 (+3) 4 (–3) 10 (+0) 16 (+3)
This corporeal form uses the Elemental Spirit stat
block. When you cast the spell, choose an element: Damage Resistances acid (Water only); lightning and
Air, Earth, Fire, or Water. The creature resembles thunder (Air only); piercing and slashing (Earth
a bipedal form wreathed in the chosen element, only)
which determines certain traits in its stat block. Damage Immunities poison; fire (Fire only)
The creature disappears when it drops to 0 hit Condition Immunities exhaustion, paralyzed, petrified,
points or when the spell ends. poisoned, unconscious
The creature is an ally to you and your Senses darkvision 60 ft., passive Perception 10
companions. In combat, the creature shares your Languages Primordial, understands the languages you
initiative count, but it takes its turn immediately speak
after yours. It obeys your verbal commands (no Challenge — Proficiency Bonus equals your bonus
action required by you). If you don’t issue any, it
takes the Dodge action and uses its move to avoid Amorphous Form (Air, Fire, and Water Only). The
danger. elemental can move through a space as narrow as 1
At Higher Levels. When you cast this spell using inch wide without squeezing.
a spell slot of 5th level or higher, use the higher
level wherever the spell’s level appears in the stat Actions
block. Multiattack. The elemental makes a number of
attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the
spell’s level bludgeoning damage (Air, Earth, and
Water only) or fire damage (Fire only).

416
Summon Fey Fey Spirit
3rd-level conjuration Small fey
Casting Time: 1 action
Range: 90 feet Armor Class 12 + the level of the spell (natural armor)
Components: V, S, M (a gilded flower worth at Hit Points 30 + 10 for each spell level above 3rd
least 300 ct) Speed 40 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth a fey spirit. It manifests in an 18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (–3)
unoccupied space that you can see within range.
This corporeal form uses the Fey Spirit stat block. Condition Immunities charmed
When you cast the spell, choose a mood: Fuming, Senses darkvision 60 ft., passive Perception 10
Mirthful, or Tricksy. The creature resembles a fey Languages Sylvan, understands the languages you
creature of your choice marked by the chosen speak
mood, which determines one of the traits in its stat Challenge — Proficiency Bonus equals your bonus
block. The creature disappears when it drops to 0
hit points or when the spell ends.
The creature is an ally to you and your Actions
companions. In combat, the creature shares your Multiattack. The fey makes a number of attacks equal
initiative count, but it takes its turn immediately to half this spell’s level (rounded down).
after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it Shortsword. Melee Weapon Attack: your spell attack
takes the Dodge action and uses its move to avoid modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 +
danger. the spell’s level piercing damage + 1d6 force damage.
At Higher Levels. When you cast this spell using Bonus Actions
a spell slot of 4th level or higher, use the higher
level wherever the spell’s level appears in the stat Fey Step. The fey magically teleports up to 30 feet to
block. an unoccupied space it can see. Then one of the
following effects occurs, based on the fey’s chosen
mood:
Fuming. The fey has advantage on the next attack
roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see
within 10 feet of it to make a Wisdom saving throw
against your spell save DC. Unless the save succeeds,
the target is charmed by you and the fey for 1 minute
or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of
it with magical darkness, which lasts until the end of
its next turn.

417
Summon Shadowspawn Shadow Spirit
3rd-level conjuration Medium monstrosity
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (tears inside a gem worth at Hit Points 35 + 15 for each spell level above 3rd
least 300 ct) Speed 40 ft.
Duration: Concentration, up to 1 hour
STR DEX CON INT WIS CHA
You call forth a shadowy spirit. It manifests in an 13 (+1) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 16 (+3)
unoccupied space that you can see within range.
This corporeal form uses the Shadow Spirit stat Damage Resistances necrotic
block. When you cast the spell, choose an emotion: Condition Immunities frightened
Fury, Despair, or Fear. The creature resembles a Senses darkvision 120 ft., passive Perception 10
misshapen biped marked by the chosen emotion, Languages understands the languages you speak
which determines certain traits in its stat block. Challenge — Proficiency Bonus equals your bonus
The creature disappears when it drops to 0 hit
points or when the spell ends.
Terror Frenzy (Fury Only). The spirit has advantage on
The creature is an ally to you and your
attack rolls against frightened creatures.
companions. In combat, the creature shares your
initiative count, but it takes its turn immediately Weight of Sorrow (Despair Only). Any creature, other
after yours. It obeys your verbal commands (no than you, that starts its turn within 5 feet of the spirit
action required by you). If you don’t issue any, it has its speed reduced by 20 feet until the start of that
takes the Dodge action and uses its move to avoid creature’s next turn.
danger.
At Higher Levels. When you cast this spell using Actions
a spell slot of 4th level or higher, use the higher Multiattack. The spirit makes a number of attacks
level wherever the spell’s level appears in the stat equal to half this spell’s level (rounded down).
block.
Chilling Rend. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 +
the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
creature within 30 feet of it must succeed on a
Wisdom saving throw against your spell save DC or
be frightened of the spirit for 1 minute. The frightened
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or
darkness, the spirit takes the Hide action.

418
Summon Undead Undead Spirit
3rd-level necromancy Medium undead
Casting Time: 1 action
Range: 90 feet Armor Class 11 + the level of the spell (natural armor)
Components: V, S, M (a gilded skull worth at least Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal
300 ct) only) + 10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an STR DEX CON INT WIS CHA
unoccupied space that you can see within range. 12 (+1) 16 (+3) 15 (+2) 4 (–3) 10 (+0) 9 (–1)
This corporeal form uses the Undead Spirit stat
block. When you cast the spell, choose the Damage Resistances necrotic, poison
creature’s form: Ghostly, Putrid, or Skeletal. The Condition Immunities exhaustion, frightened,
spirit resembles an undead creature with the paralyzed, poisoned
chosen form, which determines certain traits in its Senses darkvision 60 ft., passive Perception 10
stat block. The creature disappears when it drops Languages understands the languages you speak
to 0. hit points or when the spell ends. Challenge — Proficiency Bonus equals your bonus
The creature is an ally to you and your
companions. In combat, the creature shares your
Festering Aura (Putrid Only). Any creature, other than
initiative count, but it takes its turn immediately
you, that starts its turn within 5 feet of the spirit must
after yours. It obeys your verbal commands (no succeed on a Constitution saving throw against your
action required by you). If you don’t issue any, it spell save DC or be poisoned until the start of its next
takes the Dodge action and uses its move to avoid turn.
danger.
At Higher Levels. When you cast this spell using Incorporeal Passage (Ghostly Only). The spirit can
a spell slot of 4th level or higher, use the higher move through other creatures and objects as if they
level wherever the spell’s level appears in the stat were difficult terrain. If it ends its turn inside an
block. object, it is shunted to the nearest unoccupied space
and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks
equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
creature. Hit: 1d8 + 3 + the spell’s level necrotic
damage, and the creature must succeed on a Wisdom
saving throw against your spell save DC or be
frightened of the undead until the end of the target’s
next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: your
spell attack modifier to hit, range 150 ft., one target.
Hit: 2d4 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target. Hit:
1d6 + 3 + the spell’s level slashing damage. If the
target is poisoned, it must succeed on a Constitution
saving throw against your spell save DC or be
paralyzed until the end of its next turn.

419
Sunbeam Swift Quiver
6th-level evocation 5th-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (60-foot line) Range: Touch
Components: V, S, M (a magnifying glass) Components: V, S, M (a quiver containing at least
Duration: Concentration, up to 1 minute one piece of ammunition)
A beam of brilliant light flashes out from your hand Duration: Concentration, up to 1 minute
in a 5-foot-wide, 60-foot-long line. Each creature in You transmute your quiver so it produces an
the line must make a Constitution saving throw. On endless supply of nonmagical ammunition, which
a failed save, a creature takes 6d8 radiant damage seems to leap into your hand when you reach for it.
and is blinded until your next turn. On a successful On each of your turns until the spell ends, you
save, it takes half as much damage and isn’t can use a bonus action to make two attacks with a
blinded by this spell. Undead and oozes have weapon that uses ammunition from the quiver.
disadvantage on this saving throw. Each time you make such a ranged attack, your
You can create a new line of radiance as your quiver magically replaces the piece of ammunition
action on any turn until the spell ends. you used with a similar piece of nonmagical
For the duration, a mote of brilliant radiance ammunition. Any pieces of ammunition created by
shines in your hand. It sheds bright light in a 30- this spell disintegrate when the spell ends. If the
foot radius and dim light for an additional 30 feet. quiver leaves your possession, the spell ends.
This light is sunlight.
Sword Burst
Sunburst Conjuration cantrip
8th-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: Self (5-foot radius)
Range: 150 feet Components: V
Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous
Duration: Instantaneous
You create a momentary circle of spectral blades
Brilliant sunlight flashes in a 60-foot radius that sweep around you. All other creatures within 5
centered on a point you choose within range. Each feet of you must succeed on a Dexterity saving
creature in that light must make a Constitution throw or take 1d6 force damage.
saving throw. On a failed save, a creature takes At Higher Levels. This spell’s damage increases
12d6 radiant damage and is blinded for 1 minute. by 1d6 when you reach 5th level (2d6), 11th level
On a successful save, it takes half as much damage (3d6), and 17th level (4d6).
and isn’t blinded by this spell. Undead and oozes
have disadvantage on this saving throw.
A creature blinded by this spell makes another
Constitution saving throw at the end of each of its
turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that
was created by a spell.

420
Symbol
7th-level abjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (mercury, phosphorus, and
powdered diamond and opal with a total value of
at least 1,000 ct, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a harmful
glyph either on a surface (such as a section of floor, Death. Each target must make a Constitution
a wall, or a table) or within an object that can be saving throw, taking 10d10 necrotic damage on a
closed to conceal the glyph (such as a book, a failed save, or half as much damage on a successful
scroll, or a treasure chest). If you choose a surface, save.
the glyph can cover an area of the surface no larger Discord. Each target must make a Constitution
than 10 feet in diameter. If you choose an object, saving throw. On a failed save, a target bickers and
that object must remain in its place; if the object is argues with other creatures for 1 minute.
moved more than 10 feet from where you cast this During this time, it is incapable of meaningful
spell, the glyph is broken, and the spell ends communication and has disadvantage on attack
without being triggered. rolls and ability checks.
The glyph is nearly invisible, requiring an Fear. Each target must make a Wisdom saving
Intelligence (Investigation) check against your spell throw and becomes frightened for 1 minute on a
save DC to find it. failed save. While frightened, the target drops
You decide what triggers the glyph when you cast whatever it is holding and must move at least 30
the spell. For glyphs inscribed on a surface, the feet away from the glyph on each of its turns, if
most typical triggers include touching or stepping able.
on the glyph, removing another object covering it, Hopelessness. Each target must make a
approaching within a certain distance of it, or Charisma saving throw. On a failed save, the target
manipulating the object that holds it. For glyphs is overwhelmed with despair for 1 minute. During
inscribed within an object, the most common this time, it can’t attack or target any creature with
triggers are opening the object, approaching within harmful abilities, spells, or other magical effects.
a certain distance of it, or seeing or reading the Insanity. Each target must make an Intelligence
glyph. saving throw. On a failed save, the target is driven
You can further refine the trigger so the spell is insane for 1 minute. An insane creature can’t take
activated only under certain circumstances or actions, can’t understand what other creatures say,
according to a creature’s physical characteristics can’t read, and speaks only in gibberish. The DM
(such as height or weight), or physical kind (for controls its movement, which is erratic.
example, the ward could be set to affect children or Pain. Each target must make a Constitution
Changelings). You can also specify creatures that saving throw and becomes incapacitated with
don’t trigger the glyph, such as those who say a excruciating pain for 1 minute on a failed save.
certain password. Sleep. Each target must make a Wisdom saving
When you inscribe the glyph, choose one of the throw and falls unconscious for 10 minutes on a
options below for its effect. Once triggered, the failed save. A creature awakens if it takes damage
glyph glows, filling a 60-foot-radius sphere with dim or if someone uses an action to shake or slap it
light for 10 minutes, after which time the spell awake.
ends. Each creature in the sphere when the glyph Stunning. Each target must make a Wisdom
activates is targeted by its effect, as is a creature saving throw and becomes stunned for 1 minute on
that enters the sphere for the first time on a turn or a failed save.
ends its turn there.

421
Synaptic Static Telepathic Bond
5th-level enchantment 5th-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S, M (pieces of eggshell from two
Duration: Instantaneous different kinds of creatures)
You choose a point within range and cause psychic Duration: 1 hour
energy to explode there. Each creature in a 20-foot- You forge a telepathic link among up to eight
radius sphere centered on that point must make an willing creatures of your choice within range,
Intelligence saving throw. A target takes 8d6 psychically linking each creature to all the others
psychic damage on a failed save, or half as much for the duration. Creatures with Intelligence scores
damage on a successful one. A creature with an of 2 or less aren’t affected by this spell.
Intelligence score of 2 or lower is immune. Until the spell ends, the targets can communicate
After a failed save, a target has muddled thoughts telepathically through the bond whether or not they
for 1 minute. During that time, it rolls a d6 and have a common language. The communication is
subtracts the result from all its attack rolls and possible over any distance, though it can’t extend to
ability checks, as well as its Constitution saving other planes of existence.
throws to maintain concentration. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Telepathy
8th-level evocation
Telekinesis Casting Time: 1 action
5th-level transmutation Range: Unlimited
Components: V, S, M (a pair of linked silver rings)
Casting Time: 1 action Duration: 24 hours
Range: 60 feet
Components: V, S You create a telepathic link between yourself and a
willing creature with which you are familiar. The
Duration: Concentration, up to 10 minutes
creature can be anywhere on the same plane of
You gain the ability to move or manipulate existence as you. The spell ends if you or the target
creatures or objects by thought. When you cast the are no longer on the same plane.
spell, and as your action each round for the Until the spell ends, you and the target can
duration, you can create one of the effects below on instantaneously share words, images, sounds, and
one creature or object that you can see within other sensory messages with one another through
range. You can affect the same target each round, the link, and the target recognizes you as the
or choose a new one. If you switch targets, the prior creature it is communicating with. The spell
target is no longer affected by the spell. enables a creature with an Intelligence score of at
Creature. You can try to move a Huge or smaller least 1 to understand the meaning of your words
creature. Make an ability check with your and take in the scope of any sensory messages you
spellcasting ability contested by the creature’s send to it.
Strength check. On a success, you move the
creature up to 30 feet in any direction, but not
beyond the spell’s range. Until the end of your next
turn, the creature is restrained. A creature lifted
upward is suspended in mid-air. On subsequent
rounds, you can repeat this check and attempt to
maintain your hold on the target as an action.
Object. You can try to move an object that weighs
up to 1,000 pounds. If the object isn’t worn or
carried, you automatically move it up to 30 feet in
any direction, but not beyond the spell’s range. If
the object is worn or carried by a creature, you
must make an ability check with your spellcasting
ability contested by that creature’s Strength check.
If you succeed, you pull the object away and can
move it up to 30 feet in any direction but not
beyond the spell’s range.
You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool,
opening a door, stowing or retrieving an item, or
pouring the contents from a vial.

422
Teleport
7th-level conjuration Similar Off On
Casting Time: 1 action Familiarity Mishap Area Target Target
Range: 10 feet Permanent — — — 01–100
Components: V Circle
Duration: Instantaneous Associated — — — 01–100
object
This spell instantly transports you and up to eight
Very familiar 01–05 06–13 14–24 25–100
willing creatures of your choice that you can see
Seen casually 01–33 34–43 44–53 54–100
within range, or a single object that you can see
within range, to another destination. Teleported Viewed once 01–43 44–53 54–73 74–100
objects must be able to fit in a 10-foot cube, and Description 01–43 44–53 54–73 74–100
can’t be held or carried by an unwilling creature. False 01–50 51–100 — —
The destination you choose must be known to destination
you, and it must be on the same plane of existence
as you. The DM rolls d100 and consults the table.
Your familiarity with the destination determines
whether you arrive there successfully. Teleportation Circle
Familiarity. “Permanent circle” means a 5th-level conjuration
permanent teleportation circle whose sigil
sequence you know. Casting Time: 1 minute
“Associated object” means you possess an object Range: 10 feet
taken from the destination in the last six months. Components: V, M (rare chalks and inks infused
“Very familiar” is a place that you can see, have with precious gems worth 50 ct, which the spell
been to often, or have carefully studied. consumes)
“Seen casually” is someplace you have seen more Duration: 1 round
than once but with which you aren’t very familiar.
As you cast the spell, you draw a 10-foot-diameter
“Viewed once” is a place you have seen once. circle on the ground inscribed with sigils that link
“Description” is a place whose location you know
your location to a permanent teleportation circle of
through a map or someone else’s description.
your choice whose sigil sequence you know and
“False destination” is a place that doesn’t exist.
that is on the same plane of existence as you. A
Perhaps you tried to scry an enemy’s sanctum but
shimmering portal opens within the circle you drew
instead viewed an illusion, or you are attempting to
and remains open until the end of your next turn.
teleport to a familiar location that no longer exists.
Any creature that enters the portal instantly
On Target. You and your group (or the target
appears within 5 feet of the destination circle or in
object) appear where you want to.
the nearest unoccupied space if that space is
Off Target. The target creatures (or object)
occupied.
appear a ways away from their intended
Many major temples, guilds, and other important
destination. Distance off target is 1d10 x 1d10
places have permanent teleportation circles
percent of the distance that was to be traveled. For
inscribed somewhere within their confines. Each
example, if you tried to travel 120 miles, landed off
such circle includes a unique sigil sequence—a
target, and rolled a 5 and 3 on the two d10s, then
string of magical runes arranged in a particular
you would be off target by 15 percent, or 18 miles. pattern. When you first gain the ability to cast this
The DM determines the direction of the target spell, you learn the sigil sequences for two
randomly by rolling a d8 and designating 1 as
destinations on the Material Plane, determined by
north, 2 as northeast, 3 as east, and so on.
the DM. You can learn additional sigil sequences
Similar Area. You and your group (or the target
during your adventures. You can commit a new
object) wind up in a different area that’s visually or
sigil sequence to memory after studying it for 1
thematically similar to the target area. If you are
minute.
heading for your home laboratory, for example, you
You can create a permanent teleportation circle
might wind up in another Arcanist’s laboratory or
by casting this spell in the same location every day
in an alchemical supply shop that has many of the
for one year. You need not use the circle to teleport
same tools and implements. Generally, you appear
when you cast the spell in this way.
in the closest similar place, but you could
conceivably wind up anywhere on the same plane.
Mishap. The spell’s unpredictable magic causes
each teleporting creature (or target object) to take
3d10 force damage, and the DM rerolls on the table
to see where they wind up (multiple mishaps can
occur, dealing damage each time).

423
Thaumaturgy Thunder Step
Transmutation cantrip 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 90 feet
Components: V Components: V
Duration: Up to 1 minute Duration: Instantaneous
You manifest a minor wonder, a sign of You teleport yourself to an unoccupied space you
supernatural power, within range. You create one can see within range. Immediately after you
of the following magical effects within range: disappear, a thunderous boom sounds and each
creature within 10 feet of the space you left must
Your voice booms up to three times as loud as make a Constitution saving throw, taking 31
normal for 1 minute. thunder damage on a failed save, or half as much
You cause flames to flicker, brighten, dim, or damage on a successful one. The thunder can be
change color for 1 minute. heard from up to 300 feet away.
You cause harmless tremors in the ground for 1 You can bring along objects as long as their
minute. weight doesn’t exceed what you can carry. You can
You create an instantaneous sound that also teleport one willing creature of your size or
originates from a point of your choice within smaller who is carrying gear up to its carrying
range, such as a rumble of thunder, the cry of a capacity. The creature must be within 5 feet of you
when you cast this spell, and there must be an
raven, or ominous whispers.
unoccupied space within 5 feet of your destination
You instantaneously cause an unlocked door or space for the creature to appear in; otherwise, the
window to fly open or slam shut. creature is left behind.
You alter the appearance of your eyes for 1 At Higher Levels. When you cast this spell using
minute. a spell slot of 4th level or higher, the damage
increases by 1d10 each slot level above 3rd.
If you cast this spell multiple times, you can have
up to three of its 1-minute effects active at a time,
and you can dismiss such an effect as an action. Thunderclap
Evocation cantrip
Thorn Whip Casting Time: 1 action
Transmutation cantrip Range: 5 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (the stem of a plant with You create a burst of thunderous sound that can be
thorns) heard up to 100 feet away. Each creature within
Duration: Instantaneous range, other than you, must succeed on a
Constitution saving throw or take 1d6 thunder
You create a long, vine-like whip covered in thorns
damage.
that lashes out at your command toward a creature
At Higher Levels. The spell’s damage increases
in range. Make a melee spell attack against the
by 1d6 when you reach 5th level (2d6), 11th level
target. If the attack hits, the creature takes 1d6
(3d6), and 17th level (4d6).
piercing damage, and if the creature is Large or
smaller, you pull the creature up to 10 feet closer to
you. Thunderous Smite
At Higher Levels. This spell’s damage increases 1st-level evocation
by 1d6 when you reach 5th level (2d6), 11th level
Casting Time: 1 bonus action
(3d6), and 17th level (4d6).
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
during this spell’s duration, your weapon rings with
thunder that is audible within 300 feet of you, and
the attack deals an extra 2d6 thunder damage to
the target.
Additionally, if the target is a creature, it must
succeed on a Strength saving throw or be pushed
10 feet away from you and knocked prone.

424
Thunderwave Tiny Servant
1st-level evocation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: Self (15-foot cube) Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 8 hours
A wave of thunderous force sweeps out from you. You touch one Tiny, nonmagical object that isn’t
Each creature in a 15-foot cube originating from attached to another object or a surface and isn’t
you must make a Constitution saving throw. On a being carried by another creature. The target
failed save, a creature takes 2d8 thunder damage animates and sprouts little arms and legs,
and is pushed 10 feet away from you. On a becoming a creature under your control until the
successful save, the creature takes half as much spell ends or the creature drops to 0 hit points. See
damage and isn’t pushed. the stat block for its statistics.
In addition, unsecured objects that are As a bonus action, you can mentally command
completely within the area of effect are the creature if it is within 120 feet of you. (If you
automatically pushed 10 feet away from you by the control multiple creatures with this spell, you can
spell’s effect, and the spell emits a thunderous command any or all of them at the same time,
boom audible out to 300 feet. issuing the same command to each one.) You
At Higher Levels. When you cast this spell using decide what action the creature will take and where
a spell slot of 2nd level or higher, the damage it will move during its next turn, or you can issue a
increases by 1d8 for each slot level above 1st. simple, general command, such as to fetch a key,
stand watch, or stack some books. If you issue no
Tidal Wave commands, the servant does nothing other than
defend itself against hostile creatures. Once given
3rd-level conjuration
an order, the servant continues to follow that order
Casting Time: 1 action until its task is complete.
Range: 120 feet When the creature drops to 0 hit points, it reverts
Components: V, S, M (a drop of water) to its original form, and any remaining damage
Duration: Instantaneous carries over to that form.
At Higher Levels. When you cast this spell using
You conjure up a wave of water that crashes down a spell slot of 4th level or higher, you can animate
on an area within range. The area can be up to 30 two additional objects for each slot level above 3rd.
feet long, up to 10 feet wide, and up to 10 feet tall.
Each creature in that area must make a Dexterity
saving throw. On a failed save, a creature takes 4d8
bludgeoning damage and is knocked prone. On a
Tiny Servant
Tiny construct, unaligned
successful save, a creature takes half as much
damage and isn’t knocked prone. The water then Armor Class 15 (natural armor)
spreads out across the ground in all directions, Hit Points 10 (4d4)
extinguishing unprotected flames in its area and Speed 30 ft., climb 30 ft.
within 30 feet of it, and then it vanishes.
STR DEX CON INT WIS CHA
Time Stop 4 (–3) 16 (+3) 10 (+0) 2 (–4) 10 (+0) 1 (–5)
9th-level transmutation
Casting Time: 1 action Damage Resistances poison, psychic
Range: Self Condition Immunities blinded, charmed, deafened,
Components: V exhaustion, frightened, paralyzed, petrified,
poisoned
Duration: Instantaneous Senses blindsight 60 ft. (blind beyond this radius),
You briefly stop the flow of time for everyone but passive Perception 10
yourself. No time passes for other creatures, while Languages —
you take 1d4 + 1 turns in a row, during which you
can use actions and move as normal.
Actions
This spell ends if one of the actions you use Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
during this period, or any effects that you create target. Hit: 5 (1d4 + 3) bludgeoning damage.
during this period, affects a creature other than you
or an object being worn or carried by someone
other than you. In addition, the spell ends if you
move to a place more than 1,000 feet from the
location where you cast it.

425
Tongues Transport via Plants
3rd-level divination 6th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, M (a small clay model of a Components: V, S
ziggurat) Duration: 1 round
Duration: 1 hour This spell creates a magical link between a Large
This spell grants the creature you touch the ability or larger inanimate plant within range and another
to understand any spoken language it hears. plant, at any distance, on the same plane of
Moreover, when the target speaks, any creature existence. You must have seen or touched the
that knows at least one language and can hear the destination plant at least once before. For the
target understands what it says. duration, any creature can step into the target plant
and exit from the destination plant by using 5 feet
Transmute Rock of movement.
5th-level transmutation
Casting Time: 1 action
Tree Stride
5th-level conjuration
Range: 120 feet
Components: V, S, M (clay and water) Casting Time: 1 action
Duration: Until dispelled Range: Self
Components: V, S
You choose an area of stone or mud that you can
Duration: Concentration, up to 1 minute
see that fits within a 40-foot cube and is within
range, and choose one of the following effects. You gain the ability to enter a tree and move from
Transmute Rock to Mud. Nonmagical rock of inside it to inside another tree of the same kind
any sort in the area becomes an equal volume of within 500 feet. Both trees must be living and at
thick, flowing mud that remains for the spell’s least the same size as you. You must use 5 feet of
duration. movement to enter a tree. You instantly know the
The ground in the spell’s area becomes muddy location of all other trees of the same kind within
enough that creatures can sink into it. Each foot 500 feet and, as part of the move used to enter the
that a creature moves through the mud costs 4 feet tree, can either pass into one of those trees or step
of movement, and any creature on the ground when out of the tree you’re in. You appear in a spot of
you cast the spell must make a Strength saving your choice within 5 feet of the destination tree,
throw. A creature must also make the saving throw using another 5 feet of movement. If you have no
when it moves into the area for the first time on a movement left, you appear within 5 feet of the tree
turn or ends its turn there. On a failed save, a you entered.
creature sinks into the mud and is restrained, You can use this transportation ability once per
though it can use an action to end the restrained round for the duration. You must end each turn
condition on itself by pulling itself free of the mud. outside a tree.
If you cast the spell on a ceiling, the mud falls.
Any creature under the mud when it falls must
make a Dexterity saving throw. A creature takes
4d8 bludgeoning damage on a failed save, or half as
much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or
quicksand in the area no more than 10 feet deep
transforms into soft stone for the spell’s duration.
Any creature in the mud when it transforms must
make a Dexterity saving throw. On a successful
save, a creature is shunted safely to the surface to
an unoccupied space. On a failed save, a creature
becomes restrained by the rock. A restrained
creature, or another creature within reach, can use
an action to try to break the rock by succeeding on
a DC 20 Strength check or by dealing damage to it.
The rock has AC 15 and 25 hit points, and it is
immune to poison and psychic damage.

426
True Polymorph True Resurrection
9th-level transmutation 9th-level necromancy
Casting Time: 1 action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: V, S, M (a drop of mercury, a dollop Components: V, S, M (a sprinkle of arcanic water
of gum arabic, and a wisp of smoke) and diamonds worth at least 25,000 ct, which the
Duration: Concentration, up to 1 hour spell consumes)
Choose one creature or nonmagical object that you Duration: Instantaneous
can see within range. You transform the creature You touch a creature that has been dead for no
into a different creature, the creature into a longer than 200 years and that died for any reason
nonmagical object, or the object into a creature (the except old age. If the creature’s soul is free and
object must be neither worn nor carried by another willing, the creature is restored to life with all its hit
creature). The transformation lasts for the duration, points. This spell closes all wounds, neutralizes any
or until the target drops to 0 hit points or dies. If poison, cures all diseases, and lifts any curses
you concentrate on this spell for the full duration, affecting the creature when it died. The spell
the transformation lasts until it is dispelled. replaces damaged or missing organs and limbs. If
This spell has no effect on a shapechanger or a the creature was undead, it is restored to its non-
creature with 0 hit points. An unwilling creature undead form.
can make a Wisdom saving throw, and if it The spell can even provide a new body if the
succeeds, it isn’t affected by this spell. original no longer exists, in which case you must
Creature into Creature. If you turn a creature speak the creature’s name. The creature then
into another kind of creature, the new form can be appears in an unoccupied space you choose within
any kind you choose whose challenge rating is 10 feet of you.
equal to or less than the target’s (or its level, if the
target doesn’t have a challenge rating). The target’s
game statistics, including mental ability scores, are
True Seeing
replaced by the statistics of the new form. It retains 6th-level divination
its alignment and personality. Casting Time: 1 action
The target assumes the hit points of its new form, Range: Touch
and returns to the number of hit points it had Components: V, S, M (an ointment for the eyes that
before when it reverts back. If it reverts as a result costs 25 ct; is made from mushroom powder,
of dropping to 0 hit points, any excess damage saffron, and fat; and is consumed by the spell)
carries over to its normal form. As long as the Duration: 1 hour
excess damage doesn’t reduce its normal form to 0
hit points, it isn’t knocked unconscious. This spell gives the willing creature you touch the
The creature is limited in the actions it can ability to see things as they actually are. For the
perform by the nature of its new form, and it can’t duration, the creature has truesight, notices secret
speak, cast spells, or take any other action that doors hidden by magic, and can see into the Gray,
requires hands or speech, unless its new form is all out to a range of 120 feet.
capable of such actions. The target’s gear melds
into the new form, but it can’t activate, use, wield, True Strike
or otherwise benefit from any of its equipment. Divination cantrip
Object into Creature. You can turn an object into
any creature CR 9 or lower, as long as the Casting Time: 1 action
creature’s size is no larger than the object’s. The Range: 30 feet
creature is friendly to you and your companions, Components: S
and acts according to your instructions. It acts on Duration: Concentration, up to 1 round
each of your turns. The DM has its statistics and
You extend your hand and point a finger at a target
resolves all of its actions and movement.
If the spell becomes permanent, you no longer in range. Your magic grants you a brief insight into
control the creature. It might remain friendly to the target’s defenses. On your next turn, you gain
advantage on your first attack roll against the
you, depending on how you have treated it.
target, provided that this spell hasn’t ended.
Creature into Object. If you turn a creature into
an object, everything it is wearing and carrying
transforms with it as long as the object’s size is no
larger than the creature’s. The creature’s statistics
become those of the object, and the creature has no
memory of time spent in this form, after the spell
ends and it returns to its normal form.

427
Tsunami Vampiric Touch
8th-level conjuration 3rd-level necromancy
Casting Time: 1 minute Casting Time: 1 action
Range: Sight Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 6 rounds Duration: Concentration, up to 1 minute
A wall of water springs into existence at a point you The touch of your shadow-wreathed hand can
choose within range. You can make the wall up to siphon life force from others to heal your wounds.
300 feet long, 300 feet high, and 50 feet thick. The Make a melee spell attack against a creature within
wall lasts for the duration. your reach. On a hit, the target takes 3d6 necrotic
When the wall appears, each creature within its damage, and you regain hit points equal to half the
area must make a Strength saving throw. On a amount of necrotic damage dealt. Until the spell
failure, the creature takes 6d10 bludgeoning ends, you can make the attack again on each of
damage, or half as much on a successful save. your turns as an action.
At the start of each of your turns after the wall At Higher Levels. When you cast this spell using
appears, the wall, along with any creatures in it, a spell slot of 4th level or higher, the damage
moves 50 feet away from you. Any Huge or smaller increases by 1d6 for each slot level above 3rd.
creature inside the wall or whose space the wall
enters must succeed on a Strength saving throw or
take 5d10 bludgeoning damage. A creature can
Vitriolic Sphere
4th-level evocation
take this damage only once per round. At the end of
the turn, the wall’s height is reduced by 50 feet, and Casting Time: 1 action
the damage creatures take from the spell on Range: 150 feet
subsequent rounds is reduced by 1d10. When the Components: V, S, M (a drop of giant slug bile)
wall reaches 0 feet in height, the spell ends. Duration: Instantaneous
A creature caught in the wall can move by
swimming. Because of the force of the wave, You point at a location within range, and a glowing
though, the creature must make a successful 1-foot-diameter ball of emerald acid streaks there
Strength (Athletics) check against your spell save and explodes in a 20-foot-radius sphere. Each
DC in order to move at all. If it fails the check, it creature in that area must make a Dexterity saving
can’t move. A creature that moves out of the area throw. On a failed save, a creature takes 10d4 acid
falls to the ground. damage and another 5d4 acid damage at the end of
its next turn. On a successful save, a creature takes
half the initial damage and no damage at the end of
Unseen Servant its next turn.
1st-level conjuration (ritual) At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 5th level or higher, the initial damage
Range: 60 feet increases by 2d4 for each slot level above 4th.
Components: V, S, M (a string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless,
Medium force that performs simple tasks at your
command until the spell ends. The servant springs
into existence in an unoccupied space on the
ground within range. It has AC 10, 1 hit point, and
a Strength of 2, and it can’t attack. If it drops to 0
hit points, the spell ends.
Once on each of your turns as a bonus action, you
can mentally command the servant to move up to
15 feet and interact with an object. The servant can
perform simple tasks that a living servant could do,
such as fetching things, cleaning, mending, folding
clothes, lighting fires, serving food, and pouring
wine. Once you give the command, the servant
performs the task to the best of its ability until it
completes the task, then waits for your next
command.
If you command the servant to perform a task
that would move it more than 60 feet away from
you, the spell ends.

428
Wall of Fire Wall of Ice
4th-level evocation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a small piece of phosphorus) Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You create a wall of fire on a solid surface within You create a wall of ice on a solid surface within
range. You can make the wall up to 60 feet long, 20 range. You can form it into a hemispherical dome
feet high, and 1 foot thick, or a ringed wall up to 20 or a sphere with a radius of up to 10 feet, or you
feet in diameter, 20 feet high, and 1 foot thick. The can shape a flat surface made up of ten 10-foot-
wall is opaque and lasts for the duration. square panels. Each panel must be contiguous with
When the wall appears, each creature within its another panel. In any form, the wall is 1 foot thick
area must make a Dexterity saving throw. On a and lasts for the duration.
failed save, a creature takes 5d8 fire damage, or If the wall cuts through a creature’s space when it
half as much damage on a successful save. appears, the creature within its area is pushed to
One side of the wall, selected by you when you one side of the wall and must make a Dexterity
cast this spell, deals 5d8 fire damage to each saving throw. On a failed save, the creature takes
creature that ends its turn within 10 feet of that 10d6 cold damage, or half as much damage on a
side or inside the wall. A creature takes the same successful save.
damage when it enters the wall for the first time on The wall is an object that can be damaged and
a turn or ends its turn there. thus breached. It has AC 12 and 30 hit points per
The other side of the wall deals no damage. 10-foot section, and it is vulnerable to fire damage.
At Higher Levels. When you cast this spell using Reducing a 10-foot section of wall to 0 hit points
a spell slot of 5th level or higher, the damage destroys it and leaves behind a sheet of frigid air in
increases by 1d8 for each slot level above 4th. the space the wall occupied. A creature moving
through the sheet of frigid air for the first time on a
Wall of Force turn must make a Constitution saving throw. That
creature takes 5d6 cold damage on a failed save, or
5th-level evocation
half as much damage on a successful one.
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: 120 feet a spell slot of 7th level or higher, the damage the
Components: V, S, M (a pinch of powder made by wall deals when it appears increases by 2d6, and
crushing a clear gemstone) the damage from passing through the sheet of
Duration: Concentration, up to 10 minutes frigid air increases by 1d6, for each slot level above
6th.
An invisible wall of force springs into existence at a
point you choose within range. The wall appears in
any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating
or resting on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up
to 10 feet, or you can shape a flat surface made up
of ten 10-foot-by-10-foot panels. Each panel must be
contiguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the
wall cuts through a creature’s space when it
appears, the creature is pushed to one side of the
wall (your choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and can’t be dispelled by
dispel magic. A disintegrate spell destroys the wall
instantly, however. The wall also extends into the
Gray, blocking ethereal travel through the wall.

429
Wall of Light Wall of Stone
5th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a hand mirror) Components: V, S, M (a small block of granite)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point A nonmagical wall of solid stone springs into
you choose within range. The wall appears in any existence at a point you choose within range. The
orientation you choose: horizontally, vertically, or wall is 6 inches thick and is composed of ten 10-
diagonally. It can be free floating, or it can rest on a foot-by-10-foot panels. Each panel must be
solid surface. The wall can be up to 60 feet long, 10 contiguous with at least one other panel.
feet high, and 5 feet thick. The wall blocks line of Alternatively, you can create 10-foot-by-20-foot
sight, but creatures and objects can pass through it. panels that are only 3 inches thick.
It emits bright light out to 120 feet and dim light for If the wall cuts through a creature’s space when it
an additional 120 feet. appears, the creature is pushed to one side of the
When the wall appears, each creature in its area wall (your choice). If a creature would be
must make a Constitution saving throw. On a failed surrounded on all sides by the wall (or the wall and
save, a creature takes 4d8 radiant damage, and it is another solid surface), that creature can make a
blinded for 1 minute. On a successful save, it takes Dexterity saving throw. On a success, it can use its
half as much damage and isn’t blinded. A blinded reaction to move up to its speed so that it is no
creature can make a Constitution saving throw at longer enclosed by the wall.
the end of each of its turns, ending the effect on The wall can have any shape you desire, though it
itself on a success. can’t occupy the same space as a creature or
A creature that ends its turn in the wall’s area object. The wall doesn’t need to be vertical or rest
takes 4d8 radiant damage. on any firm foundation. It must, however, merge
Until the spell ends, you can use an action to with and be solidly supported by existing stone.
launch a beam of radiance from the wall at one Thus, you can use this spell to bridge a chasm or
creature you can see within 60 feet of it. Make a create a ramp.
ranged spell attack. On a hit, the target takes 4d8 If you create a span greater than 20 feet in length,
radiant damage. Whether you hit or miss, reduce you must halve the size of each panel to create
the length of the wall by 10 feet. If the wall’s length supports. You can crudely shape the wall to create
drops to 0 feet, the spell ends. crenellations, battlements, and so on.
At Higher Levels. When you cast this spell using The wall is an object made of stone that can be
a spell slot of 6th level or higher, the damage damaged and thus breached. Each panel has AC 15
increases by 1d8 for each slot level above 5th. and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destroys it and
Wall of Sand might cause connected panels to collapse at the
DM’s discretion.
3rd-level evocation
If you maintain your concentration on this spell
Casting Time: 1 action for its whole duration, the wall becomes permanent
Range: 90 feet and can’t be dispelled. Otherwise, the wall
Components: V, S, M (a handful of sand) disappears when the spell ends.
Duration: Concentration, up to 10 minutes
You create a wall of swirling sand on the ground at
a point you can see within range. You can make the
wall up to 30 feet long, 10 feet high, and 10 feet
thick, and it vanishes when the spell ends. It blocks
line of sight but not movement. A creature is
blinded while in the wall’s space and must spend 3
feet of movement for every 1 foot it moves there.

430
Wall of Thorns Warding Bond
6th-level conjuration 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S, M (a handful of thorns) Components: V, S, M (a pair of platinum rings
Duration: Concentration, up to 10 minutes worth at least 50 ct each, which you and the
You create a wall of tough, pliable, tangled brush target must wear for the duration)
bristling with needle- sharp thorns. The wall Duration: 1 hour
appears within range on a solid surface and lasts This spell wards a willing creature you touch and
for the duration. You choose to make the wall up to creates a mystic connection between you and the
60 feet long, 10 feet high, and 5 feet thick or a target until the spell ends. While the target is within
circle that has a 20-foot diameter and is up to 20 60 feet of you, it gains a +1 bonus to AC and saving
feet high and 5 feet thick. The wall blocks line of throws, and it has resistance to all damage. Also,
sight. each time it takes damage, you take the same
When the wall appears, each creature within its amount of damage.
area must make a Dexterity saving throw. On a The spell ends if you drop to 0 hit points or if you
failed save, a creature takes 7d8 piercing damage, and the target become separated by more than 60
or half as much damage on a successful save. feet. It also ends if the spell is cast again on either
A creature can move through the wall, albeit of the connected creatures. You can also dismiss
slowly and painfully. For every 1 foot a creature the spell as an action.
moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature
enters the wall on a turn or ends its turn there, the
Warding Wind
creature must make a Dexterity saving throw. It 2nd-level evocation
takes 7d8 slashing damage on a failed save, or half Casting Time: 1 action
as much damage on a successful one. Range: Self
At Higher Levels. When you cast this spell using Components: V
a spell slot of 7th level or higher, both types of Duration: Concentration, up to 10 minutes
damage increase by 1d8 for each slot level above
6th. A strong wind (20 miles per hour) blows around
you in a 10-foot radius and moves with you,
Wall of Water remaining centered on you. The wind lasts for the
spell’s duration. The wind has the following effects:
3rd-level evocation
Casting Time: 1 action It deafens you and other creatures in its area.
Range: 60 feet It extinguishes unprotected flames in its area
Components: V, S, M (a drop of water) that are torch-sized or smaller.
Duration: Concentration, up to 10 minutes It hedges out vapor, gas, and fog that can be
dispersed by strong wind.
You create a wall of water on the ground at a point The area is difficult terrain for creatures other
you can see within range. You can make the wall up than you.
to 30 feet long, 10 feet high, and 1 foot thick, or you
can make a ringed wall up to 20 feet in diameter, The attack rolls of ranged weapon attacks have
20 feet high, and 1 foot thick. The wall vanishes disadvantage if they pass in or out of the wind.
when the spell ends. The wall’s space is difficult
terrain.
Any ranged weapon attack that enters the wall’s
space has disadvantage on the attack roll, and fire
damage is halved if the fire effect passes through
the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area
of the wall they pass through to freeze solid (at
least a 5-foot square section is frozen). Each 5-foot-
square frozen section has AC 5 and 15 hit points.
Reducing a frozen section to 0 hit points destroys
it. When a section is destroyed, the wall’s water
doesn’t fill it.

431
Warrior’s Transformation Watery Sphere
6th-level transmutation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Components: V, S, M (a few hairs from a bull) Components: V, S, M (a droplet of water)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You endow yourself with endurance and martial You conjure up a sphere of water with a 5-foot
prowess fueled by magic. Until the spell ends, you radius on a point you can see within range. The
can’t cast spells, and you gain the following sphere can hover but no more than 10 feet off the
benefits: ground. The sphere remains for the spell’s
duration.
You gain 50 temporary hit points. If any of these Any creature in the sphere’s space must make a
remain when the spell ends, they are lost. Strength saving throw. On a successful save, a
You have advantage on attack rolls that you creature is ejected from that space to the nearest
make with simple and martial weapons. unoccupied space of the creature’s choice outside
When you hit a target with a weapon attack, that the sphere. A Huge or larger creature succeeds on
target takes an extra 2d12 force damage. the saving throw automatically, and a Large or
You have proficiency with all armor, shields, smaller creature can choose to fail it. On a failed
simple weapons, and martial weapons. save, a creature is restrained by the sphere and is
You have proficiency in Strength and engulfed by the water. At the end of each of its
turns, a restrained target can repeat the saving
Constitution saving throws.
throw, ending the effect on itself on a success.
You can attack twice, instead of once, when you The sphere can restrain as many as four Medium
take the Attack action on your turn. You ignore or smaller creatures or one Large creature. If the
this benefit if you already have a feature, like sphere restrains a creature that causes it to exceed
Extra Attack, that gives you extra attacks. this capacity, a random creature that was already
restrained by the sphere falls out of it and lands
Immediately after the spell ends, you must
prone in a space within 5 feet of it.
succeed on a DC 15 Constitution saving throw or
As an action, you can move the sphere up to 30
suffer one level of exhaustion.
feet in a straight line. If it moves over a pit, a cliff, or
other drop-off, it safely descends until it is hovering
Water Breathing 10 feet above the ground. Any creature restrained
3rd-level transmutation (ritual) by the sphere moves with it. You can ram the
sphere into creatures, forcing them to make the
Casting Time: 1 action
saving throw.
Range: 30 feet When the spell ends, the sphere falls to the
Components: V, S, M (a short reed or piece of ground and extinguishes all normal flames within
straw) 30 feet of it. Any creature restrained by the sphere
Duration: 24 hours is knocked prone in the space where it falls. The
This spell grants up to ten willing creatures you can water then vanishes.
see within range the ability to breathe underwater
until the spell ends. Affected creatures also retain
their normal mode of respiration.
This spell may also be used to allow a character
to breathe while submerged in silt.

432
Web Whirlwind
2nd-level conjuration 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 300 feet
Components: V, S, M (a bit of spiderweb) Components: V, M (a piece of straw)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
You conjure a mass of thick, sticky webbing at a A whirlwind howls down to a point that you can see
point of your choice within range. The webs fill a on the ground within range. The whirlwind is a 10-
20-foot cube from that point for the duration. The foot-radius, 30-foot-high cylinder centered on that
webs are difficult terrain and lightly obscure their point. Until the spell ends, you can use your action
area. If the webs aren’t anchored between two solid to move the whirlwind up to 30 feet in any direction
masses (such as walls or trees) or layered across a along the ground. The whirlwind sucks up any
floor, wall, or ceiling, the conjured web collapses on Medium or smaller objects that aren’t secured to
itself, and the spell ends at the start of your next anything and that aren’t worn or carried by anyone.
turn. Webs layered over a flat surface have a depth A creature must make a Dexterity saving throw
of 5 feet. the first time on a turn that it enters the whirlwind
Each creature that starts its turn in the webs or or that the whirlwind enters its space, including
that enters them during its turn must make a when the whirlwind first appears. A creature takes
Dexterity saving throw. On a failed save, the 10d6 bludgeoning damage on a failed save, or half
creature is restrained as long as it remains in the as much damage on a successful one. In addition, a
webs or until it breaks free. Large or smaller creature that fails the save must
A creature restrained by the webs can use its succeed on a Strength saving throw or become
action to make a Strength check against your spell restrained in the whirlwind until the spell ends.
save DC. If it succeeds, it is no longer restrained. When a creature starts its turn restrained by the
The webs are flammable. Any 5-foot cube of webs whirlwind, the creature is pulled 5 feet higher
exposed to fire burns away in 1 round, dealing 2d4 inside it, unless the creature is at the top. A
fire damage to any creature that starts its turn in restrained creature moves with the whirlwind and
the fire. falls when the spell ends, unless the creature has
some means to stay aloft.
Weird A restrained creature can use an action to make a
Strength or Dexterity check against your spell save
9th-level illusion DC. If successful, the creature is no longer
Casting Time: 1 action restrained by the whirlwind and is hurled 3d6 × 10
Range: 120 feet feet away from it in a random direction.
Components: V, S
Duration: Concentration, up to 1 minute Wind Walk
Drawing on the deepest fears of a group of 6th-level transmutation
creatures, you create illusory creatures in their Casting Time: 1 minute
minds, visible only to them. Each creature in a 30- Range: 30 feet
foot-radius sphere centered on a point of your
Components: V, S, M (fire and arcanic water)
choice within range must make a Wisdom saving
Duration: 8 hours
throw. On a failed save, a creature becomes
frightened for the duration. The illusion calls on the You and up to ten willing creatures you can see
creature’s deepest fears, manifesting its worst within range assume a gaseous form for the
nightmares as an implacable threat. At the end of duration, appearing as wisps of cloud. While in this
each of the frightened creature’s turns, it must cloud form, a creature has a flying speed of 300 feet
succeed on a Wisdom saving throw or take 4d10 and has resistance to damage from nonmagical
psychic damage. On a successful save, the spell weapons. The only actions a creature can take in
ends for that creature. this form are the Dash action or to revert to its
normal form.
Reverting takes 1 minute, during which time a
creature is incapacitated and can’t move. Until the
spell ends, a creature can revert to cloud form,
which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the
effect ends, the creature descends 60 feet per
round for 1 minute until it lands, which it does
safely. If it can’t land after 1 minute, the creature
falls the remaining distance.

433
Wind Wall Wish
3rd-level evocation 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self
Components: V, S, M (a tiny fan and a feather of Components: V
exotic origin) Duration: Instantaneous
Duration: Concentration, up to 1 minute Wish is the mightiest spell a mortal creature can
A wall of strong wind rises from the ground at a cast. By simply speaking aloud, you can alter the
point you choose within range. You can make the very foundations of reality.
wall up to 50 feet long, 15 feet high, and 1 foot The basic use of this spell is to duplicate any
thick. You can shape the wall in any way you other spell of 8th level or lower. You don’t need to
choose so long as it makes one continuous path meet any requirements in that spell, including
along the ground. The wall lasts for the duration. costly components. The spell simply takes effect.
When the wall appears, each creature within its Alternatively, you can create one of the following
area must make a Strength saving throw. A effects of your choice:
creature takes 3d8 bludgeoning damage on a failed
save, or half as much damage on a successful one. You create one nonmagical object of up to
The strong wind keeps fog, smoke, and other 25,000 ct in value, which appears in an
gasses at bay. Small or smaller flying creatures or unoccupied space you can see on the ground.
objects can’t pass through the wall. Loose, The object’s size can be no more than 300 feet.
lightweight materials brought into the wall fly You allow up to twenty creatures that you can
upward. Arrows, bolts, and other ordinary see to regain all hit points, and you end all
projectiles launched at targets behind the wall are effects on them described in the greater
deflected upward and automatically miss. restoration spell.
(Boulders hurled by giants or siege engines, and You grant up to ten creatures that you can see
similar projectiles, are unaffected.) Creatures in
resistance to a damage type you choose.
gaseous form can’t pass through it.
You grant up to ten creatures you can see
immunity to a single magical effect for 8 hours.
You undo a single recent event by forcing a
reroll of any roll made within the last round
(including your last turn). Reality reshapes itself
to accommodate the new result. You can force
the reroll to be made with advantage or
disadvantage, and you can choose whether to
use the reroll or the original roll.
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.
The stress of casting this spell to produce any
effect other than duplicating another spell weakens
you. After enduring that stress, each time you cast a
spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This
damage can’t be reduced or prevented in any way.
In addition, your Strength drops to 3, if it isn’t 3 or
lower already, for 2d4 days. For each of those days
that you spend resting and doing nothing more
than light activity, your remaining recovery time
decreases by 2 days. Finally, there is a 33 percent
chance that you are unable to cast wish ever again
if you suffer this stress.

434
Witch Bolt Word of Recall
1st-level evocation 6th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 5 feet
Components: V, S, M (a twig from a tree that has Components: V
been struck by lightning) Duration: Instantaneous
Duration: Concentration, up to 1 minute You and up to five willing creatures within 5 feet of
A beam of crackling, blue energy lances out toward you instantly teleport to a previously designated
a creature within range, forming a sustained arc of sanctuary. You and any creatures that teleport with
lightning between you and the target. Make a you appear in the nearest unoccupied space to the
ranged spell attack against that creature. On a hit, spot you designated when you prepared your
the target takes 1d12 lightning damage, and on sanctuary (see below). If you cast this spell without
each of your turns for the duration, you can use first preparing a sanctuary, the spell has no effect.
your action to deal 1d12 lightning damage to the You must designate a sanctuary by casting this
target automatically. The spell ends if you use your spell within a location, such as a temple, dedicated
action to do anything else. The spell also ends if the to or strongly linked to an entity which grants you
target is ever outside the spell’s range or if it has power. If you attempt to cast the spell in this
total cover from you. manner in an area that isn’t dedicated to such a
At Higher Levels. When you cast this spell using being, the spell has no effect.
a spell slot of 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st. Wrath of Nature
5th-level evocation
Word of Radiance Casting Time: 1 action
Evocation cantrip
Range: 120 feet
Casting Time: 1 action Components: V, S
Range: 5 feet Duration: Concentration, up to 1 minute
Components: V, M (a holy symbol)
You call out to the spirits of nature to rouse them
Duration: Instantaneous against your enemies. Choose a point you can see
You utter a divine word, and burning radiance within range. The spirits cause. trees, rocks, and
erupts from you. Each creature of your choice that grasses in a 60-foot cube centered on that point to
you can see within range must succeed on a become animated until the spell ends.
Constitution saving throw or take 1d6 radiant Grasses and Undergrowth. Any area of ground
damage. in the cube that is covered by grass or undergrowth
At Higher Levels. The spell’s damage increases is difficult terrain for your enemies.
by 1d6 when you reach 5th level (2d6), 11th level Trees. At the start of each of your turns, each of
(3d6), and 17th level (4d6). your enemies within 10 feet of any tree in the cube
must succeed on a Dexterity saving throw or take
4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your
turns, one creature of your choice that is on the
ground in the cube must succeed on a Strength
saving throw or become restrained until the spell
ends. A restrained creature can use an action to
make a Strength (Athletics) check against your
spell save DC, ending the effect on itself on a
success.
Rocks. As a bonus action on your turn, you can
cause a loose rock in the cube to launch at a
creature you can see in the cube. Make a ranged
spell attack against the target. On a hit, the target
takes 3d8 nonmagical bludgeoning damage, and it
must succeed on a Strength saving throw or fall
prone.

435
Wrathful Smite Zone of Truth
1st-level evocation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: 10 minutes
The next time you hit with a melee weapon attack You create a magical zone that guards against
during this spell’s duration, your attack deals an deception in a 15-foot-radius sphere centered on a
extra 1d6 psychic damage. Additionally, if the point of your choice within range. Until the spell
target is a creature, it must make a Wisdom saving ends, a creature that enters the spell’s area for the
throw or be frightened of you until the spell ends. first time on a turn or starts its turn there must
As an action, the creature can make a Wisdom make a Charisma saving throw. On a failed save, a
check against your spell save DC to steel its resolve creature can’t speak a deliberate lie while in the
and end this spell. radius. You know whether each creature succeeds
or fails on its saving throw.
Zephyr Strike An affected creature is aware of the spell and can
thus avoid answering questions to which it would
1st-level transmutation
normally respond with a lie. Such a creature can be
Casting Time: 1 bonus action evasive in its answers as long as it remains within
Range: Self the boundaries of the truth.
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your
movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself
advantage on one weapon attack roll on your turn.
That attack deals an extra 1d8 force damage on a
hit. Whether you hit or miss, your walking speed
increases by 30 feet until the end of that turn.
PART 4
Psionics
CHAPTER 11
The Way

Psionics are a daily part of life in Athas, and all Most of these tutors can’t provide the quality of
living creatures will have some exposure to them. It training that a formal curriculum can, but some
is not uncommon to see a leatherworker using their wandering masters are very capable and can
wild talent to mold a hide, or a pickpocket provide an unrivaled education in the psionic arts.
telekinetically lifting coinpurses. Even the beasts of It is said there is even a secret order of
the wastelands likely have some ability that mindbenders powerful enough to challenge a
improves their survivability. Every Sorcerer-King Sorcerer-King, though if such an Order exists, its
(and most merchant houses) keep a stable of agenda has yet to be known.
powerful psionicists on staff, and in cities those
who display a greater degree of power are carefully
A Rare Talent
watched for signs of disloyalty. Although thousands of Athasians command a
unique wild talent, true masters of the Way are still
The Will and the Way rare. It takes exceptional ability and dedication to
The “Will” is one’s innate psionic ability, and the take up the study of the Way, and many do not
“Way” is the art of studying psionics. Each psionicist progress far. Less than one person in one hundred
refers to themselves through their focus of study, who formally study the Way can be considered a
such as Empath or Icon, and to the common folk, all true mindbender.
are commonly called “mindbenders.” Because trained psionicists are scarce, they are
highly valued by many elements of Athasian
All races accept and have some affinity for psionics. society. Unlike spellcasters, psionicists are free of
Even so, laws of the cities take into account psionic the taint of magic and need not disguise their
powers. Crimes committed by a psionically calling. They owe no particular loyalty to the
compelled person punish the psionicist rather than Sorcerer-Kings, unlike Crusaders or Templars.
their puppet, and mind-reading is forbidden against Even Clerics and Druids have elemental powers
all but slaves. and guarded lands that they must place first. A
psionicist is free to make their own way, their will
Path of the Mindbender bent only to the ruler they choose.
Any psionicist willing to sell their services will
When people learn to use psionics, they’re taught find there is great demand for someone skilled in
to create a nexus– a point in the center of their the mental arts. Merchant houses, psionic schools,
beings where physical, mental, and spiritual energy nobles, and Templars routinely employ psionicists
can be harnessed. It is the union of these powers to help them against their enemies. In fact, it is
that allows mindbenders to perform the unusual to encounter a psionicist who has no
remarkable feats they’re capable of. patron or employer. Such rogue agents are often
While many beings can discover the strength of seen as troublemakers.
the Will within themselves, most who go on to
study the Way require guidance from a teacher.
There are schools of the Way in every city of Athas,
Do Athasians Dream of Psionic Sheep?
and merchant houses and noble families often pay Psionics have no external source and are a natural
dearly to have their scions educated by the best. extension of a psionic creature itself. A psionicist
Rarely, the academies waive tuition for a owes their power to no other entity or source but the
mind. Whenever a character uses a psionic power or
promising student of the free classes. Slaves are
ability, the matter and energy manifested is drawn
never formally instructed, though tenets of the Way
from the psionic potential of the countless minds
often find ways to them regardless, particularly in
composing the world’s collective unconscious,
the monastic traditions of the arenas. which exists in both the Material Plane and its
In addition to the formal schools, there are shadow within the Gray. For more on the unique
wandering teachers or tribal elders who take it nature of Athas’ planes, see Appendix A.
upon themselves to instruct those who show
promise. Even field slaves may be instructed by an
older, wiser slave in secret sessions.

438
The Basics of Psionics Schools of Psionics
Scholars of psychic manifestations categorize
Psionics, as a form of magic, have some similarities
to spellcasting. There are two types of psionic psionic effects differently than spellcasters. The
powers: psionic talents and psionic augments. following psionic schools help describe psionic
Psionic talents are cantrips and are similar to effects. These schools have no rules of their own,
arcane or elemental cantrips. Their primary but other rules might refer to these new schools or
distinction is that they have an indefinite duration to “psionic spells,” which are any spells that have a
that lasts for as long as you focus on them. You can psionic school. A detect magic spell can determine
only focus on one psionic talent at a time, and you a school of psionics as easily as a school of magic.
only lose focus if you lose consciousness. Clairsentience. This school encompasses psionic
Psionic augments are powers that look like spells effects that impart knowledge, enhance senses, or
in most ways: they have schools of magic, they alter probability. Spells and abilities that defend
range from 1st to 9th level, and you can only use (or against divination, such as mind blank, also provide
manifest) them a limited number of times between protection from clairsentience powers.
long rests. They are not spells, however, and rather Metacreativity. Powers of this school typically
than expending spell slots, you must expend psi draw thoughts into reality, shaping imagined things
points to manifest them. The number of psi points into matter.
you have, and the limits of their use, typically Psychokinesis. This school consists of effects
depend on the number of level you have in a class that manifest energy or telekinetic force.
that grants psionic powers. Psychometabolism. Some psionic effects
Additionally, each augment is a psionic power impose will over flesh, pushing living biology
that modifies or amplifies a specific psionic talent, beyond its normal limits. Spells and abilities that
and you can only manifest an augment while you defend against transmutation also provide
are focusing on the talent it is keyed to. protection from psychometabolism powers.
Psionic classes are presented in Chapter 3, while Psychoportation. Psionic effects that move
Part 2 presents some examples of how psionic objects or creatures through time, space, and
powers can be used during play. This section goes planes of existence belong to this school.
into the gritty details of psionics, from their Telepathy. Telepathic effects touch upon the
different types to the mechanics of their use. minds of others, whether to communicate with
them, influence their thoughts or perceptions, or
Saving Throws barrage them with pure damaging psychic power.
Many psionic powers specify that a target can make Psionic Components
a saving throw to avoid some or all of a power’s
effects. The power specifies the ability that the Most psionic talents do not have normal
target uses for the save and what happens on a components (verbal, somatic, or material), as they
success or failure. are products entirely of the mind. However, the act
The DC to resist one of your powers equals 8 + of casting a psionic cantrip is oftentimes obvious to
your psionic ability modifier + your proficiency observers, and such psionic effects have the
bonus + any special modifiers. following components:
Auditory (A). Some manner of noise audible to
Attack Rolls all within 60 feet accompanies the use of psionic
Some powers require you to make an attack roll to powers with this component. Creatures within 30
determine whether the psionic effect hits the feet can determine the origin of the sound as easily
intended target. Your attack bonus with a power as if it were regular, clear speech.
attack equals your psionic ability modifier + your Observable (O). Some psionic powers come with
proficiency bonus. a visible display when they manifest or are cast.
Most powers that require attack rolls involve The origin of such an effect can be visually traced
ranged attacks. Remember that you have back to its creator by creatures within line of sight.
disadvantage on a ranged attack roll if you are Psionic Focus
within 5 feet of a hostile creature that can see you
and that isn’t incapacitated. All psionic talents have a duration of Focus. You
can only focus on one effect at a time, and you may
Using a Psionic Talent focus on an effect indefinitely while you remain
conscious. Your focus ends if you are knocked
Talents are psionic powers that are also cantrip unconscious, if you begin focusing on another spell
spells, and follow most of the normal rules for or effect, or if the psionic talent you are focusing on
casting spells, such as casting time, range, and area is dispelled. You may also choose to stop focusing
of effect. There are three exceptions to this; as at any time, requiring no action.
psionic powers, talents have different rules for their
schools, spell components, and duration.

439
Manifesting Augments You may spend psi points you have on any
augments you know, regardless of their source or
Psionic powers that magnify the effects of psionic whether they are normally manifested through the
talents are called augments. Augments follow many expenditure of psi points.
of the same rules as spells: range, targets, areas of Psi Limit. The number of psi points you can
effect, saving throws, attack rolls, and combining spend on a single manifestation of a power is
magical effects all apply as described in Chapter limited. This limit usually depends on your
10. However psionic augments are not spells and character level, class, and subclass. Other options
have a few rules unique to them, described below. such as race or feats might specify a psi limit as
Power Level well. Your psi limit for psionic effects you know is
always the highest psi limit you have, regardless of
Each augment has a listed power level, ranging source, unless that source is specifically limited to
from 1 to 9. When you manifest an augment, it certain effects. You cannot manifest powers whose
increases the power level of the talent it is psi cost is greater than your limit.
augmenting to the augment’s power level. This Intensify. The listed psi cost for all augments is a
increase begins when you initiate the manifesting minimum. You can choose to spend more psi
time of the power, and lasts until the augment’s points than an augment’s minimum cost up to your
duration ends (augments with an instantaneous limit, increasing the augment’s power level by 1 for
duration end immediately upon use). every 2 psi points beyond the minimum you spend.
As cantrips, unaugmented talents have a power When a power’s description includes a specific
level of 0 and their power level is only increased by intensify option, it states the effects of spending
augments you manifest while you focus on them. If additional psi points on the power in addition to
your focus on a talent ends but the duration of an increasing its power level. Points spent to intensify
augment continues, the talent does not a power count towards your psi limit.
automatically gain the increased power level if you
cast it again before the augment’s duration ends. Manifesting Time
Augments aren’t spells, but the effects of Manifesting an augment requires the same kind of
augments with non-instantaneous durations can be actions that casting a spell might (actions, bonus
ended early with dispel magic by dispelling the actions, reactions, etc.), but it is not casting a spell.
talent they are augmenting at its augmented power Rules that refer to casting or casting times do not
level. An augment that is manifested without apply to the manifesting of psionic augments.
focusing on a talent, such as one cast by a magic Powers and Spells. Manifesting an augment and
item, has a spell level equal to its power level for casting a spell are two different ways of creating
the purpose of adjudicating dispel magic. magical effects that are mutually exclusive of one
School another. You cannot cast a non-psionic spell and
manifest an augment in the same turn.
Augments have the same schools of psionics that In addition, if you manifest an augment as a
talents do. Most augments are of the same school bonus action, the only psionic powers that can be
as the talent they modify, but some augments used are talents with a casting time of 1 action.
change the school of the talent they augment for Reactions. Several psionic augments have
the duration of their effects. manifesting times of 1 reaction, but no
Augmenting accompanying trigger. You may use your reaction
to manifest these augments at any time you wish,
Each augment’s entry specifies which talent you as long as you are focusing on the appropriate
must currently be focusing on in order to manifest talent. If timing isn’t specified, you can only react to
it. You cannot manifest an augment for one talent a creature’s action after it happens. As normal, you
while you are focusing on a different talent. regain your reaction at the start of your next turn.
Psi Cost Components
Manifesting psionic powers does not expend spell Manifesting an augment on a psionic talent does
slots. Instead, in order to augment a psionic talent, not usually require material, somatic, or verbal
you must possess a reserve of potential psionic components, but some psionic talents require
energy and expend a portion of it. This energy is auditory (A) or observable (O) components, which
represented by psi points. Casting a psionic talent make it obvious that you’re manifesting a power.
cantrip does not expend psi points, but manifesting
an augment does. Each psionic augment specifies Duration
the minimum number of psi points you must Psionic powers have the same kinds of durations
expend in order to manifest it. as spells do. A talent being augmented by a power
The number of psi points available to you usually that has a set duration inherits the duration of that
depends on your character level and your class or augment, but augments with a duration of
subclass. Your number of psi points can’t go below concentration don’t end if your focus on the
0, or over your maximum. Your psi point total augmented talent ends.
returns to its maximum when you finish a long rest.

440
CHAPTER 12
Powers

This chapter describes the powers available to psionicists in the world of DARK SUN. The chapter begins
with an alphabetical list of all psionic talents with the classes (or subclasses) that have access to them. Below
each talent, the powers that augment them are listed by power level. These lists are called Power Trees.
The remainder of the chapter contains power descriptions, divided into two sections. The first section
contains the descriptions of psionic talents, and the second section lists the descriptions of psionic
augments.

Aura Beacon Autonomous Blind Spot Ectoplasmic


Classes: Empath, Icon Vitality Classes: Psion Object
Classes: Empath, Icon Classes: Psion
1st-Level 1st-Level
Aura of Charm 1st-Level Déjà Vu 1st-Level
Aura of Comfort Vital Surge Harassing Figment Ectobolt
Aura of Fury Psychosomatic Haze Ectoplasmic Repair
2nd-Level
Aura of Victory Tunnel Vision Spectral Steps
Autonomic
2nd-Level Restoration 2nd-Level Spectral Wall
Aura of Jubilation Psychic Prowess Obscure 2nd-Level
3rd-Level Soothing Impulse Phantom Menace Spectral Web
Aura Beam Vitality Transfer 3rd-Level 3rd-Level
3rd-Level Crisis of Breath Ectoplasmic Body
4th-Level
Aura of Malice Beacon of Recovery 4th-Level 4th-Level
Revitalization Covetous Urge Spectral Shell
5th-Level Share Pain
Aura of Awe 5th-Level 5th-Level
4th-Level Vanishing
6th-Level Spectral Mist
Psychic Defibrillation
Psychic Reformation 6th-Level
5th-Level Chastise Scryers
7th-Level Vitality Transfer Field
Aura Burst 7th-Level
Veil Psyche
8th-Level
Genesis Battle Trance 8th-Level
9th-Level Classes: Empath, Fighter Crisis of Life
Reality Revision (Adamant), Icon 9th-Level
Mesmerizing Voice
1st-Level
Brute Strike
Enmity Feedback
Harness Hostility
Launching Strike
2nd-Level
Psychokinetic Weapon
3rd-Level
Melee Prescience

441
Energy Ray Inertial Mindblade Mystic
Classes: Icon, Psion Transference Classes: Empath, Fighter Displacement
Classes: Empath, Icon, (Adamant), Monk (Order Classes: Empath, Icon
1st-Level of the Soulknife)
Psion
Cold Snap 1st-Level
Pyrokinesis 1st-Level 1st-Level Baleful Displacement
Synaptic Arc Urgent Charge Psychic Strike Mystic Traveler
2nd-Level Urgent Movement 2nd-Level 2nd-Level
Cryo Wave 2nd-Level Energy Blade Dissipating Touch
Pyrokinetic Decelerate 3rd-Level 3rd-Level
Detonation Inertial Armor Duodimensional Temporal Shunt
Ultrasonic Tone Inertial Barrier Blade
Urgent Violence 4th-Level
3rd-Level Ring of Blades
Immovability
Energy Wave 3rd-Level 4th-Level Mystic Anchor
Polar Vortex Accelerate Blade Sling
Synaptic Leap Gravitic Field 5th-Level
Tactical Aura 5th-Level Mystic Caravan
4th-Level
Bladestorm
Cryo Barrier 4th-Level 6th-Level
Immolate Self Inertial Nullification Decerebrate
Noise Barrier Mindlink 7th-Level
5th-Level
5th-Level Gravitic Spike Mystic Diversion
Classes: Empath, Icon,
Synaptic Web Psion 8th-Level
Ultrasonic Boom Temporal Reset
Mind Thrust 1st-Level
9th-Level
Compel Confession
Imbue Psicrystal Classes: Icon, Psion Temporal Regression
Mental Inquisition
Classes: Psion 1st-Level Metaconcert
Disconcerting Lash Mislead
1st-Level Telepathic Slap
Primal
Implant Beacon
Fortify Psicrystal Psionic Blast
Metabolism
2nd-Level
Personality Shard Classes: Empath, Fighter
2nd-Level Missive
2nd-Level Share Thoughts (Adamant)
Ego Whip
Crystal Flechette Psychic Daze 3rd-Level 1st-Level
3rd-Level 3rd-Level Absolute Terror Bestial Claws
Project Eidolon Id Insinuation Anger Impulse Bestial Transformation
4th-Level Mind Storm Pry Memories Caustic Blood
Crystal Spray 4th-Level Diminutive Form
4th-Level
Correspond Venomous Spit
5th-Level Apathy Impulse
Solicit Psicrystal Mind Blast Inception 2nd-Level
Mind Seize Post-Hypnotic Corrosive Sting
6th-Level Suggestion Titanic Form
Crystal Burst 5th-Level
Telepathic Weight 5th-Level 3rd-Level
7th-Level Assume Control Breath of the Dragon
Mind Palace 6th-Level
6th-Level Metamorphosis
Shatter Defenses
8th-Level Death Urge 4th-Level
Sow Psicrystal 7th-Level
7th-Level Truevenom
Crush Psyche
9th-Level Mind Probe 5th-Level
Crystallize 8th-Level
8th-Level True Metabolism
Mental Shutdown
Mind Seed
9th-Level
Microcosm 9th-Level
Psychic Chirurgery

442
Psychic Hammer Sixth Sense Speed of Thought Verve
Classes: Fighter(Adamant), Classes: Empath, Icon Classes: Fighter(Adamant), Classes: Empath, Fighter
Psion Icon, Psion (Adamant)
1st-Level
1st-Level Destiny Dissonance 1st-Level 1st-Level
Telekinetic Lance Discern Moods Motion Blur Ablative Hide
Telekinetic Push Discern Position Nomadic Shift Acclimatize
2nd-Level Precognition 2nd-Level Body Adjustment
Self-Actualization Iron Endurance
Telekinetic Clutch Nomadic Slingshot
Psionic Leap
2nd-Level Nomadic
3rd-Level Quick Burst
Negate Psychometric Touch Transposition
Stomp
Shatter Invisibility 3rd-Level 3rd-Level
2nd-Level
4th-Level Destiny Deluge Baleful Transposition
Instinctive Adaptation
Third Eye Sudden Step
Telekinetic Wave
Xenoglossy 4th-Level 3rd-Level
5th-Level Energy Adaptation
4th-Level Nomadic Recall
Telekinetic Puppet
Discern Scryers Nomadic Travel 4th-Level
Discern Teleport 5th-Level Mind Over Matter
Psychic Static Thought Projection Nomadic Doorway 5th-Level
5th-Level Assimilate
Classes: Empath
Psychometric Sense
6th-Level
1st-Level Remote Projection True Shot Body Rejuvenation
Empathic Projection 6th-Level Classes: Fighter(Adamant),
Empathic Shield 7th-Level
Prescient Warning Icon
Incite Fury Suspend Life
7th-Level 1st-Level 8th-Level
2nd-Level Avert Fate
Assess Foe Fusion
Discern Hostile Intent
Ensnaring Ennui 8th-Level Charged Shot
9th-Level
Fighting Words Hypercognition Prescient Shot Impervious Self
Savage Presence 9th-Level Synchronized Sight
Unsettling Presence Perfect Clarity 2nd-Level
3rd-Level Mystic Ammunition Wild Technique
Consuming Rage Seeking Shot
Classes: Empath, Fighter
Intellect Fortress 3rd-Level (Adamant), Icon, Psion
Pandemonium Ranged Prescience
Impaling Shot 1st-Level
4th-Level
Courageous Recall
Psychosomatic
Body Equilibrium
Feedback Fearful Recall
5th-Level Sudden Intuition
Mass Hysteria Umbra Sight
Paranoid Delusions
2nd-Level
6th-Level Aura Sight
Insanity Psychic Grasp
Touchsight
7th-Level
Mindflame 3rd-Level
Sense Link
8th-Level
Psychic Siphon 4th-Level
9th-Level Realized Potential
Affinity Field

443
Talent Descriptions
All psionic powers that are cantrips are presented here in alphabetical order.

Aura Beacon Blind Spot


Metacreativity cantrip Telepathy cantrip
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self (40-foot radius) Range: 120 feet
Components: O Components: None
Duration: Focus Duration: Focus
You visibly manifest your aura. While you focus, a While you focus on this power, you can use your
bright light radiates from your body. When you cast action to try to erase notice of yourself from a
this spell, and as a bonus action while you continue creature you can see in range. The target must
to focus on it, you may modulate the radius of the succeed on a Wisdom saving throw, or you are
aura’s light, from as short as 1 inch, to as long as invisible to it until the end of your next turn or until
20 feet. Regardless of the length of this radius of you take an action. If you take an action, your
bright light, a radius of dim light of equal length invisibility ends before your action.
extends out from the bright light. Your aura’s light
can be colored as you like. Ectoplasmic Object
Metacreativity cantrip
Autonomous Vitality Casting Time: 1 bonus action
Psychometabolism cantrip
Range: 15 feet
Casting Time: 1 bonus action Components: A, O
Range: Self (60-foot radius) Duration: Focus
Components: A
You pull matter from the Gray to create objects you
Duration: Focus imagine on your own plane.
You amplify the sound of your heartbeat, radiating While you focus, you may use your action to
your own vitality outward and syncing your allies to create a fragile, Tiny object that lasts for 1 minute,
your lifeforce. Until your focus ends, when a or until you dismiss it as an action, create a new
creature within range rolls to stabilize after object with this power, or until the object is
reaching 0 hit points and falling unconscious, you destroyed. When the object is destroyed, you
can use your reaction to provide that creature with dismiss it, or its time expires, it dissolves into
advantage on that saving throw. ectoplasmic slime that evaporates into nothing.
The object you create is translucent, with a
Battle Trance crystalline, glassy, or slimy appearance as you
desire. It has an AC of 5, 1 hit point, and must be
Psychometabolism cantrip
able to fit in a 1-foot cube. The object can take
Casting Time: 1 bonus action whatever form you desire, but is simple with no
Range: Self internal mechanisms. It can have the outward
Components: A appearance of a complex object, such as a
Duration: Focus crossbow or clockwork device, but it does not
function. The object cannot serve as a tool, weapon,
You optimize your body for combat. Until your or other useful piece of equipment.
focus ends, any attack roll you make for a melee
weapon attack ignores disadvantage. If
disadvantage would normally apply to the roll, that
roll also can’t benefit from advantage.

444
Energy Ray Inertial Transference
Psychokinesis cantrip Psychoportation cantrip
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 60 feet Range: Self (30-foot radius)
Components: V, S Components: A
Duration: Focus Duration: Focus
You hold your hand aloft and generate a font of You store your potential momentum and impart it
pure energy within it. When you cast this spell, onto your allies. While you focus on this power,
choose one of the following damage types: cold, when you end your turn without having used any of
fire, lightning, or thunder. your movement during it, you can use your reaction
Until your focus ends, you can use your action to to move one willing creature you can see within
target one creature within range and shoot a ray of range up to half their speed, following a path of
energy at it. Make a ranged power attack against your choice. To move this way, the ally mustn’t be
the target. On a hit, the target takes 1d8 points of incapacitated.
damage of the type you chose when you cast this
spell.
At Higher Levels. This power allows you to shoot
Mind Thrust
Telepathy cantrip
more than one ray as an action when you reach
higher levels: two rays at 5th level, three rays at Casting Time: 1 bonus action
11th level, and four rays at 17th level. You can Range: 60 feet
direct the rays at the same target or at different Components: O
ones. Make a separate attack roll for each ray. Duration: Focus
While you focus on this power, you can use your
Imbue Psicrystal action to target one creature you can see within
Metacreativity cantrip range, making your eyes flare noticeably for an
Casting Time: 1 bonus action instant. The target must succeed on a Charisma
Range: Touch saving throw or take 1d10 points of psychic
damage.
Components: O, M (a small crystal worth 10ct)
At Higher Levels. This cantrip’s damage
Duration: Focus
increases by 1d10 when you reach 5th level (2d10),
You hold a crystal aloft and imbue it with a shard of 11th level (3d10), and 17th level (4d10).
sentience and energy drawn from the Gray,
transforming it into a psicrystal. The psicrystal
floats off your hand and into your space.
Mindblade
Metacreativity cantrip
The psicrystal is a Tiny construct with an AC
equal to your power save DC, hit points equal to Casting Time: 1 bonus action
your psionic ability modifier, and a fly speed of 30 Range: Self
feet that allows it to hover. All of its ability scores Components: O
are 10, and it has no proficiencies. It cannot be Duration: Focus
poisoned, and is immune to poison damage and
disease. The psicrystal can see and hear as well as You create a weapon of solidified thoughts, called a
an average humanoid, except that it is blind to mindblade. It is a magical melee weapon you are
everything more than 30 feet from it. proficient with that deals 1d8 piercing or slashing
When the psicrystal drops to 0 hit points, or damage, as decided by you when you create it. You
when the power ends, it becomes a nonmagical may choose to use your psionic ability instead of
crystal. You may reuse the same crystal to cast this Strength for the attack and damage rolls of melee
spell again. When you do, the psicrystal you create attacks using your mindblade.
retains the memories it had from any time it spent Until your focus ends, you cannot let go of your
as a psicrystal from previous castings. mindblade, nor can it be forced from your grip,
The psicrystal is friendly to you and your unless an effect specifically says otherwise. When
companions. You can communicate with it your focus on this power ends, your mindblade
telepathically out to a range of 100 feet. It acts on disappears.
the same initiative count as you, immediately after
your turn. It can move and use its reaction on its
own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on
your turn to mentally or verbally command it to
take the Dash, Disengage, or Help actions. The
psicrystal cannot make any attacks.

445
Mindlink Primal Metabolism
Telepathy cantrip Psychometabolism cantrip
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 120 feet Range: Self (10 feet)
Components: A Components: None
Duration: Focus Duration: Focus
You contact the mind of another creature you can You alter your body chemistry to produce volatile
see within range, granting you the ability to enzymes.
communicate with it telepathically while you focus Until your focus ends, you can use an action to
on this power. While you focus, the target can expel a visible cloud of poisonous or acidic vapor at
telepathically communicate with you as well. If you one creature within range, or two creatures within
don’t share a language with the target, you can range that are within 5 feet of each other. A target
convey emotions and feelings, but can’t engage in must succeed on a Constitution saving throw, or
complex conversation. The target must have an take 1d6 acid or poison damage (your choice).
Intelligence of at least 4, otherwise this spell fails At Higher Levels. This cantrip’s damage
and the casting time is wasted. You can only increases by 1d6 when you reach 5th level (2d6),
communicate with the target while it remains in 11th level (3d6), and 17th level (4d6).
range.
Until your focus ends, you can use a bonus action
to switch the target of this spell to another creature
Psychic Hammer
Psychokinesis cantrip
you can see within range. The spell ends if the new
target does not have an Intelligence of at least 4. Casting Time: 1 bonus action
Range: 30 feet
Mystic Displacement Components: O
Psychoportation cantrip Duration: Focus
Casting Time: 1 bonus action While you focus on this power, you can use your
Range: 30-foot radius action to target one creature you can see within
range with a battering ram of translucent
Components: A
telekinetic energy. The target must succeed on a
Duration: Focus
Constitution saving throw or take 1d6 points of
With an audible thrum, you extend your senses out force damage and be knocked prone.
around you, reaching through the fold of space to At Higher Levels. This cantrip’s damage
manipulate objects. increases by 1d6 when you reach 5th level (2d6),
Until your focus ends, you can use your action to 11th level (3d6), and 17th level (4d6).
teleport a loose object you can see within 30 feet of
you to another location within range. The object
can’t weigh more than 10 pounds, and you can’t
Psychic Static
Telepathy cantrip
affect an object being worn or carried by another
creature. When the item reappears, it can be in any Casting Time: 1 bonus action
orientation you desire relative to its original one. Range: 60 feet
The object falls if you cause it to reappear in Components: A
midair. Duration: Focus
When you cast this spell, you generate a field of
subtle mental noise. Until your focus ends, you can
make this noise perceivable by any number of
creatures you can see in range at any time,
requiring no action. Creatures who can sense this
effect know it originates from your direction.
Whenever a creature you can see that perceives
this noise makes an ability check, you may use your
reaction to force the creature to roll a d4 and
subtract the result from the check. Deafened
creatures are not immune to this effect.

446
Sixth Sense Verve
Clairstentience cantrip Psychometabolism cantrip
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: None Components: A, O
Duration: Focus Duration: Focus
You gain a prescient sense that improves your When you cast this spell, you are energized and
reflexive response to danger, granting you briefly glow as you intone a low hum that
advantage on initiative rolls until your focus ends. reverberates through your body.
Until your focus ends, you don’t need to eat,
Speed of Thought breathe, or sleep. To gain the benefits of a long
rest, you can spend 8 hours engaged in light
Psychoportation cantrip
activity.
Casting Time: 1 bonus action
Range: Self
Components: O
Wild Technique
Metacreativity cantrip
Duration: Focus
Casting Time: 1 bonus action
Your body’s responses to your thoughts quicken, Range: 10 feet
increasing your walking speed by 10 feet until your
Components: A, O
focus ends.
Duration: Focus
Additionally, while you focus, you may teleport to
your feet from a prone position once per round on You manifest minor psionic effects. Until your focus
your turn, requiring no action and expending none ends, you can create one of the following effects as
of your movement. Your speed must not be 0 for an action:
you to teleport this way. Far Hand. You telekinetically manipulate up to
five unattended objects within range,
True Shot simultaneously moving them to another location
within range in any orientation you desire. You can
Clairsentience cantrip
only affect up to 5 pounds of matter at once.
Casting Time: 1 bonus action Dislocate Vision. You shift your field of vision to
Range: Self one that originates from any point you can see
Components: O within range. This point moves relative to you as
Duration: Focus you move. While your vision is dislocated, your eyes
glow with light. This effect lasts as long as you
One of your eyes turns a lusterless black, granting focus, or you use this effect again to return your
you unparalleled concentration in aiming your vision to normal.
ranged attacks. Subjective Sense. You telepathically cause all
Until your focus ends, any attack roll you make creatures within range to experience a simple
for a ranged weapon attack ignores disadvantage. If sensation that is subjective to each, such as “the
disadvantage would normally apply to the roll, that scent of my favorite food.” This sensation lasts for 1
roll also can’t benefit from advantage. minute or until you use this effect again, and
affected creatures know it is not real. When you use
this effect, you must specify which sense will be
affected: sight, hearing, smell, taste, or touch.
Creatures continue to perceive their real
surroundings even while subject to this effect, and
do not suffer any detriment or receive any benefit
due to the subjective sensation they perceive. You
gain no knowledge of specifically what a creature
senses due to this effect.

447
Augment Descriptions
A list of psionic powers that augment talents is presented here in alphabetical order.

Ablative Hide Accelerate


1st-level psychometabolism 3rd-level psychoportation
Augmenting: verve Augmenting: inertial transference
Psi Cost: 1 psi point Psi Cost: 5 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 action
Range: Self Range: 30 feet
Components: O Components: A
Duration: instantaneous Duration: Concentration, up to 1 minute
When you are hit by an attack, you can instantly You transfer a creature’s future inertial potential
transmogrify the outer layer of your skin into a into its present form. Choose a willing creature that
dense metamaterial that absorbs the impact before you can see within range. For as long as you
flaking away. You gain a +2 bonus to AC until the concentrate, the target’s speed is doubled, it gains a
start of your next turn. This bonus applies against +2 bonus to AC, it has advantage on Dexterity
the triggering attack. saving throws, and it gains an additional action on
Intensify. When you spend extra psi points to each of its turns. That action can be used only to
manifest this augment, the bonus to AC increases take the Attack (one weapon attack only), Dash,
by 1 for each additional psi point spent beyond the Disengage, Hide, or Use an Object action.
minimum cost. When the augment’s duration ends, the target is
incapacitated and has a speed of 0 until the end of
Absolute Terror its next turn, as it experiences the future from
which all its inertial potential was borrowed.
3rd-level telepathy
Intensify. If you spend 8 extra psi points to
Augmenting: mindlink manifest this augment, you manifest it as a 7th-
Psi Cost: 5 psi points level power, and you may affect up to five willing
Manifesting Time: 1 action creatures you can see within range instead of one.
Range: Self
Components: O Acclimatize
Duration: Concentration, up to 1 minute 1st-level psychometabolism
When you manifest this augment, you target one Augmenting: verve
creature you are telepathically communicating with Psi Cost: 2 psi points
and cause their instinctual fight-or-flight terror Manifesting Time: 1 action
response to go haywire. The target must make a Range: Touch
Wisdom saving throw. On a failed save, it takes 5d6
Components: A
psychic damage and considers all other creatures
Duration: 1 hour
to be life-threatening and hostile to it. Until your
concentration ends, it takes 1d6 psychic damage You or a creature you touch ignores the effects of
for every other creature within 5 feet of it at the end high altitude, aquatic pressure, and extreme heat or
of each of its turns. On a successful save, the target cold (but not cold or fire damage) for the duration.
takes only half the initial damage and suffers no
other effect. A creature is immune to this power if it
is immune to being frightened.
Intensify. For each additional psi point spent to
manifest this augment beyond the minimum cost,
the target takes 1 additional psychic damage for
every other creature within 5 feet of it at the end of
each of its turns while you concentrate.

448
Affinity Field Apathy Impulse
9th-level telepathy 4th-level telepathy
Augmenting: psychic static Augmenting: mind thrust
Psi Cost: 17 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (20-foot radius) Range: 60 feet
Components: A Components: O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You alter your telepathic abilities into a You briefly suppress all wants and desires of a
concentrated field of psychic sympathy. For the creature you can see within range. The target must
duration, whenever you take damage from a make a Wisdom saving throw, taking 3d8 psychic
weapon attack, all creatures in the area take the damage on a failed save, or no damage on a
same amount of damage. successful one.
Additionally, whenever you are targeted by or are Additionally, if the target fails its saving throw, it
in the area of a spell or power of 5th level or lower, is incapacitated and its speed is reduced to 0 until
all creatures inside your affinity field are treated as your concentration ends. The target may repeat
though they were targeted or were in the area of this saving throw at the end of each of its turns,
the same effect, receiving their own saving throws ending the effect on itself on a success. A creature
if applicable. The effects of non-instantaneous is immune to this effect if it is immune to being
spells or powers transferred to targets this way end charmed.
when the affinity field ends, regardless of whether Intensify. When you spend extra psi points to
the spell or power’s normal duration is longer. manifest this augment, the damage increases by
1d8 for each additional psi point spent beyond the
Anger Impulse minimum cost.
3rd-level telepathy
Augmenting: mindlink
Assess Foe
1st-level clairsentience
Psi Cost: 5 psi points
Manifesting Time: 1 action Augmenting: true shot
Range: 60 feet Psi Cost: 2 psi points
Components: A Manifesting Time: 1 bonus action
Duration: Instantaneous Range: Self
Components: O
You coerce the inner id lurking in the mind of
another creature to unleash itself, sending it into a Duration: Instantaneous
reckless fury. One creature you are telepathically You refocus your vision to sense the essential
communicating with must make a Wisdom saving qualities of one creature you can see. You learn all
throw. On a failed save, the creature takes 5d8 its immunities, resistances, and vulnerabilities. You
psychic damage, and the only action it can take on also learn the details of any traits that cause
its next turn is the Attack action. If the target specific damage types to hinder or aid the creature
chooses to take the Attack action on its turn, it (such as a flesh golem’s Lightning Absorption or a
makes all of its attacks on that turn with advantage, mastyrial’s Regeneration).
but all attacks against the target of this power have
advantage until the start of its next turn.
On a successful save, the target takes half as
much damage, and it experiences no additional
effects.
Intensify. When you spend extra psi points to
manifest this augment, you may target 1 additional
creature you can see within range for every 2
additional psi points spent beyond the minimum
cost.

449
Assimilate Aura Beam
5th-level psychometabolism 3rd-level metacreativity
Augmenting: verve Augmenting: aura beacon
Psi Cost: 9 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: 60 feet
Components: O Components: O
Duration: Instantaneous Duration: Instantaneous
You touch a creature and assimilate their life force You lens the light of your aura beacon into a
and matter into your body. The target must make a coherent beam and project it at one creature you
Constitution saving throw. On a failed save, the can see within range. The target must make a
target takes 7d6 + 20 force damage and you gain Dexterity saving throw. On a failed save, it takes
temporary hit points equal to half the damage dealt. 5d6 radiant damage and is blinded until the end of
If this damage reduces the target to 0 hit points, the your next turn. On a successful save, it takes half as
target is completely assimilated. much damage and is not blinded.
A completely assimilated creature dies and its Intensify. When you spend extra psi points to
entire body, including everything it is wearing and manifest this augment, the damage increases by
carrying, except magic items, is broken down and 1d6 for each additional psi point spent beyond the
absorbed entirely into your body. The creature can minimum cost.
be restored to life only by means of true
resurrection, reality revision, or similar magic.
When you completely assimilate a creature, your
Aura Burst
7th-level metacreativity
hit point maximum increases by 2 for every hit die
the target creature possessed. Additionally, you Augmenting: aura beacon
gain a semblance of the creature’s form, granting Psi Cost: 13 psi points
you advantage on ability checks to impersonate it. Manifesting Time: 1 action
Both of these effects last until you finish a long rest. Range: Self (30-foot radius)
This power has no effect on undead or Components: O
constructs. Duration: Concentration, up to 1 minute
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by You briefly increase the luminosity of your aura to
1d6 for each additional psi point spent beyond the stunningly bright, searing energy. All creatures in
minimum cost. range other than you must make a Dexterity saving
throw. On a failed save, a creature takes 10d6
Assume Control radiant damage and is blinded and stunned until
your concentration ends. On a successful save, it
5th-level telepathy takes half as much damage and suffers no other
Augmenting: mindlink effect. A blinded and stunned target can repeat the
Psi Cost: 9 psi points saving throw at the end of each of its turns, ending
Manifesting Time: 1 action both effects on itself on a success.
Range: 30 feet Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
Components: A, O
1d6 for every 2 additional psi points spent beyond
Duration: Concentration, up to 1 minute the minimum cost.
Your force of will overwhelms another creature,
allowing you to control its higher motor functions.
You target one creature you are telepathically
communicating with. The target must make a
Charisma saving throw. On a failed save, while you
concentrate, you choose the target’s movement on
each of its turns and all of its actions and reactions.
On a successful save, the target is unaffected. At
the end of each of the target’s turns it can repeat
the saving throw, ending the power on a success.
A creature is immune to this effect if it is immune
to being charmed.

450
Aura of Awe Aura of Comfort
5th-level metacreativity 1st-level metacreativity
Augmenting: aura beacon Augmenting: aura beacon
Psi Cost: 9 psi points Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (60-foot radius) Range: Self (30-foot radius)
Components: O Components: O
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You shape your aura into one that engenders You shape your aura into one of confidence and
reverence and obedience. Choose up to 5 creatures calm. Choose up to 3 targets among yourself and
you can see within range. Each target must allies you can see within range. Until your
succeed on a Wisdom saving throw or be charmed concentration ends, each target can roll a d4 when
by you until your concentration ends. While making a saving throw and add the number rolled
charmed, the target obeys all your verbal to the total.
commands to the best of its ability, but it cannot be
ordered to take obviously self-destructive actions.
The charmed target will attack only creatures that
Aura of Fury
1st-level metacreativity
it has seen attack you since it was charmed or that
it was already hostile toward. At the end of each of Augmenting: aura beacon
its turns, it can repeat the saving throw, ending the Psi Cost: 2 psi points
effect on itself on a success. Manifesting Time: 1 action
Intensify. When you spend extra psi points to Range: Self (60-foot radius)
manifest this augment, you may choose one Components: O
additional target for this augment for every 2 Duration: Concentration, up to 1 minute
additional psi points spent beyond the minimum
cost. You shape your aura into one that encourages
righteous anger in your allies, urging them to fight
Aura of Charm that much harder. Choose up to 3 allies you can see
within range. Until your concentration ends, each
1st-level metacreativity target can roll a d4 whenever rolling damage for a
Augmenting: aura beacon melee weapon attack, adding the number rolled to
Psi Cost: 1 psi point the damage roll.
Manifesting Time: 1 action
Range: Self (30-foot radius) Aura of Jubilation
Components: O 2nd-level metacreativity
Duration: Concentration, up to 10 minutes Augmenting: aura beacon
You shape your aura into one of empathic power. Psi Cost: 3 psi points
Roll 2d8; the total is how many hit points worth of Manifesting Time: 1 reaction
creatures this augment can affect. Creatures within Range: Self (60-foot radius)
range when you manifest this augment are affected Components: O
in ascending order of their hit point maximums, Duration: Concentration, up to 1 minute
ignoring incapacitated creatures, creatures
immune to being charmed, and creatures engaged You shape your aura into one of distracting mirth.
in combat. Until your concentration ends, each creature within
Starting with the creature that has the lowest hit range that can see you suffers disadvantage on any
point maximum, each creature affected by this ability checks using the Perception and
option is charmed by you for the duration, Investigation skills.
regarding you as a friendly acquaintance. Subtract
each creature’s hit point maximum from the total
before moving onto the next creature. A creature’s
hit point maximum must be equal to or less than
the remaining total for that creature to be affected.
Intensify. When you spend extra psi points to
manifest this augment, roll an additional 1d8 for
each additional psi point spent beyond the
minimum cost, adding the result to this augment’s
total roll for hit points worth of creatures it can
affect.

451
Aura of Malice Aura Sight
4th-level metacreativity 2nd-level clairsentience
Augmenting: aura beacon* Augmenting: wild technique
Psi Cost: 7 psi points Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (20-foot radius) Range: Self
Components: O Components: O
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour
Your aura darkens into one of dreadful animosity. You mystically tune your vision to the aura of one
When you manifest this power, you designate any creature you can see. Until your concentration
number of creatures you can see to be exempt from ends, while you can see the target, you learn if it’s
its effects. An affected creature’s speed is halved in under the effect of any magical effects, and the
the area, and when the creature enters the area for school of magic of any such effect. In addition, if
the first time on a turn or starts its turn there, it you can see the target, you know its current hit
must make a Charisma saving throw. The creature point total and its basic emotional state. While you
takes 3d10 psychic damage on a failed save or half concentrate, you have advantage on Wisdom and
as much on a successful one. Charisma checks you make against the target.
Intensify. When you spend extra psi points to
manifest this augment, its damage increases by
1d10 for every 2 additional psi points spent beyond
Autonomic Restoration
the minimum cost. 2nd-level psychometabolism
Augmenting: autonomous vitality
Aura of Victory Psi Cost: 3 psi points
1st-level metacreativity Manifesting Time: 1 reaction
Range: Self
Augmenting: aura beacon Components: O
Psi Cost: 1 psi point Duration: 1 minute
Manifesting Time: 1 action
Range: Self (30-foot radius) You greatly accelerate your body’s autonomic
Components: O healing. For the duration of this power, as long as
you have at least 1 hit point, you regain 2 hit points
Duration: Concentration, up to 10 minutes at the start of each of your turns. If you are reduced
You shape your aura into one of exaltation that to 0 hit points, this power ends.
fortifies you and your allies when your enemies are Intensify. When you spend extra psi points to
defeated; whenever an enemy you can see is manifest this augment, for every 2 additional psi
reduced to 0 hit points, you and each of your allies points spent, the number of hit points you regain at
within range gain 2 temporary hit points. the start of each of your turns increases by 2.
Intensify. When you spend extra psi points to
manifest this augment, every time this augment
would allow you and your allies to gain temporary
Avert Fate
7th-level clairsentience
hit points the amount is increased by 2 for each
additional psi point spent beyond the minimum Augmenting: sixth sense
cost. Psi Cost: 13 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Instantaneous
You prevent a disaster about to befall you. When
you fail a saving throw, you may manifest this
power to succeed on it instead.

452
Baleful Displacement Bestial Claws
1st-level psychoportation 1st-level psychometabolism
Augmenting: mystic displacement Augmenting: primal metabolism
Psi Cost: 2 psi points Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self
Components: A Components: O
Duration: Instantaneous Duration: Instantaneous
You choose a point you can see within range and You tap into the latent predator instincts of your
rearrange the spatial coordinates of every creature primal ancestors and briefly reshape your hands
within a 10-foot-radius sphere centered on that into long claws. Make a melee power attack against
point. Each creature in the sphere must succeed on a creature within 5 feet of you. On a hit, this attack
a Charisma saving throw or take 2d6 force damage deals slashing damage equal to 2d4 + your psionic
and be teleported to an unoccupied space of your ability modifier.
choice in the sphere. Any loose object in the sphere Intensify. When you spend extra psi points to
is moved to an unoccupied space of your choice manifest this augment, the damage increases by
within it if the object weighs no more than 100 2d4 for each additional psi point spent beyond the
pounds. minimum cost.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d6 for every 2 additional psi points spent beyond
Bestial Transformation
1-level psychometabolism
the minimum cost.
If you spend at least 4 additional psi points to Augmenting: primal metabolism
increase this augment’s damage, you may increase Psi Cost: Special
the radius of the sphere to 20 feet. Manifesting Time: 1 bonus action
Range: Self
Baleful Transposition Components: O
3rd-level psychoportation Duration: 1 or more hours
Augmenting: speed of thought You fix a bestial version of yourself in your mind
Psi Cost: 5 psi points and manifest your vision physically. When you use
Manifesting Time: 1 action this ability, you choose one or more of the following
Range: 120 feet effects. Each effect has its own psi cost and power
Components: O level. Add them together to determine the total cost
and power level of this augment. Your
Duration: Instantaneous transformation lasts until you die, until you end it
You instantly swap dimensional coordinates with a as a bonus action, or until the duration ends. The
creature you can see within range. That creature duration is a number of hours equal to the final
must make a Charisma saving throw. On a failed power level of the augment.
save, you and that creature teleport, swapping Aquatic (2 psi, level 1). You gain fins and
places. This ability fails and is wasted if either of webbing between your fingers and toes; you gain a
you can’t fit in the destination space. swimming speed equal to your walking speed.
Climbing (2 psi, level 1). You grow tiny hooked
Beacon of Recovery claws that give you a climbing speed equal to your
walking speed.
3rd-level psychometabolism
Flight (6 psi, level 3). Wings sprout from your
Augmenting: autonomous vitality back. You gain a flying speed equal to your walking
Psi Cost: 5 psi points speed.
Manifesting Time: 1 reaction Keen Senses (2 psi, level 1). Your eyes and ears
Range: Self (60-foot radius) become more sensitive. You gain advantage on
Components: O Wisdom (Perception) checks.
Duration: Instantaneous Perfect Senses (4 psi, level 2). You gain a keen
sense of smell and an instinct to detect prey. You
You send out a wave of restorative psychic energy. can see invisible creatures and objects within 10
You and up to five allies you can see within range feet of you, even if you are blinded.
can immediately make saving throws against all Tough Hide (2 psi, level 1). Your skin becomes
effects that allow saving throws at the start or end as tough as leather; you gain a +2 bonus to AC.
of an affected creature’s turn.

453
Blade Sling Body Equilibrium
4th-level psychokinesis 1st-level psychometabolism
Augmenting: mindblade Augmenting: wild technique
Psi Cost: 7 psi points Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (60-foot line) Range: Self
Components: O Components: A, O
Duration: Instantaneous Duration: 10 minutes
You hurl your mindblade away from you and make You adjust your body’s density to be dynamically
a melee weapon attack with it against every buoyant. Whenever you fall during this power’s
creature in a 60-foot long 5-foot wide line extending duration, your rate of descent slows to 60 feet per
from you in any direction you choose. You make a round. If you land before the power ends, you take
single attack roll and compare it to each creature’s no falling damage and can land on your feet.
AC individually. If the attack hits a creature, it deals Intensify. If you spend 4 additional psi points
normal damage for a mindblade attack plus an when manifesting this augment beyond its
additional 4d8 force damage. minimum cost, you manifest it as a 3rd-level power,
When your mindblade reaches the end of the line and for the duration you can walk on water,
or strikes a solid surface other than a creature, your quicksand, silt, or a fragile solid surface (like a
focus on mindblade ends. spider’s web or a thin sheet of ice) without sinking
or breaking the surface. Additionally, you gain a
Bladestorm climbing speed equal to your walking speed for the
duration.
5th-level psychoportation
Augmenting: mindblade
Psi Cost: 9 psi points
Body Rejuvenation
6th-level psychometabolism
Manifesting Time: 1 action
Range: Self (20-foot radius) Augmenting: verve
Components: O Psi Cost: 11 psi points
Duration: Instantaneous Manifesting Time: 1 action
Range: Self
As you strike with your mindblade, you fragment
Components: A, O
into four duplicates and launch a hurricane of
attacks. When you manifest this power, you may Duration: 1 hour
target up to 4 creatures within a 20-foot radius You induce a supernaturally effective healing state
sphere centered on you and make two melee in your body. You regain 30 hit points. For the
attacks with your mindblade against each target. duration of the power, you regain 1 hit point at the
start of each of your turns (10 hit points each
Body Adjustment minute).
Your severed body members (fingers, legs, tails,
1st-level psychometabolism
and so on), if any, are restored after 2 minutes. If
Augmenting: verve you have the severed part and hold it to the stump,
Psi Cost: 1 psi point the power instantaneously causes the limb to knit
Manifesting Time: 1 action to the stump.
Range: Self
Components: A, O
Duration: Instantaneous
You send a reverberating surge of vitalizing energy
throughout your body. You regain a number of hit
points equal to 5 + your psionic ability modifier.
Intensify. When you spend extra psi points to
manifest this augment, the amount of hit points you
regain increases by 5 hit points for each additional
psi point spent beyond the minimum cost.

454
Breath of the Dragon Charged Shot
3rd-level psychometabolism 1st-level psychokinesis
Augmenting: primal metabolism Augmenting: true shot
Psi Cost: 5 psi points Psi Cost: 1 psi point
Manifesting Time: 1 action Manifesting Time: 1 bonus action
Range: Self (60-foot line, or 90-foot cone) Range: Touch
Components: A, O Components: O, M (a ranged weapon)
Duration: Instantaneous Duration: Instantaneous
You inhale more deeply than should be possible, You imbue one ranged weapon you hold with
then exhale a wave of virulent breath in a line 5 feet psionic energy. The next attack you make with it
wide and 60 feet long. Choose acid or poison that hits before the end of the current turn deals an
damage. Each creature in the area must make a extra 1d10 psychic damage.
Constitution saving throw, taking 6d6 damage of Intensify. When you spend extra psi points to
your chosen type on a failed save, or half as much manifest this augment, the damage increases by
on a successful one. 1d10 for each additional psi point spent beyond the
Intensify. When you spend extra psi points to minimum cost.
manifest this augment, the damage increases by
1d6 for every 2 additional psi points spent beyond
the minimum cost.
Chastise Scryers
6th-level telepathy
If you spend at least 4 additional psi points to
increase this augment’s damage, you may exhale Augmenting: blind spot
your breath in a 60-foot cone instead of a line. Psi Cost: 11 psi points
Manifesting Time: 1 action
Brute Strike Range: Self
1st-level psychometabolism Components: None
Duration: 24 hours
Augmenting: battle trance
Psi Cost: 1 psi point You enfold yourself in an invisible, protective
Manifesting Time: 1 bonus action barrier against magic eyes, projections, or sensors
Range: Self that attempt to view you or your surrounding area
(for example, the effects created by arcane eye,
Components: O
clairvoyance, scrying, or thought projection). For
Duration: 1 turn the duration, whenever any such effect would be
You channel your potential for violence into one able to sense you, the creator of the effect must
strike. If the next melee weapon attack you make make an Intelligence saving throw. On a failure, the
after manifesting this power hits, the attack deals target takes 10d10 psychic damage and cannot
an additional 1d10 damage of that attack’s damage perceive you with the triggering effect. On a
type. If your attack deals more than one type of successful save, the target takes half as much
damage, you choose which type. If the next attack damage and the triggering effect functions
you make after manifesting this power misses, the normally.
power ends with no effect. Regardless of a target’s success or failure, you
Intensify. When you spend extra psi points to are aware if someone triggers your trap. However,
manifest this augment, the additional damage you do not gain any further information on the
increases by 1d10 for each additional psi point effect or its creator, such as the location of the
spent beyond the minimum cost. sensor, eye, or projection, or whether the target
succeeded or failed on their saving throw.
Caustic Blood
1st-level psychometabolism
Augmenting: primal metabolism
Psi Cost: 2 psi points
Manifesting Time: 1 reaction
Range: Self (5-foot radius)
Components: A, O
Duration: Instantaneous
When you take piercing or slashing damage, you
may manifest this augment to cause acid to spray
from your wound. Each creature within 5 feet of
you takes 2d6 acid damage.

455
Cold Snap Consuming Rage
1st-level psychokinesis 3rd-level telepathy
Augmenting: energy ray Augmenting: psychic static
Psi Cost: 1 psi point Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 120 feet Range: 60 feet
Components: A Components: O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
With a sharp crack, you instantly and drastically You stoke the rage of a creature you can see within
lower the ambient temperature around one range, causing it to attack relentlessly with no
creature you can see within range. The target must thought for its own safety. The target must make a
make a Constitution saving throw. On a failed save, Wisdom saving throw. On a failure, whenever the
the target takes 1d8 cold damage and has its speed target makes a melee attack while you concentrate,
halved until your concentration ends. On a any creature within 5 feet of the target can use a
successful save, the target takes half as much reaction to make a melee attack against it. The
damage and it suffers no further effect. A target target automatically fails the saving throw if it is
that has its speed reduced by this augment can using a feature or ability that allows it to benefit
repeat the saving throw at the end of each of its from strong emotions of aggression, rage, fury, or
turns, ending the effect on itself on a success. similar states of mind (as determined by the DM).
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d8 for each additional psi point spent beyond the
Correspond
4th-level telepathy
minimum cost.
Augmenting: mindlink
Compel Confession Psi Cost: 7 psi points
1st-level telepathy Manifesting Time: 1 reaction
Range: Unlimited
Augmenting: mindlink Components: O
Psi Cost: 2 psi points Duration: Concentration, up to 1 minute
Manifesting Time: 1 action
Range: 30 feet You form a telepathic connection to a creature
familiar to you. The target must have an
Components: A
Intelligence of at least 2, otherwise this power fails
Duration: Instantaneous and the manifesting time and psi cost are wasted. If
You ask a question of one creature that can see and the target knows you, it recognizes your mind
hear you within range, your voice reverberating touching its own as you form this connection. While
with unnatural gravitas. The question must be you concentrate, you may telepathically
phrased so that it can be answered with a yes or no, communicate twenty-five words or less to the target
otherwise the power fails. The target must succeed as an action. Until your concentration ends, the
on a Charisma saving throw, or it replies with a target may also telepathically communicate up to
truthful answer. twenty-five words to you as an action. You and the
A creature is immune to this effect if it does not target can understand this telepathic
share a language with you or if it is immune to communication, even if you don’t share a language.
being charmed. You can establish this telepathic connection
across any distance and it may even reach across to
other planes of existence.

456
Corrosive Sting Covetous Urge
2nd-level psychometabolism 4th-level telepathy
Augmenting: primal metabolism Augmenting: blind spot
Psi Cost: 3 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self Range: 60 feet
Components: A Components: O
Duration: Instantaneous Duration: Concentration, up to 1 minute
You morph your fingers into claws that inject You reach into the mind of a creature you can see
corrosive venom and sting a creature within your within range, and make it believe the object of its
reach. The target must make a Constitution saving deepest desires appears before it. The target must
throw, taking 2d12 acid damage on a failed save, or make an Intelligence saving throw. On a failed
half as much damage on a successful one. save, you gain partial control over the target’s
Intensify. When you spend extra psi points to behavior for the duration of this power. On its turn,
manifest this augment, the damage increases by you determine the target’s movement, as the target
2d12 for every 3 additional psi points spent beyond pursues the phantom object it covets. If the target
the minimum cost. has taken damage since the end of its last turn, it
can act normally, otherwise it can only use its
Courageous Recall action to admire this phantom object. The target
can repeat the saving throw at the end of each of its
1st-level telepathy
turns, ending the effect on itself on a success.
Augmenting: wild technique A creature is immune to this effect if it is immune
Psi Cost: 2 psi points to being charmed.
Manifesting Time: 1 reaction
Range: 60 feet Crisis of Breath
Components: None 3rd-level telepathy
Duration: Instantaneous
Augmenting: blind spot
You briefly connect your mind with up to six Psi Cost: 5 psi points
creatures you can see within range and trigger Manifesting Time: 1 action
within them subjective memories of courage. You Range: 60 feet
end the frightened condition on all affected
Components: A
creatures. You gain no knowledge of the specific
memories triggered in the targets. Duration: Concentration, up to 1 minute
You reach into the mind of a creature you can see
within range, and make it believe it cannot breathe
normally. The target must make an Intelligence
saving throw. On a failed save, the target exhales
all breath it has in its lungs and begins suffocating.
A suffocating creature can survive for a number of
rounds equal to its Constitution modifier (minimum
1 round), and at the start of its next turn it drops to
0 hit points and is dying. On each of its turns for the
duration, the target can use its action to manually
gasp for breath, extending the number of rounds it
can survive while suffocating by 1. If a creature
forgoes gasping for breath to take other actions, it
may act normally except that it cannot speak or
cast spells with verbal components.
If the target succumbs to suffocation and begins
dying, it can be healed above 0 hit points, but in
order to remain conscious, it must continue to
manually gasp for air as an action each turn for the
duration.
A creature is immune to this effect if it is immune
to being charmed or does not need to breathe.
Intensify. If you spend 8 extra psi points to
manifest this augment, you manifest it as a 7th-
level power, and you may affect up to four creatures
you can see within range instead of one.

457
Crisis of Life Cryo Barrier
8th-level telepathy 4th-level psychokinesis
Augmenting: blind spot Augmenting: energy ray
Psi Cost: 15 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 60 feet
Components: A Components: A, O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You reach into the mind of a creature you can see With an ear-splitting screech audible up to 300 feet
within range, and instill the belief that it is suffering away, you freeze the air to form a wall of ice. The
from an immediate, deadly malady such as a wall is 60 feet long, 15 feet high, and 1 foot thick.
catastrophic heart attack. The target must make an At least one 10-foot-long section of the wall must be
Intelligence saving throw. On a failed save, the within range when you manifest this power. Each
target utterly believes the condition is real and is 10-foot section of the wall has AC 12 and 30 hit
knocked unconscious and begins dying. points. The wall lasts until your concentration ends
The target’s current hit point total is not reduced or all sections are destroyed. A creature that
to 0, but for the duration, it must make a DC 10 damages the wall with a melee attack takes an
Constitution saving throw at the start of each of its amount of cold damage equal to the damage it dealt
turns. If the target accrues three failures on these to the wall.
saving throws, it immediately dies, ignoring Vitality
and Death Points rules. If the target accrues three
successful saving throws, it stabilizes but remains
Cryo Wave
2nd-level psychokinesis
unconscious for the duration.
If the target rolls a natural 1 on this saving throw, Augmenting: energy ray
it accumulates two failures instead of one. Psi Cost: 3 psi points
Additionally, if the target’s hit points are reduced to Manifesting Time: 1 action
0 while unconscious in this manner and it takes Range: Self (30-foot cube)
any further damage, it automatically accumulates Components: A
another failure. Duration: 1 minute
For the duration, magical or mundane healing
and assistance cannot allow the target to return The air before you crackles as you strip heat from a
consciousness or stabilize it. 30-foot-by-30 foot cube originating from you. Any
A creature is immune to this effect if it is immune creature in the area when you manifest this
to being charmed. augment and any creature that ends its turn there
for the duration takes 5 cold damage.
Crush Psyche Additionally, the ground in the area becomes
difficult terrain for the duration, and any creature
7th-level telepathy that moves more than 10 feet on this difficult
Augmenting: mind thrust terrain must succeed on a Dexterity saving throw
Psi Cost: 13 psi points or fall prone. If the surface is sloped, a creature that
Manifesting Time: 1 action falls prone in the area immediately slides to the
Range: 60 feet bottom of the slope.
Components: A
Duration: Instantaneous
You brutally crush the mind of one creature that
you can see within range. The target must make a
Charisma saving throw, taking 8d12 psychic
damage on a failed save, or half as much damage
on a successful one. This damage can’t reduce the
target’s hit points below 1. If the target fails the
saving throw, its hit point maximum is reduced for
1 hour by an amount equal to the psychic damage it
took. Any affect that imparts immunity to psychic
damage allows a creature’s hit point maximum to
return to normal before that time passes.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d12 for each additional psi point spent beyond the
minimum cost.

458
Crystal Burst Crystal Spray
6th-level metacreativity 4th-level metacreativity
Augmenting: imbue psicrystal Augmenting: imbue psicrystal
Psi Cost: 12 psi points Psi Cost: 8 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 90 feet Range: 15-foot cube
Components: O Components: O
Duration: Instantaneous Duration: Instantaneous
You teleport your psicrystal to any unoccupied You direct your psicrystal to spray thousands of tiny
space in range, then direct it to burst apart, filling a needle-like shards of itself in a 15-foot cube
30-foot radius sphere with an explosion of razor adjacent to it. All creatures in the area
sharp crystal shards. All creatures and unattended automatically take 6d4 piercing damage, then all
objects in the area take 6d6 piercing damage, then the sprayed pieces of your psicrystal teleport back
the shards of your psicrystal teleport back into one into the greater whole, reforming it.
solid form in your space. Intensify. When you spend extra psi points to
Intensify. When you spend extra psi points to manifest this augment, the damage increases by
manifest this augment, the damage increases by 1d4 for every 2 additional psi points spent beyond
1d6 for every 2 additional psi points spent beyond the minimum cost.
the minimum cost.
Crystallize
Crystal Flechette 9th-level metacreativity
2nd-level metacreativity
Augmenting: imbue psicrystal
Augmenting: imbue psicrystal Psi Cost: 17 psi points
Psi Cost: 4 psi points Manifesting Time: 1 action
Manifesting Time: 1 action Range: 60 feet
Range: 30 feet Components: O
Components: O Duration: Instantaneous
Duration: Instantaneous You direct your psicrystal to move into the space of
You direct your psicrystal to launch a tiny sliver of a creature you can see within range and touch it. If
itself at an enemy it can see. Your psicrystal makes the target has 100 hit points or less, it becomes
a ranged power attack using your power attack crystallized. Otherwise, the power has no effect.
bonus against the target. On a hit, the target takes A crystallized creature is petrified, except that it
4d10 piercing damage. Hit or miss, the launched does not gain resistance to thunder damage.
sliver teleports back to your psicrystal and merges Additionally, if an affected target takes 10 or more
into it. thunder damage from any single attack or effect, its
Intensify. When you spend extra psi points to crystallized form shatters, killing it instantly.
manifest this augment, the damage increases by
1d10 for every additional psi point spent beyond
the minimum cost.
Death Urge Decelerate
6th-level telepathy 2nd-level psychoportation
Augmenting: mindlink Augmenting: inertial transference
Psi Cost: 11 psi points Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 30 feet
Components: A Components: A
Duration: 1 round Duration: Concentration, up to 1 minute
You slip an artificial, self-destructive instinct into You leach the inertia from one creature you can see
the mind of one creature you are telepathically within range, making it appear to move in a slower
communicating with. The target must make a frame of reference. The target must succeed on a
Wisdom saving throw. On a failed save, the target is Charisma saving throw or be affected by this
affected. On its next turn, an affected target augment for the duration.
attempts to end its life by the most direct means An affected target’s speed is halved, it has
possible. If the target is armed, it takes the Attack disadvantage on Dexterity saving throws, and it
action to make attacks against itself, all of which can’t use reactions. On its turn, it can use either an
automatically hit and are critical hits. The target action or a bonus action, not both. Regardless of
may repeat the saving throw after each attack, the creature’s abilities or magic items, it can’t make
ending this power’s effects on a success. more than one melee or ranged attack during its
If the target is unarmed, it moves as far as it can, turn. If the creature falls while affected by this
including taking the Dash action if necessary, to its augment, it falls only 60 feet a round until the effect
nearest enemy and lowers its guard, provoking an ends, and it if it lands before the effect ends it takes
opportunity attack. no falling damage.
At the DM’s option, an affected target that A creature affected by this power makes another
perceives an immediately lethal hazard in the Charisma saving throw at the end of each of its
environment may subject itself to that hazard, such turns. On a successful save, the effect ends for it.
as flinging itself off a high cliff or diving into a lake Intensify. When you spend extra psi points to
of lava. In such cases, the affected creature moves manifest this augment, you may target one
as close as it can to the hazard without subjecting additional creature within range for every 2
itself to it, taking the Dash action and provoking additional psi points spent beyond the minimum
opportunity attacks if necessary, and then repeats cost.
the saving throw. On a success, this power’s effects
end before the target subjects itself to the hazard.
On a failure, the affected target uses its remaining
Decerebrate
6th-level psychoportation
movement to subject itself to the hazard.
Augmenting: mystic displacement
Psi Cost: 11 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: A
Duration: Instantaneous
You focus ominously on a creature you can see
within range and attempt to remove parts of its
brain. Roll 15d8. If the total you roll equals or
exceeds the target’s current hit point total, you
instantly reduce its Intelligence score to 0 and
teleport a large portion of its brain out of its body to
a space within range.
An affected creature is permanently incapacitated
and cannot move or speak. It becomes limp and
unresponsive to all outside stimuli. If not provided
with care, an affected creature will perish in 3 days.
These effects end on the target if its Intelligence
score is restored.
Intensify. When you spend extra psi points to
manifest this augment, you roll an extra 1d8 for
each additional psi point spent beyond the
minimum cost and add it to this augment’s total.

460
Destiny Deluge Déjà Vu
3rd-level clairsentience 1st-level telepathy
Augmenting: sixth sense Augmenting: blind spot
Psi Cost: 5 psi points Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: 90 feet
Components: A, O Components: A
Duration: Concentration, up to 1 minute Duration: 1 round
You touch a creature and show them all possible You briefly befuddle the senses and perception of
futures, inundating them with more terrible one creature you can see within range, making it
knowledge than they can bear. The target must repeat itself. The target must make an Intelligence
make an Intelligence saving throw. On a failure, the saving throw. On a failure, it repeats the action or
target takes 5d8 psychic damage and is stunned for actions it took on its previous turn. If conditions
the duration. On a success, the target takes half have changed enough to prevent the creature from
damage and is not stunned. A stunned target can taking the same actions again (if the creature it
repeat the saving throw at the end of each of its took the Attack action against last round is dead or
turns, and is no longer stunned on a success. out of range, if it no longer has the psi points
A target reduced to 0 hit points by this power is necessary to manifest the augment at the same
unconscious but stable. intensity it previously did, etc.), the target is instead
Intensify. When you spend extra psi points to incapacitated and doesn’t move until the beginning
manifest this augment, the damage increases by of your next turn.
1d8 for each additional psi point spent beyond the
minimum cost. Diminutive Form
1st-level psychometabolism
Destiny Dissonance Augmenting: primal metabolism
1st-level clairsentience
Psi Cost: 2 psi points
Augmenting: sixth sense Manifesting Time: 1 bonus action
Psi Cost: 2 psi points Range: Self
Manifesting Time: 1 action Components: O
Range: Touch Duration: Concentration, up to 10 minutes
Components: A, O
You become Tiny until your concentration ends.
Duration: Concentration, up to 1 minute While this size, you gain advantage on Dexterity
You touch a creature and inundate them with (Stealth) checks and can move through gaps as
imperfect understanding of several possible small as 6 inches across without squeezing.
futures. The target must succeed on an Intelligence Intensify. If you spend 7 additional psi points
saving throw or be overwhelmed for as long as you when manifesting this augment beyond its
concentrate. While overwhelmed, the target has minimum cost, you manifest it as a 5th-level power,
disadvantage on ability checks and attack rolls, and and you become even smaller for the duration.
its speed is halved. While this size, you gain all the regular effects of
this augment, plus you gain a +5 bonus to Dexterity
(Stealth) checks, a +5 bonus to AC, you can move
through gaps as small as 1 inch across without
squeezing, and you can’t make weapon attacks.

461
Discern Hostile Intent Discern Scryers
2nd-level telepathy 4th-level clairsentience
Augmenting: psychic static Augmenting: sixth sense
Psi Cost: 3 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self (60-foot radius)
Components: A Components: None
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You cast your telepathic field wide and become You subtly attune your vision to detect the presence
sensitive to the intention to do you harm. While you of invisible magic eyes, projections, or sensors that
concentrate, you know the direction of the nearest might be viewing the area (for example, the effects
creature hostile to you within the area, but not its created by arcane eye, clairvoyance, scrying, or
distance from you. You can sense the presence of thought projection). You recognize whether the
hostile creatures that are ethereal, invisible, effect is an eye, sensor, or projection, but gain no
disguised, or hidden, as well as those in plain sight. further knowledge about it (such as the effect that
created it, or who created it). The creator of the
Discern Moods effect does not inherently know that you have
detected it, but may realize you have depending on
1st-level clairsentience
your actions after discovering it.
Augmenting: sixth sense
Psi Cost: 2 psi points Discern Teleport
Manifesting Time: 1 reaction 4th-level clairsentience
Range: Self
Components: O Augmenting: sixth sense
Duration: Instantaneous Psi Cost: 7 psi points
Manifesting Time: 1 action
You briefly perceive the emotions of others as Range: Self (60-foot radius)
distinct colors. You learn a one-word summary of
Components: A
the emotional state of up to six creatures you can
see (such as happy, confused, afraid, or violent). Duration: Concentration, up to 1 minute
While you concentrate, you can sense disturbances
Discern Position in the fabric of reality, gaining knowledge about
teleportation effects that occur within in range,
1st-level clairsentience whether you have line of sight to the effect or not.
Augmenting: sixth sense When you sense a teleportation effect, you know its
Psi Cost: 1 psi point direction of travel and a general indication of the
Manifesting Time: 1 hour distance teleported (up to a hundred feet, hundreds
Range: Self of feet, miles, or interplanar).
Components: A Intensify. If you spend 4 extra psi points to
Duration: Instantaneous manifest this augment, you manifest it as a 6th-
level power, and you can sense teleportation effects
You meditate on the location of one creature. In that have occurred in the area within the hour prior
order to target a creature with this augment, you to manifesting it.
must have seen the creature first-hand or have
received a first-hand description or likeness of
them. A disguise, whether mundane or magical,
foils this power if you have not seen past the
disguise first-hand. If you have a valid target, you
gain an understanding of where the target is in the
cosmos. You learn the region, city, town, village,
and district where it is, pinpointing an area
between 1 and 3 miles on a side (DM’s choice). If
the creature is on another plane of existence, you
instead learn which plane.
You may target yourself with this power, learning
where you are (useful if you find yourself lost or
unexpectedly transported). If you target yourself,
you also gain the knowledge of which plane of
existence you are currently on.

462
Disconcerting Lash Ectobolt
1st-level telepathy 1st-level metacreativity
Augmenting: mind thrust Augmenting: ectoplasmic object
Psi Cost: 1 psi point Psi Cost: 1 psi point
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 90 feet
Components: O Components: A, O
Duration: Instantaneous Duration: Instantaneous
You inject a sudden, unsettling, and alien feeling in You lob a ball of gooey ectoplasm pulled from
the mind of one creature you can see within range. another plane at a creature you can see within
The target must make a Wisdom saving throw. On range. Make a ranged power attack against the
a failed save, it takes 1d6 psychic damage and can’t target. On a hit, the target takes 2d6 bludgeoning
move closer to you until the end of its next turn. On damage, and is covered in viscous ectoplasm. The
a successful save, it takes half as much damage and next attack roll the target makes while coated in
suffers no other effect. A creature is immune to this ectoplasm has disadvantage. The ectoplasm
effect if it is immune to being frightened. evaporates at the end of the target’s next turn.
Intensify. When you spend extra psi points to Intensify. When you spend extra psi points to
manifest this augment, the damage increases by manifest this augment, the damage increases by
1d6 for each additional psi point spent beyond the 2d6 for every 2 additional psi points spent beyond
minimum cost. the minimum cost.

Dissipating Touch Ectoplasmic Body


2nd-level psychoportation 3rd-level metacreativity
Augmenting: mystic displacement Augmenting: ectoplasmic object
Psi Cost: 3 psi points Psi Cost: 6 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self
Components: O Components: A, O
Duration: Instantaneous Duration: 1 minute
You touch a creature or object and teleport tiny You transmogrify yourself, including all equipment
pieces of it away, flaying away layers of its surface. you are wearing, into a generally humanoid mass of
Make a melee power attack against the target. If translucent, wriggling ectoplasm. For the duration,
you hit, you deal 3d12 force damage to the target. you are immune to poison and nonmagical
Intensify. When you spend extra psi points to bludgeoning, slashing, and piercing damage; you
manifest this augment, the damage increases by cannot be poisoned; critical hits scored against you
1d12 for each additional psi points spent beyond become normal hits; and your AC becomes 13 +
the minimum cost. your psionic ability modifier.
While in this form, you cannot take the Attack,
Duodimensional Blade Dash, or Use an Object actions. You can fly with a
speed of 20 feet and can hover, and you can move
3rd-level metacreativity
through any gap that air can pass through without
Augmenting: mindblade squeezing. You cannot enter water or other liquids,
Psi Cost: 5 psi points and you automatically fail saving throws to resist
Manifesting Time: 1 bonus action effects that create strong winds.
Range: Self For the duration, you may only cast spells or
Components: O manifest psionic powers that have no somatic,
Duration: Concentration, up to 1 minute verbal, or material components. To successfully
cast such a spell or manifest such a power, you
You refine the shape of your mindblade so that it must succeed on a DC 20 Constitution saving
only exists within two dimensions, producing an throw. On a failure, the casting or manifesting time
absurdly sharp cutting edge. For the duration, is wasted, but spell slots or psi points are not.
attacks with your mindblade score a critical hit on a
roll of 19–20.

463
Ectoplasmic Repair Empathic Projection
1st-level metacreativity 1st-level telepathy
Augmenting: ectoplasmic object Augmenting: psychic static
Psi Cost: 1 psi point Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: 30 feet
Components: A, O Components: A
Duration: Instantaneous Duration: 1 hour
You pull forth matter from the Gray and You coalesce your telepathic field into a
transmogrify it to match a damaged object or generalized positive disposition and implant it into
creature you touch. If you manifest this power on one humanoid creature you can see within range.
an object, you can repair up to 1 cubic foot of The target must make a Wisdom saving throw, and
material. You can repair a break or tear, fuse does so with advantage if you or your companions
broken halves together, or fill in missing gaps. are fighting it. If it fails the saving throw, it is
If you manifest this power on a construct or charmed by you until the power ends or until you or
undead creature instead of an object, the creature your companions do anything harmful to it. The
regains 1d8 hit points. This power has no effect on charmed creature regards you as a friendly
any other kind of creature. acquaintance. When the power ends, the creature
Intensify. When you spend extra psi points to knows it was charmed by you.
manifest this augment on a construct or undead Intensify. When you spend extra psi points to
creature, the amount of hit points the creature manifest this augment, you may intensify it in one
regains increases by 1d8 for every additional psi or both of the following ways, but points spent
point spent beyond the minimum cost. toward one method do not apply to the other.
When you spend extra psi points to manifest this You may target one additional humanoid creature
augment on an object, it can repair 1 additional for every 2 additional psi points spend beyond the
cubic foot of matter for every additional psi point minimum cost.
spend beyond the minimum cost. If you spend 6 additional psi points, you may
target any kind of creature within range, instead of
Ego Whip humanoids only.
2nd-level telepathy
Augmenting: mind thrust
Empathic Shield
1st-level telepathy
Psi Cost: 3 psi points
Manifesting Time: 1 action Augmenting: psychic static
Range: 60 feet Psi Cost: 1 psi point
Components: O Manifesting Time: 1 action
Duration: Instantaneous Range: 60 feet
Components: A
You form your thoughts into a briefly perceptible
whip of telepathic energy, and strike the mind of Duration: 1 minute
one creature you can see within range, forcefully You target a creature you can see within range and
imposing a sudden and intense feeling of self-doubt cloak them in psychically imposed sympathy
in it. The target must make a Wisdom saving throw. toward you. At the start of each of the target’s
On a failed save, the creature takes 3d8 psychic turns, it must make a Wisdom saving throw. On a
damage, and it can only take the Dodge, Disengage, failure, the target is unable to harm you with an
or Hide actions on its next turn. On a successful attack or effect until the start of its next turn,
saving throw, the target takes half as much forcing it to target other creatures and place areas
damage, and its choice of action is not limited by of effect carefully to avoid you. On a success, this
this power. power’s effect ends on the target. If you take any
Intensify. When you spend extra psi points to violent action against the target, such as attacking
manifest this augment, you may target 1 additional it or affecting it with a harmful power or spell, the
creature you can see within range for every 2 effect on the target immediately ends.
additional psi points spent beyond the minimum Intensify. When you spend extra psi points to
cost. manifest this augment, you may target 1 additional
creature you can see within range for every 2
additional psi points spent beyond the minimum
cost.

464
Energy Adaptation Energy Wave
3rd-level psychometabolism 3rd-level psychokinesis
Augmenting: verve Augmenting: energy ray
Psi Cost: 5 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self (40-foot cone)
Components: A Components: O
Duration: Concentration, up to 1 hour Duration: Instantaneous
You or a creature you touch gains resistance to A rippling wave of psychokinetically generated
cold, fire, lightning, or thunder damage (your energy emanates from you, in a 40-foot cone.
choice) for the duration. Choose fire, cold, lightning, or thunder damage.
Intensify. If you spend 4 additional psi points Each creature in the cone must make a Dexterity
when manifesting this augment beyond its saving throw, or take 6d8 damage of your chosen
minimum cost, you manifest it as a 5th-level power, damage type on a failed save, or half as much on a
and the target creature instead gains immunity to successful one.
cold, fire, lightning, or thunder damage (your Intensify. When you spend extra psi points to
choice) for the duration. manifest this augment, for every 2 additional psi
points spent, the damage increases by 1d8 and the
Energy Blade length of the cone increases by 10 feet.
2nd-level psychokinesis
Augmenting: mindblade
Enmity Feedback
1st-level psychokinesis
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action Augmenting: battle trance
Range: Self Psi Cost: 1 psi point
Components: O Manifesting Time: 1 reaction
Duration: Instantaneous Range: Self
Components: O
You transform your mindblade into a semi-solid
state of energy. The next attack you make with your Duration: Instantaneous
mindblade before the end of your next turn ignores When a creature within 60 feet of you that you can
the target’s armor, requiring no attack roll. Instead, see attacks you, you may manifest this augment to
the target makes a Dexterity saving throw against impose disadvantage on the triggering attack. If the
your power save DC. On a failed save, the target attack hits you, the attacker takes 2d6 psychic
takes the attack’s damage and effects as if you damage.
successfully hit it with a melee attack. On a Intensify. When you spend extra psi points to
successful save, the target takes half the damage manifest this augment, the attack deals an extra
you would have inflicted, as if you successfully hit it 1d6 psychic damage for every 2 additional psi
with a melee attack, but suffers no additional points spent beyond the minimum cost.
effects (if any).

465
Ensnaring Ennui Fighting Words
2nd-level telepathy 2nd-level telepathy
Augmenting: psychic static Augmenting: psychic static
Psi Cost: 3 psi points Psi Cost: 3 psi points
Manifesting Time: 1 minute Manifesting Time: 1 minute
Range: 60 feet Range: 60 feet
Components: A Components: A
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You spend the manifesting time of this augment You spend the manifesting time of this augment
conversing with one creature you can see within conversing with one creature you can see within
range. If the target converses with you for the full range. If the target converses with you for the full
manifesting time, it must succeed on a Wisdom manifesting time, it must succeed on a Wisdom
saving throw, or you insidiously infect it with a saving throw, or you insert in the target’s mind the
sense of overwhelming boredom. At the start of its urge to do violence against one creature you name
next turn, the target sits down (becoming prone) or describe to it.
and is incapacitated for the duration. The save If the target sees that creature before the
automatically succeeds if the target is immune to duration ends, it attacks the creature. If the target
being charmed. was already hostile towards the creature, it attacks
This effect ends immediately if the target or any using weapons or magic. If the target is urged to
of its allies it can see are attacked or take damage. attack a creature it was neutral or friendly towards,
On a successful save, the creature is unaffected, it will use unarmed strikes. Once the target attacks,
with no knowledge of your attempt to ensnare its it continues to do so for 1 minute, at which point
will. this power ends.
This augment immediately ends if the target or
Fearful Recall any ally it can see is attacked or takes damage from
any creature other than the one it has been incited
1st-level telepathy
against. The save automatically succeeds if the
Augmenting: wild technique target is immune to being charmed. On a
Psi Cost: 2 psi points successful save, the creature is unaffected, and has
Manifesting Time: 1 action no inkling of your attempt to bend its will.
Range: 60 feet
Components: O Fortify Psicrystal
Duration: Concentration, up to 1 minute 1st-level metacreativity
You cause a creature in range to perceive you as a Augmenting: imbue psicrystal
subjectively frightening memory. The target must Psi Cost: 1 psi points
succeed on a Wisdom saving throw or become Manifesting Time: 1 action
frightened of you for the duration. Whenever the Range: Touch
frightened target ends its turn in a location where it
Components: A
can’t see you, it can repeat the saving throw, ending
the effect on itself on a success. You gain no Duration: 8 hours
knowledge of the specific memory triggered in the You touch your psicrystal and reinforce its
target. crystalline lattice, strengthening its ability to
weather harm. Your psicrystal’s maximum and
current hit points increase by 5 for the duration.
This power ends early if your focus on imbue
psicrystal ends.
Intensify. When you spend extra psi points to
manifest this augment, you increase your
psicrystal’s current and maximum hit points by an
extra 5 for each additional psi point spent beyond
the minimum cost.

466
Fusion
8th-level psychometabolism
Augmenting: verve
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: Touch
Components: A, O
Duration: 1 minute
You and one willing Medium or smaller humanoid
you touch fuse together into one creature (you
cannot fuse with an already fused creature). The
fused creature is a Medium humanoid that replaces
you in your space. It has two actions each round,
but one action can only involve purely mental
activity, such as casting a spell with no components
or manifesting a psionic power. You control all of
the fused creature’s actions, but you can relinquish
control to the other creature comprising the fused
being at any time without using an action. If you
relinquish control of the fused being, you cannot
regain it until the other creature relinquishes it
back to you.
The fused creature’s current and maximum hit
point total is equal to the sum of both creature’s
respective hit point totals. It has access to all racial
and class features of both creatures (including
proficiencies, spell slots available, psi point
reserves, spells prepared, cantrips, spells and
augments known, etc.). The fused creature uses the
higher of either creature’s bonuses for any given
attack roll, ability check, or saving throw, and has
the higher of either creature’s score in every ability
score.
When the fused creature comes into being, you
decide what equipment you and the other creature
are wearing is subsumed into the fused creature’s
form, and what equipment remains usable. The
fused creature has a regular humanoid body plan,
so it can only accommodate as much gear as a
normal humanoid could (one set of armor, two
hands to hold or wield items, etc.)
When the power ends, the fused creature
separates back into you and the original creature
you touched. The other creature appears in an
unoccupied space adjacent to yours. If no
unoccupied space is available, the creature is
immediately shunted to the nearest space that it
can occupy and takes force damage equal to twice
the number of feet it is moved.
When you and the original creature separate, you
share the amount of damage inflicted on the fused
being between you, as well as expended resources,
such as psi points spent or spell slots used
(subtracting evenly from both creatures if they
share the same resources, or completely from one
creature if it is the only one with such a resource).
If a fused creature is killed, it separates back into
you and the original creature, both of whom are at
0 hit points, but alive and stable.

467
Genesis
8th-level metacreativity
Augmenting: aura beacon
Psi Cost: 15 psi points
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: Instantaneous
The first time you manifest this power, you initiate of those effects connect to the other creature’s
a process that propagates the creation of a demiplane instead of yours. Likewise, another
demiplane. This propagation takes 120 days to creature that is familiar with your demiplane can
complete, and if you manifest genesis again before connect to it if they manifest genesis or cast
then, the nascent demiplane collapses and a new demiplane.
process begins from scratch. If you manifest genesis while already located
The environmental features of your demiplane within your demiplane, you produce one of the
(temperature, weather, flora, fauna, terrain, etc.) following effects:
are chosen by you when you first begin its Receive. You may designate one unoccupied
propagation and can range from a hostile, barren space touching the ground that you can see and
wasteland to a self-sustaining idyllic paradise. Your begin concentrating (as though concentrating on a
demiplane’s created environment cannot include power) for 1 minute. If you maintain your
precious minerals, gems, or special materials, and concentration and remain within line of sight of the
the only native life your demiplane can be created designated space for the entire minute, that surface
with are beasts of CR 1 or lower and inanimate becomes mystically attuned to receive incoming
plants. Your demiplane can be any shape you portals. Thereafter, whenever genesis or the
desire, but it cannot exceed 2 miles in any one demiplane spell is used by a creature other than
dimension. Your demiplane does not contain you to travel to your demiplane, its portal or
structures, but buildings can be built there doorway appears in the designated space.
afterward. Return. If the portals you used to travel to your
Once the creation of your demiplane is complete, demiplane have vanished, you may manifest
it comes into existence within the Gray. Thereafter, genesis this way to re-open them. The portals
whenever you manifest genesis again, you create a appear in the same spaces they previously did if
pair of shimmering linked portals of light, one those spaces are currently unoccupied, or in the
appearing in an unoccupied space within 30 feet of closest available unoccupied space if not.
you that you can see, and the other appearing Destroy. You cause your demiplane to begin
anywhere on your demiplane that you choose. Both imploding in on itself, shrinking until completely
portals are 5 feet wide and 10 feet high, are annihilated 24 hours later. All creatures and
vertically oriented, and must rest on the ground. nonmagical objects inside your demiplane are
Each portal has a front and back, and travel killed and destroyed if they remain in your
through is possible only by moving through a demiplane when it is annihilated, leaving no
portal’s front. Anything that does so is instantly remains. Magic items are scattered to random
transported, exiting the linked portal on the other locations in the multiverse.
side. The portals last for 1 hour, then vanish. You cannot halt the implosion process once
If you are familiar with another creature’s started, but after your demiplane is annihilated, you
demiplane created by genesis or the demiplane may manifest genesis again to begin propagating a
spell, you can have the portal you create with either new demiplane.

468
Gravitic Field Harassing Figment
3rd-level psychoportation 1st-level telepathy
Augmenting: inertial transference Augmenting: blind spot
Psi Cost: 6 psi points Psi Cost: 1 psi point
Manifesting Time: 1 reaction Manifesting Time: 1 action
Range: Self Range: 60 feet
Components: O Components: None
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You suspend gravity around you and seize control You cause one creature you can see within range to
of the angular velocity of your inertia. For the believe a threatening enemy stalks it, just out of
duration, you gain a flying speed of 60 feet. sight. The target must make an Intelligence saving
Intensify. When you spend extra psi points to throw. On a failed save, it takes 1d8 psychic
manifest this augment, you may affect one damage, and—until the end of your next turn—
additional creature within 30 feet of you for every 2 melee attack rolls against it have advantage and it
additional psi points spent beyond the minimum can’t use reactions. On a successful save, it takes
cost. Affected creatures gain a flying speed of 60 half as much damage, and suffers no other effects.
feet for as long as you concentrate. A creature is immune to this effect if it is immune
to being frightened.
Gravitic Spike Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
5th-level psychoportation
1d8 for each additional psi point spent beyond the
Augmenting: inertial transference minimum cost.
Psi Cost: 9 psi points
Manifesting Time: 1 action Harness Hostility
Range: 100 feet 1st-level telepathy
Components: A
Duration: Concentration, up to 1 minute Augmenting: battle trance
Psi Cost: 2 psi points
You intensely magnify the acceleration of gravity in Manifesting Time: 1 bonus action
a 50-foot radius, 100-foot high cylinder centered on Range: Self (5-foot radius)
a point within range. Creatures who take falling
Components: O
damage in the area suffer an extra 1d12
bludgeoning damage for every 10 feet they fall. A Duration: Concentration, up to 1 minute
creature’s walking speed is reduced to 5 feet in the You extend your battle awareness outward to the
area, and when it enters the area for the first time minds of foes near you, and steer their enmity
on a turn or starts its turn there, it must make a towards yourself. While you concentrate, any
Strength saving throw. On a failure, the creature enemy within range that makes a melee attack roll
takes 4d8 bludgeoning damage and is knocked against a creature other than you does so with
prone. On a success, the creature takes half of this disadvantage. Creatures that can’t be charmed are
damage. immune to this effect.
In addition to the above effects, flying creatures Intensify. When you spend extra psi points to
who are in the area when you manifest this power, manifest this augment, this augment’s range
or who fly into the area, must make a Dexterity extends by 5 feet for every 2 additional psi points
saving throw. On a failure, the creature crashes, spent beyond the minimum cost.
falling to the ground. On a success, the creature If you spend at least 4 additional psi points to
may use its remaining flying speed to exit the area, extend this augment’s range, its effects also apply
and its altitude is halved. If it cannot exit the area to ranged attacks that affected creatures make
with this movement, it falls as if it failed the saving against creatures other than you.
throw.

469
Hypercognition Id Insinuation
8th-level clairsentience 3rd-level telepathy
Augmenting: sixth sense Augmenting: mind thrust
Psi Cost: 15 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self Range: 60 feet
Components: None Components: O
Duration: Instantaneous Duration: Concentration, up to 1 minute
You make a series of astounding deductions, You worm disrupting thoughts into the mind of a
putting together clues, inferences, and logical creature you can see within range. The target must
conclusions from disparate minutiae, possibly even make a Wisdom saving throw. On a failure, the
pulling knowledge directly from the collective target takes 3d8 psychic damage and acts
unconscious of all living creatures. When you erratically for the duration. An affected target can’t
manifest this power, you may answer up to five take reactions and must roll a d10 at the start of
questions you pose to the DM on any topic. The DM each of its turns to determine its behavior for that
provides the answers that you deduce, and must turn.
give accurate answers to your questions.
At the DM’s discretion, some answers might be
so obscure you can only deduce them by tapping Character Advancement
into information that you couldn’t possibly know. In
1d10 Behavior
such cases, you must succeed on a DC 30
1 The creature uses all its movement to move in a
Intelligence check to pull the answer from the
collective unconscious. If you are proficient with an random direction. To determine the direction,
appropriate skill to recall lore (such as Arcana, roll a d8 and assign a direction to each die face.
Religion, or Nature) and it applies to the answer The creature doesn’t take an action this turn.
you seek (DM’s choice), you may apply double your 2–6 The creature doesn’t move or take actions this
proficiency bonus to the Intelligence check. turn.
7–8 The creature uses its action to make a melee
attack against a randomly determined creature
within its reach. If there is no creature within its
reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

Intensify. When you spend extra psi points to


manifest this augment, you may target 1 additional
creature you can see within range for every 2
additional psi points spent beyond the minimum
cost.

Immolate Self
4th-level psychokinesis
Augmenting: energy ray
Psi Cost: 8 psi points
Manifesting Time: 1 reaction
Range: Self
Components: O
Duration: Concentration, up to 1 minute
You ignite your body in psionic fire. While you
concentrate, you are immune to fire damage, and
any creature that ends its turn within 5 feet of you
takes 3d6 fire damage. Additionally, you shed
bright light in a 30-foot radius and dim light for an
additional 30 feet for the duration.

470
Immovability Impervious Self
4th-level psychoportation 9th-level psychometabolism
Augmenting: mystic displacement Augmenting: verve
Psi Cost: 8 psi points Psi Cost: 17 psi points
Manifesting Time: 1 action Manifesting Time: 1 reaction
Range: Self Range: Self
Components: O Components: A, O
Duration: Concentration, up to 8 hours Duration: 1 round
For the duration of this augment, you mystically You instantly affix the perfect version of yourself in
anchor your body and mind to the underlying fabric your mind and deny all deviations from that self.
of reality on your current plane of existence. While You may manifest this power in response to any
so anchored, your weight does not increase but you action, and it manifests quickly enough to apply its
become next to impossible to move. You gain a +20 effects to you before the triggering action. When
bonus on ability checks and saving throws to resist you manifest this power, your hit point total returns
being moved against your will, and you cannot to its maximum.
voluntarily allow yourself to be moved for the Additionally, until the end of your next turn, you
duration. are immune to all damage, conditions, and effects
While anchored, you automatically fail Dexterity other creatures try to inflict or impose upon you.
checks and saving throws and cannot take any
actions, but you become immune to all
bludgeoning, piercing, and slashing damage.
Implant Beacon
1st-level clairsentience
Magical effects that would teleport you, or any
effect described as “telekinetic” automatically fail Augmenting: mind thrust
when used on you. Psi Cost: 1 psi point
Intensify. If you spend 8 additional psi points Manifesting Time: 1 action
when manifesting this augment, you manifest it as Range: 60 feet
an 8th-level power, and may do so as a reaction to Components: A
any action another creature takes, gaining the Duration: Until dispelled
effects of the augment before the other creature’s
action. You force a clairsentient beacon into the psyche of
a creature you can see. The target must succeed on
Impaling Shot a Wisdom saving throw or else you know the
distance and direction between you and the target,
3rd-level psychokinesis as long as you are on the same plane of existence,
Augmenting: true shot until the effect ends. A target can repeat the saving
Psi Cost: 5 psi points throw at the end of each hour, ending the effect on
Manifesting Time: 1 action a success.
Range: Self You may only have one beacon active at a time. If
you manifest this power on a second target, your
Components: O
awareness of the first one fades, regardless of the
Duration: Instantaneous second target’s success or failure on the saving
You line up an impossible shot that pierces through throw.
every creature it hits in a line that is 5 feet wide and Intensify. If you spend an additional 4 psi points
as long as the maximum range of the ranged to manifest this augment beyond the minimum
weapon you are currently wielding. If you are not cost, the target may only repeat the saving throw
wielding a ranged weapon when you manifest this when they finish a long rest, ending the effect on a
power, the power fails. success.
When you manifest this power, you make one
ranged weapon attack, and compare the result
against the AC of every creature in the line, scoring
a hit against all creatures whose AC is equal to or
less than the result of your attack roll. Creatures
that you hit take force damage equal 2d8 + your
weapon’s damage for a normal ranged weapon
attack. Creatures that you miss take half as much
damage.
Intensify. When you spend extra psi points to
manifest this augment, the force damage increases
by 1d8 for every 2 additional psi points spent
beyond the minimum cost.

471
Inception Inertial Armor
4th-level telepathy 2nd-level psychoportation
Augmenting: mindlink Augmenting: inertial transference
Psi Cost: 7 psi points Psi Cost: 3 psi points
Manifesting Time: 1 hour Manifesting Time: 1 action
Range: 30 feet Range: Self
Components: None Components: None
Duration: 4 or more hours Duration: 10 hours
You telepathically infiltrate the mind of a creature You wreathe yourself with a persistent, intangible
you can see within range. The target must remain field of warped space that absorbs and redirects the
within 30 feet of you for the entire manifesting kinetic energy of attacks made against you. For the
time, otherwise the power fails. The target must duration, your Armor Class can’t be less than 14,
make three Intelligence saving throws. You plant regardless of what kind of armor you are wearing
an idea or false memory in the creature’s mind, the Intensify. When you spend extra psi points to
duration of which depends on the number of saving manifest this augment, the minimum AC from by
throws it fails. this power increases by 1 for every two additional
You choose whether the idea or memory is trivial psi points spent beyond the minimum cost.
(such as “I woke up 5 minutes late today” or
“Griffons are majestic creatures”) or personality-
defining (“I deserted my unit in the war, causing
Inertial Barrier
2nd-level psychoportation
their deaths, and I can barely live with the shame”
or “Violence is never the answer, I will never touch Augmenting: inertial transference
a weapon again”). Psi Cost: 3 psi points
With one failed saving throw, the idea or memory Manifesting Time: 1 action
lasts for the next 4 hours. With two failed saving Range: 60 feet
throws, it lasts for 24 hours. With three failed Components: A
saving throws, it lasts for 48 hours. Duration: Concentration, up to 10 minutes
Intensify. If you spend 8 extra psi points to
manifest this augment, you manifest it as an 8th- You create an invisible, insubstantial wall of
level power, its manifesting time is shortened to 1 distorted space within 60 feet of you that is up to
minute, and the idea or memory lasts one week 30 feet long, 10 feet high, and 1 foot thick. Any
with one failed saving throw, one month with two creature attempting to move through it must make
failed saving throws, or is permanent with three a Strength saving throw. On a successful save, a
failed saving throws. creature can pass through it. A creature must make
this saving throw whenever it attempts to pass
Incite Fury through the wall, whether willingly or unwillingly.
1st-level telepathy
Inertial Nullification
Augmenting: psychic static 4th-level psychoportation
Psi Cost: 1 psi point
Manifesting Time: 1 action Augmenting: inertial transference
Range: 60 feet Psi Cost: 7 psi points
Components: A Manifesting Time: 1 action
Duration: Instantaneous Range: 30 feet
Components: A
You distill your telepathic field into a mote of pure Duration: Concentration, up to 10 minutes
fury within the mind of a creature you can see
within range. The target must succeed on a You strip all inertia and momentum from a creature
Wisdom saving throw or take 1d6 psychic damage you can see within range. The target must make a
and immediately use its reaction to move up to its Charisma saving throw. On a failed save, the
speed in a straight line toward its nearest enemy. creature is cut off from nearly all physical and
On a failure, the target takes half as much damage magical interactions. A target can choose to fail this
and does not suffer any further effect. The save saving throw if they wish.
automatically succeeds if the target is immune to An affected creature can’t damage or be damaged
being charmed. by attacks or effects, nor can it affect anything else.
Intensify. When you spend extra psi points to The creature’s speed is reduced to 0, and it hovers
manifest this augment, the damage increases by in place, unable to fall.
1d6 for each additional psi point spent beyond the This power can be dispelled by the accelerate
minimum cost. power or the haste spell, but these then have no
further effect on the target.

472
Insanity Instinctive Adaptation
6th-level telepathy 2nd-level psychometabolism
Augmenting: psychic static Augmenting: verve
Psi Cost: 11 psi points Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 reaction
Range: 60 feet Range: 60 feet
Components: O Components: O
Duration: Concentration, up to 1 minute Duration: Instantaneous
You form your telepathic field into a spike of When a creature you can see within range takes
concentrated madness and ram it into one creature acid, cold, fire, lightning, or thunder damage, you
you can see within range, attempting to drive it may manifest this augment to grant the target
permanently insane. If the target has an creature resistance to the triggering damage type
Intelligence score of 4 or higher, it must make a until the end of their next turn. This power is
Wisdom saving throw. On a successful save, the manifested quickly enough that the resistance it
creature isn’t affected. On a failed save, maddening grants applies to the triggering damage.
whispers and visions fill the creature’s mind. The
target can’t take reactions and must roll a d10 at
the start of each of its turns to determine its
Intellect Fortress
3rd-level telepathy
behavior for that turn.
Augmenting: psychic static
Psi Cost: 5 psi points
Character Advancement Manifesting Time: 1 action
1d10 Behavior Range: Self (30-foot radius)
1 The creature uses all its movement to move in a Components: A
random direction. To determine the direction, Duration: Concentration, up to 10 minutes
roll a d8 and assign a direction to each die face. You create a field of protective psychic energy.
The creature doesn’t take an action this turn. Choose any number of creatures within 30 feet of
2–6 The creature doesn’t move or take actions this you. Until your concentration ends, each target has
turn. resistance to psychic damage and advantage on
7–8 The creature uses its action to make a melee Intelligence, Wisdom, and Charisma saving throws.
attack against a randomly determined creature
within its reach. If there is no creature within its Iron Endurance
reach, the creature does nothing this turn. 1st-level psychometabolism
9–10 The creature can act and move normally.
Augmenting: verve
Psi Cost: 1 psi point
Manifesting Time: 1 action
A creature affected by this power must make Range: Self
another Wisdom saving throw at the end of each of Components: O
its turns. If it successfully saves against this power
Duration: Instantaneous
three times, the effect ends. If it fails its save three
times, it becomes comatose, subjected to the You harness the intensity of your will to shrug off
paralyzed condition for the power’s duration. The attacks that would cripple weaker minds and
successes and failures don’t need to be bodies. Choose bludgeoning, piercing, or slashing
consecutive; keep track of both until the target damage. You gain resistance to the chosen damage
collects three of a kind. type until the end of your next turn.
If you maintain your concentration on this power Intensify. If you spend 6 additional psi points
for the entire possible duration, the creature is when manifesting this augment beyond its
rendered permanently insane. A permanently minimum cost, you manifest it as a 5th-level power
insane creature can’t take actions, can’t understand and you gain resistance to the chosen damage type
what other creatures say, can’t read, and speaks for as long as you concentrate on this augment, for
only in gibberish. up to 1 hour.
Permanent insanity lasts until removed by
greater restoration, intensified revitalization,
psychic chirurgery, or similar magic.

473
Launching Strike Melee Prescience
1st-level psychometabolism 3rd-level clairsentience
Augmenting: battle trance Augmenting: battle trance
Psi Cost: 1 psi point Psi Cost: 5 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 bonus action
Range: Self Range: Self
Components: O Components: A, O
Duration: Instantaneous Duration: Instantaneous
When you hit a target with a melee attack, you You enhance your combat senses, allowing you to
briefly magnify the force of the blow, launching the exploit opportunities you wouldn’t see otherwise.
target away from you. The target must succeed on a As part of the manifesting time of this power, you
Strength saving throw or be knocked 10 feet away either take the Dodge action or make one melee
from you in a straight line. If the target hits an weapon attack.
object, this movement immediately ends and the
target takes 2d6 bludgeoning damage.
Intensify. When you spend extra psi points to
Mental Inquisition
1st-level telepathy
manifest this augment, for each additional psi point
spent beyond the minimum cost the distance you Augmenting: mindlink
knock the target back on a failed save increases by Psi Cost: 2 psi points
10 feet and the potential damage if it hits an object Manifesting Time: 1 action
increases by 1d6. Range: Self
Components: None
Mass Hysteria Duration: Concentration, up to 1 hour
5th-level telepathy While you concentrate on this power, you know
Augmenting: psychic static when a creature communicating with you via
Psi Cost: 9 psi points telepathy is lying.
Manifesting Time: 1 action
Range: 60 feet Mental Shutdown
Components: A 8th-level telepathy
Duration: Concentration, up to 1 minute Augmenting: mind thrust
You choose up to six creatures that you can see Psi Cost: 15 psi points
within range, and induce a horrific, shared Manifesting Time: 1 action
hallucination in each of them. Each target must Range: 60 feet
make an Intelligence saving throw. On a failed Components: A
save, a target takes 8d6 psychic damage and is Duration: Instantaneous
frightened for the duration. On a successful save, a
target takes half as much damage and is not You telepathically batter the psyche of a creature
frightened. you can see, locking them in an unresponsive state.
While frightened by this augment, a target’s If the target has 150 hit points or fewer, it is
speed is reduced to 0, and the target can use its stunned. Otherwise, the power has no effect. The
action, and any bonus action it might have, only to target must make a Charisma saving throw at the
make melee attacks. The frightened target can end of each of its turns. On a successful save, it is
repeat the saving throw at the end of each of its no longer stunned by this power.
turns, ending the effect on itself on a success.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d6 for each additional psi point spent beyond the
minimum cost.

474
Mesmerizing Voice Metamorphosis
9th-level telepathy 3rd-level psychometabolism
Augmenting: blind spot Augmenting: primal metabolism
Psi Cost: 17 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self
Components: None Components: O
Duration: 1 hour Duration: Concentration, up to 1 hour
A creature you touch becomes irresistibly You transmogrify your body into a new form.
captivating to others. For the duration, whenever Choose one of the following effects.
the target makes a Charisma check, it can replace Change Appearance. You transform your
the number rolled with a 15. Additionally, no appearance. You decide what you look like,
matter what the target says, effects that would including your height, weight, facial features, the
determine if it is telling the truth indicate that it is sound of your voice, hair length, coloration, and
being truthful. distinguishing characteristics, if any. You can make
yourself appear as a member of another race,
Metaconcert though none of your statistics change. You also
can’t appear as a creature of a different size than
1st-level telepathy
you, and your basic shape stays the same. The
Augmenting: mindlink change to your appearance lasts for the duration.
Psi Cost: 1 psi point Beast Form. You transform into the form of a
Manifesting Time: 1 reaction beast. The transformation lasts for the duration, or
Range: Self until you drop to 0 hit points or die. Your new form
Components: None can be any beast whose challenge rating is equal to
Duration: 1 hour or less than your level. Your game statistics,
including mental ability scores, are replaced by the
When you manifest this augment, you begin statistics of the chosen creature. You retain your
communicating telepathically using mindlink with alignment and personality.
one additional target creature. You assume the hit points of your new form.
In addition, for the duration of this augment, you When you revert to your normal form, you return to
can use a bonus action on your turn to share one the number of hit points you had before you
memory of your choice with all targets of mindlink, transformed. If you revert as a result of dropping to
or allow one target to share one of its memories 0 hit points, any excess damage carries over to your
with yourself and all other targets of mindlink. The normal form. As long as the excess damage doesn’t
recipients of a memory gain perfect recall of one reduce your normal form to 0 hit points, you aren’t
thing the sender of the memory saw or did. knocked unconscious.
Intensify. When you spend extra psi points to You are limited in the actions you can perform by
manifest this augment, you can add an additional the nature of your new form, and you can’t manifest
target creature to your mindlink communication for powers, cast spells, or take any other action that
each additional psi point spent beyond the requires hands or speech.
minimum cost. Your gear melds into the new form. You can’t
activate, use, wield, or otherwise benefit from any
of your equipment.
Intensify. If you spend 10 extra psi points when
manifesting this augment, you manifest it as an 8th-
level power and can transform yourself into any
type of creature whose challenge rating is equal to
or less than your level, when you use the Beast
Form effect.

475
Microcosm Mind Blast
9th-level telepathy 4th-level telepathy
Augmenting: mind thrust Augmenting: mind thrust
Psi Cost: 17 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self (60-foot cone)
Components: O Components: O
Duration: Instantaneous Duration: 1 minute
When you manifest this power, you forcefully You emit a blast of psychic energy in a 60-foot cone.
induce catatonia, isolating consciousness. You can Each creature in the area must succeed on an
choose to target either a single creature or any Intelligence saving throw or take psychic damage
number of creatures you can see within range. The equal to 4d8 + your psionic ability modifier and be
targeted creatures suffer one of the effects detailed stunned for the duration. A stunned creature can
below, depending on the number of targets. repeat the saving throw at the end of each of its
Single Target. If the target has 100 hit points or turns, ending the effect on itself on a success.
fewer, its consciousness is completely cut off from
the real world. It perceives an imaginary landscape
and creatures, but in reality it falls prone, is
Mind Over Matter
4th-level psychometabolism
incapacitated, and can’t move or speak intelligibly.
Multiple Targets. Any target that has 30 hit Augmenting: verve
points or fewer, up to a maximum of 300 hit points Psi Cost: 7 psi points
worth of creatures (affecting creatures with the Manifesting Time: 1 action
lowest hit points first), suffers a shared catatonic Range: Self
state. All affected creatures can perceive and Components: O
interact with each other and their shared Duration: Concentration, up to 1 minute
hallucinatory environment, but are in actuality
prone, incapacitated, and unable to move or speak You assert the power of your own mind over any
intelligibly. Affected creatures believe they are base matter that tries to harm you. Until your
interacting with each other normally, but are in fact concentration ends, you gain a +1 bonus to your
telepathically communicating with other affected Armor Class and resistance to bludgeoning,
creatures and hallucinating physical interactions. piercing, and slashing damage.
Regardless of the number of targets, affected
creatures will eventually die of thirst and starvation
without external care.
Microcosm’s effects can only be removed by
manifesting microcosm on the targets a second
time, or by other powerful effects such as psychic
chirurgery, reality revision, or wish.
Mind Palace Mind Probe
7th-level metacreativity 7th-level telepathy
Augmenting: imbue psicrystal Augmenting: mindlink
Psi Cost: 13 psi points Psi Cost: 13 psi points
Manifesting Time: 1 hour Manifesting Time: 1 minute
Range: 120 feet Range: 30 feet
Components: A, O Components: None
Duration: 24 hours Duration: Concentration, up to 1 minute
You teleport your psicrystal anywhere in an You delve into the depths of the mind of a creature
unoccupied cube of space that is up to 120 feet on you are telepathically communicating with. You
each side and with its bottom surface on the gain limited access to the complete personal
ground. If no such space exists within range, the experience of the target, from fleeting memories of
power fails. Once your psicrystal is in place, you everyday events to life-defining moments. For the
begin pulling gooey, ectoplasmic matter from the duration, you may use an action to learn the answer
Gray, enfolding the psicrystal in it. The ectoplasm to one question that the target could answer. You
crystallizes and hardens into an otherworldly do not actually converse with the creature, and
structure that fills the cube. need not share a language with it. You merely
You completely control the growth of the search the target’s psyche for the information you
crystalline structure, making all decisions about the seek and find it if it is present.
structure’s interior chambers and layout, though all The target may refuse to give you access to an
interior chambers must connect to others and must answer if it succeeds on a Charisma saving throw,
be at least 5 feet in any dimension. Interior but success on this saving throw does not end the
chambers are otherwise enclosed by floors, walls, power. You may continue to seek answers (either to
and ceilings. Walls can be as thick as 6 inches, the same question or a different one) in subsequent
blocking light, or thin enough to appear as glass rounds of the effect, until the duration ends. This
windows. One 10-foot section of the exterior wall power ends early if the target moves out of range.
on the ground level is a magical entranceway. As an An unconscious creature automatically provides
action, you and any creatures you designate when you answers, but after you receive an answer from
you manifest this power can activate the it, it may make a Wisdom saving throw if it has at
entranceway when adjacent to it, switching its least 1 hit point, becoming conscious on a success.
phases between corporeal and incorporeal states
with each activation. Once you finish growing the
crystalline structure of your mind palace, your
psicrystal detaches itself from an interior wall and
awaits further instructions.
Your mind palace is partially extradimensional,
and blocks teleportation and planar travel effects
within its walls (whether it is the destination or
origin point of the effect). Additionally, sensors,
eyes, and projections created by divination spells
and clairsentience powers can’t appear inside the
structure, and creatures inside can’t be targeted by
divination or clairsentience effects. The crystallized
thought-substance of the structure also diffuses
harmful psychic energies, granting resistance to
psychic damage to all creatures located inside it.
The crystallized ectoplasm of the mind palace’s
structure can’t be dispelled by dispel magic, and
antimagic field has no effect on it. Nothing can
physically pass through the structure’s exterior,
except the entranceway, when its phase is shifted
to incorporeal. An attack or effect that deals at least
10 points of thunder damage destroys a 5-foot
section of the wall, or an area of the wall that
overlaps with the damage’s area of effect if
applicable. The crystal is otherwise impervious to
damage or harm. When this power’s duration
expires, the mind palace evaporates into nothing.
Casting this spell on the same spot every day for
a year makes this effect permanent.

477
Mind Seed Mind Seize
8th-level telepathy 4th-level telepathy
Augmenting: mindlink Augmenting: mind thrust
Psi Cost: 15 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: 60 feet
Components: None Components: O
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch one humanoid you are telepathically You disrupt the mind of a creature you can see
communicating with and infect it with a parasitic within range, causing it to lock up. The target must
seed of your own psyche. The target must make a succeed on a Charisma saving throw, or it is
Charisma saving throw immediately when you paralyzed for the duration. At the end of each of its
manifest this power on it, and must then repeat the turns, it can repeat the saving throw. On a success,
saving throw whenever it finishes a long rest. If the this effect ends. On a failure, you can use your
target successfully saves against this power three reaction to force the target creature to move up to
times, the power ends and the parasitic seed fades half its speed as you desire, even though it is
away with no effect. If it fails its save three times, paralyzed.
the parasitic seed of your psyche in the target’s
mind germinates. The successes and failures don’t
need to be consecutive; keep track of both until the
Mind Storm
3rd-level telepathy
target collects three of a kind.
While a creature is still making saves against this Augmenting: mind thrust
power, it acts normally but begins to mimic quirks Psi Cost: 5 psi points
of your own personality. For instance, if you have a Manifesting Time: 1 action
habit of ending sentences with “y’know?” the target Range: 60 feet
begins doing so as well, subconsciously. Components: None
If the parasitic seed germinates, the target’s mind Duration: Instantaneous
is replaced with a duplicate of your own. Its
Intelligence, Wisdom, and Charisma scores change You cause a 20-foot-radius sphere of intense
to match yours at the time you manifested this psionic disruption to appear, centered on a point
power on it. The target loses all class levels and within range. Each creature in the area must make
class specific NPC traits it might have, and gains a Charisma saving throw. On a failed save, a target
the class levels you had 8 levels ago (in effect, takes 4d8 psychic damage and suffers
gaining the same experience and abilities you had 8 disadvantage on all saving throws until the end of
levels earlier). Its physical ability scores, race, and your next turn. On a successful save, a creature
appearance do not change. takes half as much damage and does not suffer any
Although the target becomes a mental duplicate further effect from this power.
of you, you have no special control over it, and its Intensify. When you spend extra psi points to
personality may diverge from yours over time. The manifest this augment, the damage increases by
duplicate psyche’s initial attitude toward you is 1d8 for every 2 additional psi points spent beyond
friendly, but it does not believe itself to be your the minimum cost.
servant or slave, and it will act as you would if it is
treated as such.
Effects that prevent possession prevent you from
infecting a target with mind seed, but grant no
protection once the seed is already implanted. An
intensified revitalization, greater restoration, or the
break enchantment effect of dispel the supernatural
cast on the target specifically to cleanse it of a
growing mind seed does so only if the caster
succeeds on a spellcasting or psionic ability check
with a DC equal to your power save DC, and only if
cast on the target before it fails three saves against
mind seed.
Once the parasitic seed of your psyche
germinates in a target, only reality revision, wish,
psychic chirurgery, or similarly powerful magical
effects can restore the target to its original
personality and class levels (if applicable).

478
Mindflame Missive
7th-level telepathy 2nd-level telepathy
Augmenting: psychic static Augmenting: mindlink
Psi Cost: 13 psi points Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 30 feet Range: Self (500-foot radius)
Components: O Components: A
Duration: Instantaneous Duration: Instantaneous
You ignite parts of your telepathic field into You broadcast a short telepathic message of up to
translucent purple flames of debilitating mental 25-words to every creature within range. Any
disruption. Choose any number of creatures you creature you can see, as well as any creatures that
can see within range. Each creature with an you know or know of in the area can be included or
Intelligence score of 4 or higher must make a excluded from this communication. This
Charisma saving throw. On a failed save, a creature communication is one-way only and instantaneous.
suffers an effect based on its current hit points: If a recipient of your communication does not share
a language with you, it perceives only garbled
50 hit points or fewer: suffer 1 level of mental gibberish.
exhaustion that is removed after 1 minute
40 hit points or fewer: suffer 2 levels of
exhaustion that are removed after 10 minutes
Motion Blur
1st-level psychoportation
30 hit points or fewer: paralyzed for 1 hour
20 hit points or fewer: killed instantly Augmenting: speed of thought
Psi Cost: 1 psi point
Mislead Manifesting Time: 1 action
Range: Self
1st-level telepathy
Components: None
Augmenting: mindlink Duration: Instantaneous
Psi Cost: 2 psi points
Until the end of this turn, you turn invisible during
Manifesting Time: 1 action
your movement.
Range: 60 feet
Components: None
Duration: 5 minutes
You couch your falsehoods in feelings of trust and
acceptance, and deliver them into the mind of
another.
When you manifest this augment, you target one
creature you are telepathically communicating
with. The target must make a Wisdom saving
throw. On a failed save, you telepathically
communicate one statement of your choice to the
target, and the target believes that statement for the
duration. The statement can be up to ten words
long, and it must describe you or a creature or
object the target can see. On a successful save, the
target is unaffected.
A creature is immune to this effect if it is immune
to being charmed or it succeeded on a saving throw
against this augment since the end of your last long
rest.

479
Mystic Ammunition Mystic Caravan
2nd-level psychoportation 5th-level psychoportation
Augmenting: true shot Augmenting: mystic displacement
Psi Cost: 3 psi points Psi Cost: 9 psi points
Manifesting Time: 1 bonus action Manifesting Time: 1 action
Range: Self Range: Touch
Components: O Components: O
Duration: Concentration, up to 10 minutes Duration: Up to 5 days
For the duration, whenever you make a ranged You lead a caravan of two or more willing mystic
attack with a weapon with the ammunition travelers (creatures affected by a mystic traveler
property, you gain the ability to teleport magical power you’ve previously manifested, one of which
ammunition for the attack into your waiting hand. must be yourself) into the Gray and beyond. When
This requires no further action beyond making the you manifest this power, you must specify another
ranged weapon attack. plane of existence as your destination (and may
The piece of ammunition you summon is choose a specific location within that plane). Then,
appropriate for the weapon you are wielding, but all mystic travelers are transported to the Gray,
you cannot specify a particular piece of ammunition where you begin to travel to your destination. This
(such as, “an arrow from the quiver of a creature I power automatically fails if you are already in the
can see”). Instead, the ammunition is summoned Gray when you manifest it.
from mysterious parts unknown, somewhere in the Your journey through the Gray is not
multiverse. instantaneous, instead taking several days, and
The magical ammunition you summon has a +1 arrival at your destination is not guaranteed. At the
bonus to its attack and damage rolls. Whether your end of each day of travel, you must make a DC 15
attack hits or misses, the summoned ammunition Arcana check. Successes bring you closer to your
teleports away, returning from whence it came. destination and failures lead you further away. Your
Intensify. When you spend extra psi points to journey ends if you accrue either three successes or
manifest this augment, until your concentration three failures. The DM may grant you disadvantage
ends, each summoned piece of ammunition’s or advantage on these checks, depending on certain
bonus to attack and damage rolls increases by +1 factors.
for every 2 additional psi points spent beyond the The result of your journey depends on how many
minimum cost, to a maximum total bonus of +3. failures you accrued before it ends:
If your journey ends with no failures, all mystic
Mystic Anchor travelers are transported to your intended plane of
existence, within 1d10 miles of your destination on
4th-level psychoportation
that plane if you specified one, or arriving at a
Augmenting: mystic displacement random location on that plane if you did not.
Psi Cost: 7 psi points If your journey ends with only 1 failure, all mystic
Manifesting Time: 1 action travelers are transported to your intended plane of
Range: 150 feet existence, arriving at a random location, but suffer
Components: O two levels of exhaustion due to the difficult journey.
Duration: 1 minute If your journey ends with 2 failures, you are
forced to turn back, arriving within 1d10 miles of
You fire a thin purple ray from your brow at a the location you manifested this power.
creature you can see within range. Make a ranged Additionally, all mystic travelers suffer four levels of
power attack. On a hit, the target becomes exhaustion as your journey was especially tiring
anchored to the plane of existence it is currently on and rough.
for the duration of this power. If your journey ends because you accrued 3
While anchored, teleportation and planar travel failures, all mystic travelers run afoul of turbulent
effects fail to work on the target, whether the target psychic currents within the Gray. Each mystic
caused the effect or not. The target is also barred traveler must make a Charisma saving throw,
from entering portals to other locations, regardless taking 10d6 psychic damage on a failed save, or
of the portal’s destination or plane of existence. If half as much on a successful one. Then, regardless
an anchored creature attempts to pass through of the result of the saving throw, each mystic
such a portal, they find it an impassable barrier. traveler suffers two levels of exhaustion and is
Intensify. When you spend extra psi points to transported to a random plane of existence,
manifest this augment, you may target one separated from its fellow travelers.
additional creature you can see within range for In addition to the pure navigational challenge of
every 2 additional psi points spent beyond the the journey, the DM may describe additional
minimum cost. encounters and challenges the mystic travelers
might face along the way.

480
Mystic Diversion Negate
7th-level psychoportation 3rd-level psychokinesis
Augmenting: mystic displacement Augmenting: psychic hammer
Psi Cost: 13 psi points Psi Cost: 5 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 reaction
Range: 100 feet Range: 60 feet
Components: O Components: O
Duration: Instantaneous Duration: Instantaneous
You manifest this power as a reaction to one When you visually, audibly, or mentally perceive a
creature teleporting into, out of, or within range. creature within 60 feet of you generate a psionic
The teleporting creature must succeed on a effect, you attempt to negate their psionic power
Charisma saving throw to continue its teleport as and stop it from coming to fruition. If the target is
normal. If the target fails its save, it teleports to a casting a psionic talent, the casting fails. If the
destination of your choice instead of its intended target is manifesting a psionic power of a level
destination, provided the destination you choose is equal to this power’s level or lower, the manifesting
within the normal range of the teleportation effect. fails and the target’s focus on a psionic talent ends.
If the target is manifesting a power of a level higher
Mystic Traveler than this power’s level, make a psionic ability
check. The DC of this check equals 10 + the power
1st-level psychoportation
level of the target’s power. On a success, the
Augmenting: mystic displacement target’s power fails to manifest, and its focus on a
Psi Cost: 1 psi point psionic talent ends.
Manifesting Time: 1 action Intensify. When you spend extra psi points to
Range: Touch manifest this augment, this augment’s power level
Components: None increases by 1 for every 2 additional psi points
Duration: Until dispelled spent beyond the minimum cost.
You or one willing creature you touch become a
mystic traveler, able to join a group journey enabled
Noise Barrier
by the mystic caravan power. This power’s duration 4th-level psychokinesis
ends early if the mystic traveler is not affected by Augmenting: energy ray
you manifesting mystic caravan within 1 hour of Psi Cost: 7 psi points
manifesting this power. This power also ends early Manifesting Time: 1 action
if the mystic caravan journey ends. Range: 60 feet
For the duration of a mystic caravan journey,
Components: A, O
mystic travelers must remain within 15 feet of at
least one other mystic traveler. If a mystic traveler Duration: Concentration, up to 10 minutes
is out of this formation for more than 1 round, the You mentally excite the air molecules before you,
mystic traveler power is automatically dispelled on forming a wall of pure sound. The wall is 60 feet
that creature, and it is sent tumbling through the long, 15 feet high, and 1 foot thick. At least one 10-
rough psychic currents of the Gray. Such creatures foot-long section of the wall must be within range
must make a Charisma saving throw, taking 10d6 when you form the wall. The wall lasts for the
psychic damage on a failure, or half as much on a duration. Every foot moved through the wall costs 1
success, and are then transported to a random extra foot of movement. When a creature moves
plane of existence. into the wall’s space for the first time on a turn or
starts its turn there, that creature must succeed on
a Strength saving throw, or it takes 6d6 thunder
damage, is pushed in a straight line up to 30 feet
away from the wall, and is knocked prone.
The wall blocks any sound from passing through
it, and the cacophony it creates can be heard up to
500 feet away. If another effect that deals thunder
damage overlaps with the wall or crosses through
it, the wall absorbs the effect, dispelling or
destroying it.

481
Nomadic Doorway Nomadic Shift
5th-level psychoportation 1st-level psychoportation
Augmenting: speed of thought Augmenting: speed of thought
Psi Cost: 9 psi points Psi Cost: 1 psi point
Manifesting Time: 1 action Manifesting Time: 1 reaction
Range: 1 mile Range: Self
Components: A, O Components: O
Duration: Concentration, up to 1 hour Duration: Instantaneous
You fold the fabric of reality and bore a doorway You store your potential energy and release it as a
between two points in space. You create a 5-foot burst of psychoportation. If you have not yet moved
cube of dim, gray light within 5 feet of you, and an on your turn, you may manifest this augment to
identical cube at any point of your choice within 1 teleport up to 20 feet, and then your speed is
mile that you have viewed within the past 24 hours. reduced to 0 until the beginning of your next turn. If
The cubes last for the duration. A creature entering you manifest this augment after you have moved on
one of the cubes immediately teleports to the other your turn, it fails.
one, appearing in an unoccupied space next to it. Intensify. When you spend extra psi points to
The teleportation fails if there is no space for the manifest this augment, the maximum distance you
creature to appear in. can teleport is increased by 20 feet for each
Intensify. When you spend extra psi points to additional psi point spent beyond the minimum
manifest this augment, the maximum distance you cost.
can teleport is increased by 1 mile for each
additional psi point spent beyond the minimum
cost.
Nomadic Slingshot
2nd-level psychoportation
Nomadic Recall Augmenting: speed of thought
Psi Cost: 3 psi points
4th-level psychoportation
Manifesting Time: 1 reaction
Augmenting: speed of thought Range: Self
Psi Cost: 7 psi points Components: O
Manifesting Time: 1 action Duration: Instantaneous
Range: 120 feet
You create a temporary imprint of your location in
Components: A, O
the fabric of reality, and instantaneously return to
Duration: 8 hours it. At the start of your turn, you can use your
You fold the fabric of time and space to create a reaction to teleport up to 40 feet to an unoccupied
harmless singularity in a 5-foot cube you can see space you can see and then your speed is halved
within range. For the next 8 hours, whenever until the end of your turn. At the end of your turn,
another ability or effect allows you to teleport to a you can teleport back to the spot you occupied
destination, you can instead teleport to the before teleporting, unless it is now occupied or on a
singularity, regardless of the normal range of the different plane of existence.
teleport allowed by the other effect, and regardless
of whether you can see the singularity or not.
Intensify. If you spend 2 additional psi points
Nomadic Transposition
2nd-level psychoportation
beyond the minimum cost to manifest this
augment, you manifest it as a 5th level power and Augmenting: speed of thought
you can take up to six additional willing creatures Psi Cost: 3 psi points
with you when you teleport to the singularity, Manifesting Time: 1 reaction
assuming all targets were also affected by the other Range: 60 feet
ability or effect that allowed you to teleport. Components: O
Duration: Instantaneous
You store your potential energy to swap
dimensional coordinates with an ally. If you have
not yet moved on your turn, you may choose one
willing ally you can see within range. You and that
ally teleport, swapping places, and your speed is
reduced to 0 for the remainder of your turn. If you
manifest this augment after you have moved on
your turn, or if either you or the target ally can’t fit
in the destination space, it fails.

482
Nomadic Travel Pandemonium
4th-level psychoportation 3rd-level telepathy
Augmenting: speed of thought Augmenting: psychic static
Psi Cost: 7 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 90 feet
Components: O Components: None
Duration: Instantaneous Duration: Concentration, up to 1 minute
You and up to six willing creatures of your choice You incite stark, raving panic in up to 8 creatures
that you can see within range teleport up to 1 mile you can see within range. For the duration, each
to a spot you can see. If there isn’t an open space target must make a Wisdom saving throw at the
for all the targets to occupy at the arrival point, this start of its turn. On a failed save, the target is
ability fails and is wasted. frightened until the start of its next turn. Roll a die
Intensify. When you spend extra psi points to for each frightened target.
manifest this augment, the maximum distance you If you roll an odd number, that target moves half
can teleport is increased by 1 mile for each its speed in a random direction and takes no action
additional psi point spent beyond the minimum on that turn, other than to scream in terror.
cost. If you roll an even number, the frightened target
makes one melee attack against a random creature
Obscure within its reach. If there is no such creature, the
target moves half its speed in a random direction
2nd-level telepathy
and takes no action on that turn. This effect ends
Augmenting: blind spot on a target if it succeeds on three saving throws
Psi Cost: 3 psi points against it.
Manifesting Time: 1 bonus action
Range: Self Paranoid Delusions
Components: A 5th-level telepathy
Duration: Concentration, up to 1 minute
Augmenting: psychic static
You cloak yourself from sight. You are invisible to Psi Cost: 9 psi points
all creatures you can see until your concentration Manifesting Time: 1 action
ends, or until immediately after you damage or Range: 60 feet
otherwise affect any creature with an attack,
Components: O
magical effect, or other ability.
Intensify. When you manifest this augment, you Duration: Concentration, up to 1 minute
can target one creature you can see in addition to You coalesce part of your telepathic field into an
yourself within 60 feet of you for each additional psi uncontrollable fear of betrayal, and it seeps into the
point spent beyond the minimum cost. Each target mind of one creature you can see within range. The
is invisible to all creatures seen by at least one target must succeed on a Wisdom saving throw, or
target. Your concentration ends if any creature it must target its allies with attacks and other
affected by this augment damages or otherwise damaging effects for the duration of this augment.
affects any creature with an attack, magical effect, The target can repeat the saving throw at the end of
or other ability. each of its turns, ending the effect on itself on a
success. A creature is immune to this ability if it is
immune to being frightened.

483
Perfect Clarity Phantom Menace
9th-level clairsentience 2nd-level telepathy
Augmenting: sixth sense Augmenting: blind spot
Psi Cost: 17 psi points Psi Cost: 3 psi points
Manifesting Time: 1 minute Manifesting Time: 1 action
Range: Touch Range: 60 feet
Components: None Components: None
Duration: 8 hours Duration: Concentration, up to 1 minute
You grant yourself or a willing creature that you You cause one creature you can see within range to
touch a sense of profound understanding and perceive a horrifying figment of its imagination.
serenity. For the duration, the target can’t be The target must make an Intelligence saving throw.
surprised and has advantage on attack rolls, ability On a failed save, the target believes a horrifying
checks, and saving throws. Additionally, other creature is adjacent to it until your concentration
creatures have disadvantage on attack rolls against ends.
the target for the duration. During this time, the target can’t take reactions,
If you manifest this power again before its and takes 1d8 psychic damage at the start of each
duration expires, it immediately ends. of its turns. The target can repeat the saving throw
at the end of each of its turns, ending the effect on
Personality Shard itself on a success. A creature is immune to this
effect if it is immune to being frightened.
1st-level metacreativity
Intensify. When you spend extra psi points to
Augmenting: imbue psicrystal manifest this augment, the damage every round
Psi Cost: 1 psi point increases by 1d8 for each additional psi point spent
Manifesting Time: 1 reaction beyond the minimum cost.
Range: Touch
Components: O Polar Vortex
Duration: Instantaneous 3rd-level psychokinesis
When you cast imbue psicrystal, you may manifest Augmenting: energy ray
this augment as a reaction to impart the psicrystal Psi Cost: 5 psi points
with a facet of your personality. If you do, for as Manifesting Time: 1 action
long as you focus on imbue psicrystal, the psicrystal Range: 120 feet
is linked to a particular skill and gains the ability to Components: A, O
use its reaction to roll a d6 and add the result to
one ability check you make with that skill, so long Duration: Concentration, up to 1 minute
as you are within 15 feet of the psicrystal. The Choose a point you can see within range. The air in
psicrystal may take this reaction after you roll the a 20-foot- radius sphere centered on that point
ability check, but it must do so before the DM becomes deathly cold and instantly freezes
determines if the result was a success or failure. creatures in place. Each creature in the area must
The skill that the psicrystal can give you a bonus make a Constitution saving throw. On a failed save,
to is determined by the of personality you impart it a target takes 4d8 cold damage, and its speed is
with. Choose from one of the options below. reduced to 0 until your concentration ends. On a
Artiste. Charisma (Performance) checks. successful save, a target takes half as much
Bully. Charisma (Intimidation) checks. damage and suffers no further effect.
Cautious. Wisdom (Survival) checks. As an action, a target that has its speed reduced
Coward. Dexterity (Stealth) checks. can end that effect early if it succeeds on a Strength
Curious. Intelligence (Arcana) checks. (Athletics) check with a DC equal to your power
Friendly. Charisma (Persuasion) checks. save DC.
Liar. Charisma (Deception) checks. Intensify. When you spend extra psi points to
Meticulous. Intelligence (Investigation) checks. manifest this augment, the damage increases by
Nimble. Dexterity (Acrobatics) checks. 1d8 for every 2 additional psi points spent beyond
Observant. Wisdom (Perception) checks. the minimum cost.
Pious. Intelligence (Religion) checks.
Sage. Intelligence (History) checks.
Sympathetic. Wisdom (Insight) checks.

Intensify. If you spend 4 additional psi points to


manifest this augment, the psicrystal gains the
benefits of two personalities simultaneously.

484
Post-Hypnotic Suggestion Precognition
4th-level telepathy 1st-level clairsentience
Augmenting: mindlink Augmenting: sixth sense
Psi Cost: 7 psi points Psi Cost: 2 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self
Components: None Components: O
Duration: Up to 7 days Duration: Concentration, up to 1 minute
You mentally implant a suggested course of activity You open your mind to receive momentary insights
(limited to a sentence or two) and a triggering event from the future, improving your odds of success.
(such as “when you awake two days from now” or Until your concentration ends, whenever you make
“when you come within sixty feet of the local an attack roll, saving throw, or ability check, you
Countess”) to magically influence a creature you roll a d4 and add it to the total.
are telepathically communicating with. Creatures Intensify. If you spend 10 extra psi points beyond
that can’t be charmed are immune to this effect. the minimum cost to manifest this augment, you
When you manifest this power, the target must manifest it as a 6th-level power, and you roll 2d4
immediately make a Wisdom saving throw. On a instead of a d4 for this power’s effect.
success, the target perceives a faint whisper
intruding into its mind, but is not otherwise
affected, and you know the suggestion did not take
Prescient Shot
1st-level clairsentience
hold. On a failure, the suggestion and trigger are
telepathically implanted in the target without their Augmenting: true shot
notice. The suggestion must be worded in such a Psi Cost: 2 psi points
manner as to make the course of action sound Manifesting Time: 1 reaction
reasonable. Suggesting the creature stab itself, Range: Self
throw itself onto a spear, immolate itself, or do Components: None
some other obviously harmful act ends the effect. Duration: Instantaneous
Once the triggering condition is met, the target
pursues the course of action you described to the You look into the immediate future and lead your
best of its ability. The suggested course of action shot. When you miss with a ranged weapon attack
can continue for up to 8 hours after the triggering you may manifest this power to repeat the attack
condition is met. If the suggested activity can be roll against the same target.
completed in a shorter time, the power ends when
the subject finishes what it was influenced to do. Prescient Warning
The target will not be able to explain why it took 6th-level clairsentience
the actions you compelled it to take after the
suggestion is triggered and it will have no memory Augmenting: sixth sense
of the suggestion or trigger being implanted. Psi Cost: 11 psi points
Whenever the target creature finishes a long rest, Manifesting Time: 1 reaction
it may repeat the Wisdom saving throw, ending the Range: 60 feet
effect on a success, though it will still not realize it Components: O
was affected. If the triggering condition is not met Duration: Concentration, up to 1 hour
before the power expires, the suggested activity
isn’t performed. If you or any of your companions You open your mind to the future, and impart vital
damage the target, the power ends. knowledge to your allies. When you roll initiative,
you can manifest this power to grant you and up to
3 creatures of your choice you can see within range
a +10 bonus to initiative. Additionally, until your
concentration ends, you and affected creatures
can’t be surprised and attack rolls against you and
affected creatures can’t gain advantage.
Intensify. When you spend extra psi points to
manifest this augment, you may affect one
additional creature for every 2 additional psi points
spent beyond the minimum cost.

485
Project Eidolon
3rd-level metacreativity
Augmenting: imbue psicrystal
Psi Cost: 5 psi points
Manifesting Time: 1 minute
Range: 30 feet
Components: A, O
Duration: Up to 1 hour
You move your psicrystal to an unoccupied space
within range, then draw matter from the Gray,
coalescing it around your psicrystal into the shape
of an eidolon—a construct made of solid thought.
Your psicrystal becomes the core of this eidolon. Its
statistics are completely replaced by the eidolon’s
and you cannot manifest a power that augments
imbue psicrystal again while the eidolon exists. The
eidolon disappears when it drops to 0 hit points,
when this power’s duration expires, or when you
stop focusing on imbue psicrystal. When the
eidolon disappears, your psicrystal remains behind,
and occupies one space previously occupied by the
eidolon. As a reaction, you may direct your
psicrystal to teleport to your space immediately
after the eidolon disappears.
For the duration of its existence, the eidolon is
friendly to you and your companions. It acts on the
same initiative count as you, directly after your
turn. You can use an action to give the eidolon a
verbal or mental command, and it obeys any such
commands that you issue to it. If you don’t issue
any commands to the eidolon, it takes the Dodge
action to defend itself from hostile creatures but
otherwise takes no actions.
The eidolon’s base statistics are detailed in the
Athasian Bestiary. When you manifest this power,
you can select one ability from the Lesser Eidolon
Abilities menu and apply it to the eidolon’s base
statistics for free.
Intensify. When you spend extra psi points to
manifest this augment, you may select one
additional ability from the Lesser Eidolon Abilities
menu for each additional psi point beyond the
minimum cost, and apply it to the eidolon’s
statistics.
For every 2 psi points you spend to intensify this
power from 5th to 6th level or higher, you may
select an ability from the Greater Eidolon Abilities
menu instead of two choices from the Lesser
Eidolon Abilities menu.

486
Pry Memories Psionic Leap
3rd-level telepathy 1st-level psychometabolism
Augmenting: mindlink Augmenting: verve
Psi Cost: 5 psi points Psi Cost: 1 psi point
Manifesting Time: 1 hour Manifesting Time: no action
Range: 30 feet Range: Self
Components: None Components: None
Duration: Instantaneous Duration: Instantaneous
You probe the mind of a creature you can see As part of your movement on your turn, you can fly
within range. The target must remain within 30 20 feet. If you end this flight in the air, you fall
feet of you for the entire manifesting time, unless something else holds you aloft.
otherwise the augment fails. The target must make Intensify. When you spend extra psi points to
three Wisdom saving throws, and you learn manifest this augment, your flying speed increases
information from it based on the number of saving by 20 feet for each additional psi point spent
throws it fails. The target may voluntarily fail any beyond the minimum cost.
saves. If the target succeeds on all three saving
throws, this power fails.
If the target fails any saves, you learn the details
Psychic Chirurgery
9th-level telepathy
of events from the target’s memories that it
considers significant. With one failed saving throw, Augmenting: mindlink
you learn such details from the past 12 hours; with Psi Cost: 17 psi points
two failed saving throws, you learn such details Manifesting Time: 1 action
from the past 24 hours; and with three failed saving Range: Touch
throws, you learn such details from the past 48 Components: A, O
hours. Duration: Instantaneous

Psionic Blast You telepathically enter the mind of willing


creature you touch, and skillfully repair or improve
1st-level telepathy its psyche. When you manifest this power, you
Augmenting: mind thrust choose one of the following effects.
Psi Cost: 1 psi point Repair. If the target is charmed or frightened, you
Manifesting Time: 1 action instantly end those conditions on the target. You
Range: 60 feet also automatically end any effect that mentally
limits or dictates actions the creature can take
Components: A
(such as id insinuation, ego whip, or the command
Duration: Instantaneous or confusion spells), possession, permanent
You unleash a blast of inexorable psychic insanity, madness, or a reduction in maximum hit
disruption at one creature you can see within points caused by an effect that dealt psychic
range. The target automatically takes 2d6 psychic damage. Additionally you restore the creature’s
damage. Intelligence, Wisdom, and Charisma scores to
Intensify. When you spend extra psi points to normal if they were reduced by another effect.
manifest this augment, the damage increases by Improve. If you choose this effect, you begin to
1d6 for every 2 additional psi points spent beyond concentrate. If you maintain your concentration for
the minimum cost. a full minute, you permanently bestow the target
creature with the ability to cast one psionic talent
that you know, or the wild technique talent. You
also permanently reduce your psi reserve
maximum by 2 each time you manifest this power
to improve a creature this way. This reduction
applies to any increased maximum psi reserve you
attain for gaining a level, and it can only be
reversed with reality revision or wish.

487
Psychic Daze Psychic Grasp
2nd-level telepathy 2nd-level psychokinesis
Augmenting: mind thrust Augmenting: wild technique
Psi Cost: 3 psi points Psi Cost: 4 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 60 feet
Components: A Components: O
Duration: Instantaneous Duration: Concentration, up to 1 minute
You briefly pause the higher brain functions of one You seize an object with your mind and move it at
creature you can see within range. The target must your psychic command. Choose one object you can
make a Charisma saving throw. On a failed save, see within 60 feet of you that isn’t being worn or
the target takes 2d12 psychic damage and is carried by another creature and that isn’t secured
incapacitated until the end of your next turn, or in place. It can’t be larger than 20 feet on a side,
until it takes any further damage. While and it can weigh no more than 50 lbs.
incapacitated, its speed is halved. While you concentrate, you may use your action
to move the object up to 60 feet. You must keep the
Psychic Defibrillation object within sight during this movement. If your
concentration ends while the object is in the air, it
4th-level psychometabolism
falls.
Augmenting: autonomous vitality You may also use your action to end your
Psi Cost: 7 psi points concentration early and launch the object at a
Manifesting Time: 1 action creature you can see within range. The target must
Range: Touch succeed on a Dexterity saving throw or take 3d8
Components: A bludgeoning, piercing, or slashing damage (as
Duration: Instantaneous appropriate to the item, chosen by the DM) on a
failed save, or half as much on a successful one.
You touch a creature that has recently died and Intensify. When you spend extra psi points to
jumpstart its body’s vital processes. The target manifest this augment, for every 2 additional psi
creature must have died within the last minute, or points spent beyond the minimum cost, the damage
this augment fails. The creature returns to life at 0 increases by 2d8, and the maximum weight of the
hit points but is stable. You cannot return to life a object doubles (6 total psi points for 100 lbs., 8
creature that has died of old age, nor can you total psi points for 200 lbs., etc.).
restore a creature missing any essential body parts.
Psychic Prowess
2nd-level psychometabolism
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Components: A, O
Duration: Instantaneous
You channel your psychic potential to improve
yourself. Choose an ability score. Until the end of
your next turn, you gain a +5 bonus to all ability
checks using the chosen ability score.

488
Psychic Reformation Psychic Siphon
6th-level clairsentience 8th-level telepathy
Augmenting: aura beacon Augmenting: psychic static
Psi Cost: 11 psi points Psi Cost: 15 psi points
Manifesting Time: 16 hours Manifesting Time: 1 action
Range: Touch Range: 60 feet
Components: None Components: A, O
Duration: Instantaneous Duration: Instantaneous
You guide a creature you touch through mediation You feed on the psyche of a creature that you can
to psychically reorganize its memories and past see within range, gaining power by draining its
experiences, following different pathways of mental faculties. The target must succeed on a
causality. The target creature must concentrate (as Charisma saving throw or its Intelligence and
if concentrating on a power), and you must remain Charisma scores become 1. You increase your
in contact with it for the entire manifesting time, or current and maximum hit points by 1 for every
you fail to manifest this augment. point of Intelligence or Charisma the target
When you manifest this augment, the target creature lost. This increase lasts until you finish a
creature can choose to do any of the following: long rest.
If the target fails its saving throw, it can’t cast
Lose proficiency in one of its skills and gain spells, manifest powers, activate magic items,
proficiency in another. understand language, or communicate in any
Lose proficiency in one tool it is proficient with intelligent way. It can, however, identify its friends,
and gain proficiency in another. follow them, and even protect them.
Forget one language it knows and learn another. At the end of every 30 days, the creature can
Change any decisions it made for any Ability repeat its saving throw against this power. If it
Score Improvement class feature it previously succeeds on its saving throw, the power’s effects
gained, including the decision to take a feat it end.
This power’s effect on a target can also be ended
meets the prerequisites for, if applicable.
by greater restoration, heal, psychic chirurgery,
Forget a spell or augment known and choose a
wish, reality revision, or an intensified
different one of the same level. revitalization.
The target can choose to do any of the above
effects any number of times, however each time an Psychic Strike
effect is chosen, the maximum hit point total of 1st-level psychokinesis
both you and the target are reduced by 2. This
reduction lasts for each creature respectively until Augmenting: mindblade
it gains a level, and cannot be removed with greater Psi Cost: 2 psi points
restoration, revitalization, psychic chirurgery, or Manifesting Time: 1 reaction
similar magic. Range: Self
Components: O
Duration: Instantaneous
When you deal damage with your mindblade, you
may manifest this power as a reaction to increase
the damage your mindblade would deal by 2d8 and
change all of its damage to psychic damage.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by an
extra 1d8 for every 2 additional psi points spent
beyond the minimum cost. You cannot intensify
this power with more than 8 extra psi points.

489
Psychokinetic Weapon Psychometric Touch
2nd-level psychokinesis 2nd-level clairsentience
Augmenting: battle trance Augmenting: sixth sense
Psi Cost: 3 psi points Psi Cost: 3 psi points
Manifesting Time: 1 bonus action Manifesting Time: 1 action
Range: Touch Range: Touch
Components: O Components: A, O
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You channel your battle trance as pure kinetic You read the aura of one object you touch while you
energy into one simple or martial melee weapon concentrate. If you maintain contact with the object
you touch. Until your concentration ends, that for the complete duration, you learn a fact about
weapon becomes a magic weapon with a +1 bonus the object. Choose from one of the options below:
to its attack and damage rolls.
Intensify. When you spend extra psi points to The race, gender, age, and alignment of the last
manifest this augment, the weapon’s bonus to owner of the object (a creature in personal
attack and damage rolls increases by +1 for every 2 possession of the object for more than 7 days).
additional psi points spent beyond the minimum A vision of the last time the object was touched
cost, to a maximum total bonus of +3. by someone other than you or creatures you can
see. The vision is from the perspective of the
Psychometric Sense object, as if it could see as well as a human, in
5th-level clairsentience any direction you choose, and lasts for 10
minutes, at the end of which the item was let go.
Augmenting: sixth sense
Whether the item is magical or not and, if it is,
Psi Cost: 9 psi points
all of its magical properties, as if you cast
Manifesting Time: 1 action
identify on it.
Range: Self (60-foot radius)
Components: A, O
Duration: Concentration, up to 1 hour
Psychosomatic Feedback
4th-level telepathy
As you concentrate, you become sensitive to the
psychic impressions left by historical events in the Augmenting: psychic static
area. Normal everyday occurrences do not leave Psi Cost: 7 psi points
impressions strong enough to sense, rather you Manifesting Time: 1 action
perceive events with strong emotional resonances, Range: 60 feet
such as battles, weddings, murders, and births. Components: A
You perceive these events as if you were an Duration: 1 minute
unnoticed bystander anywhere in the area,
You sharpen your telepathic field into a sensory
witnessing them as they happened. Your “vision” of
feedback loop, causing creatures in the area to
the event is lightly obscured, as if by dim light or
believe they feel the pain that they inflict on you.
mist, but otherwise you view the event as though
For the duration, whenever a creature in the area
with truesight, detecting invisible creatures and
deals damage to you, it automatically takes 7
sensing the apparent and true form of magically
psychic damage, ignoring all resistances and
disguised creatures. Additionally, you identify the
immunities to psychic damage the creature might
primary emotion left by the event, such as terror,
have. A creature that suffers this damage believes it
joy, or anger. You can perceive events only within
to be of the same type they inflicted on you.
the limits of the area; your historical “vision” is
Intensify. When you spend extra psi points to
completely obscured beyond this power’s radius.
manifest this augment, the damage increases by 1
Your concentration ends early if you move from
your space. For every full 10 minutes that you for each additional psi point spent beyond the
concentrate, you perceive one historical event minimum cost.
strong enough to leave psychic impressions,
starting with the most recent and then going
backwards in time.
You can sense historical events as far back as
500 years, assuming your concentration lasts long
enough to do so.

490
Psychosomatic Haze Pyrokinetic Detonation
1st-level telepathy 2nd-level psychokinesis
Augmenting: blind spot Augmenting: energy ray
Psi Cost: 1 psi point Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 60 feet
Components: None Components: O
Duration: Concentration, up to 1 minute Duration: Instantaneous
You cause one creature you can see within range to You excite and compress the air into a superheated
believe its sight has become impaired. The target point within range, until it explodes like a miniature
must make an Intelligence saving throw. On a sun. Each creature in a 10-foot-radius sphere
failed save, it takes 1d8 psychic damage and is centered on that point must make a Constitution
blinded to everything more than 10 feet from it saving throw, taking 4d6 fire damage and being
until your concentration on this augment ends. On knocked prone on a failed save, or half as much
a successful save, it takes half as much damage and damage on a successful save with no other effects.
its vision is not affected.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
Quick Burst
1st-level psychometabolism
1d8 for each additional psi point spent beyond the
minimum cost. Augmenting: verve
Psi Cost: 1 psi point
Pyrokinesis Manifesting Time: 1 reaction
1st-level psychokinesis Range: Self
Components: O
Augmenting: energy ray Duration: Instantaneous
Psi Cost: 1 psi point
Manifesting Time: 1 action You rapidly but briefly increase your mobility and
Range: 120 feet reflexes. Until the end of your current turn, all
movement speeds you have increase by 10 feet, and
Components: O
you don’t provoke opportunity attacks. Intensify.
Duration: Concentration, up to 1 minute When you spend extra psi points to manifest this
You fix your gaze on one creature or object you can augment, until the end of your current turn, your
see within range and cause it to burst into flames. movement speeds increase by an additional 10 feet
The target must make a Constitution saving throw. for each additional psi point spent.
On a failed save, the target takes 1d10 fire damage,
and it catches on fire, taking 1d6 fire damage at the
end of each of its turns until your concentration
Ranged Prescience
3rd-level clairsentience
ends or until it or a creature adjacent to it
extinguishes the flames with an action. On a Augmenting: true shot
successful save, the target takes half as much Psi Cost: 5 psi points
damage and doesn’t catch fire. Manifesting Time: 1 bonus action
Intensify. When you spend extra psi points to Range: Self
manifest this augment, the initial damage increases Components: A, O
by 1d10 for each additional psi point spent beyond Duration: Instantaneous
the minimum cost.
You enhance your combat senses, allowing you to
exploit opportunities you wouldn’t see otherwise.
As part of the manifesting time of this augment, you
either take the Disengage action or make one
ranged weapon attack.

491
Reality Revision
9th-level metacreativity
Augmenting: aura beacon
Psi Cost: 18 psi points
Manifesting Time: 1 action
Range: Self
Components: O
Duration: Instantaneous
The power to reshape reality as one desires is the You might be able to achieve something beyond
mightiest power a mortal being can possess. When the scope of the above examples. State your
you manifest this power, a visible ripple in space desired revision of reality to the DM as precisely as
and time propagates out from you, and, in its wake, possible. The DM has great latitude in ruling what
the world is revised to your liking. occurs in such an instance; the greater the revision,
The basic use of this power is to duplicate any the greater the likelihood that something goes
other power or spell of 8th level or lower. If you wrong. The revision might simply fail to take hold,
duplicate an augment, you don’t need to focus on the effect you desire might only be partially
the augment’s appropriate talent, and any other achieved, or you might suffer some undesirable
requirements of the augment simply appear. If outcome as the result of a runaway butterfly effect
duplicating a spell, it doesn’t require any of its you failed to anticipate.
usual material components. The stress of manifesting this power to produce
Alternatively, you can create one of the following any effect other than duplicating another power or
effects of your choice: spell taxes you mentally and physically. After
enduring that stress, each time you manifest a
You create one object of up to 25,000 ct in value power or cast a spell until you finish a long rest,
that isn’t a magic item. The object can be no you take 1d10 psychic damage per level of that
more than 300 feet in any dimension, and it magical effect. This damage can’t be reduced or
appears in an unoccupied space you can see on prevented in any way. In addition, your Strength
the ground. drops to 3, if it isn’t 3 or lower already, for 2d4
You allow up to twenty creatures that you can days. For each of those days that you spend resting
see to regain all hit points, and you end all and doing nothing more than light activity, your
effects on them described in the revitalization remaining recovery time decreases by 2 days.
power (including its intensified effects). Finally, there is a 33 percent chance that the psi
You grant up to ten creatures that you can see points you spent to manifest reality revision are
resistance to a damage type you choose. permanently burned, reducing your maximum psi
You grant up to ten creatures you can see reserve by 18 points. This reduction cannot be
reversed by mortal means, even with a wish spell or
immunity to a single power, spell, or other
another reality revision, and it applies to any
magical effect for 8 hours.
increased maximum psi reserve you attain for
You undo a single event by forcing a reroll of any gaining a level.
roll made within the last round (including your
last turn), choosing whether to roll with
advantage or disadvantage, and whether to use
the original roll or the reroll.
Realized Potential Remote Projection
4th-level psychometabolism 5th-level clairsentience
Augmenting: wild technique Augmenting: sixth sense
Psi Cost: 7 psi points Psi Cost: 9 psi points
Manifesting Time: 1 action Manifesting Time: 10 minutes
Range: Touch Range: Self
Components: A Components: O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You unlock the potential in yourself or a creature You can see and hear a particular creature you
you touch. The target gains 30 temporary hit choose that is on the same plane of existence as
points. In addition, for the duration of this power, you. The target must make a Charisma saving
whenever the target makes an ability check, attack throw, which is modified by how well you know the
roll, or a saving throw, the target can roll a d6 and target and the sort of physical connection you have
add the number rolled to the ability check, attack to it. If a target knows you’re manifesting this
roll, or saving throw. Any remaining temporary hit power, it can fail the saving throw voluntarily if it
points granted by this power disappear when your wants to be observed.
concentration ends.

Knowledge Save Modifier


Secondhand (you’ve heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) –5
Connection Save Modifier
Likeness or picture –2
Possession or garment –4
Lock of hair, bit of nail, or the like –10

On a successful save, the target isn’t affected, and


you can’t use this power against it again for 24
hours.
On a failed save, you create an invisible
projection of yourself within 10 feet of the target.
You can see and hear through the projection as if it
were your body. The projection moves with the
target, remaining within 10 feet of it for the
duration. A creature that can see invisible creatures
sees the projection as an indistinct, translucent
humanoid unrecognizable as you. Instead of
targeting a creature, you can choose a location you
have seen before as the target of this power. When
you do, the projection appears at that location and
doesn’t move.

493
Revitalization Ring of Blades
3rd-level psychometabolism 3rd-level metacreativity
Augmenting: autonomous vitality Augmenting: mindblade
Psi Cost: 5 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self (15-foot radius)
Components: O Components: O
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You touch one creature and restore vigor to it. You create dozens of floating duplicates of your
Remove one of the following conditions from the mindblade and send them whizzing about you in a
touched creature: blinded, deafened, paralyzed, or ring. The ring of blades is 10 feet high and can have
poisoned. Alternatively, you remove one disease a radius up to 15 feet (5 feet minimum). The ring
from the creature. moves with you, remaining centered on you.
Intensify. If you spend 6 additional psi points Whenever a creature enters the ring’s space for
beyond this augment’s minimum cost, you manifest the first time on a turn or starts its turn there, you
it as a 6th-level power, and the list of conditions you may choose for it to be affected by the blades. If it is
can remove from the touched creature expands to so affected, the creature must make a Dexterity
include the following: all reductions to one of its saving throw. On a failed save, the creature takes
ability scores, an effect that reduces its hit point 3d8 damage of the damage type your mindblade
maximum, one level of exhaustion, or any other currently deals. On a successful save, the creature
effect specifically noted as removable with the takes half as much damage.
greater restoration spell. As a bonus action on your turn, you may contract
or expand the ring’s radius to be anywhere within
the above limits. Moving the ring this way onto a
creature does not damage it until it starts its turn in
the ring’s space, as above.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d8 for every 2 additional psi points spent beyond
the minimum cost.
Savage Presence Self-Actualization
2nd-level telepathy 1st-level clairsentience
Augmenting: psychic static Augmenting: sixth sense
Psi Cost: 3 psi points Psi Cost: 1 psi point
Manifesting Time: 1 action Manifesting Time: 10 minutes
Range: 60 feet Range: Self
Components: O Components: A
Duration: Concentration, up to 1 minute Duration: 1 hour
You alter your telepathic field to emanate waves of You meditate deeply and contemplate on
rage and bloodlust. Until your concentration ends, knowledge you seek, pulling the information from
you and any creature within 60 feet of you has the collective unconscious. For the duration, you
advantage on melee attack rolls. You can only gain proficiency in one of the following skills:
voluntarily end your concentration on this power if Animal Handling, Arcana, History, Medicine,
you begin concentrating on another effect; your Nature, Performance, Religion, or Survival.
instilled bloodlust is too strong to deny on a mere Intensify. When you spend extra psi points to
whim. manifest this augment, you may choose one
additional skill to gain proficiency in for every 2
Seeking Shot additional psi points spent beyond the minimum
cost.
2nd-level psychokinesis
Augmenting: true shot
Psi Cost: 3 psi points
Sense Link
3rd-level clairsentience
Manifesting Time: A ranged weapon attack
Range: Touch Augmenting: wild technique
Components: A Psi Cost: 5 psi points
Duration: Instantaneous Manifesting Time: 1 action
Range: 200 feet
As part of making a ranged weapon attack with a
Components: A
ranged weapon you touch, you may manifest this
power to imbue the weapon’s fired ammunition Duration: Concentration, up to 1 hour
with a psychokinetic charge that seeks the mind of You link your senses of sight and hearing to one
an intelligent target. If the target of your ranged willing creature you can see within range. While
weapon attack has an Intelligence score of 4 or you concentrate, you can see through the target’s
higher, your attack ignores half cover and three- eyes and hear what it hears, gaining the benefits of
quarters cover. Additionally, against such a target, any special senses that the target might have.
your fired ammunition can make one turn of up to During this time, you are deaf and blind with
90 degrees in order to bypass total cover (for regard to your own senses.
example, firing around a corner, or over a wall) As an action, and if the target is willing, you can
provided that you are aware of the target’s reverse this link so the target sees through your
presence. eyes and hears what you hear.
Intensify. If you spend 4 extra psi points beyond
the minimum cost to manifest this augment, you
manifest this augment as a 5th level power, and the
target of the power does not need to be willing,
either for the initial manifestation or the reversing
of its effects as an action. If the target is not willing,
it must make a Wisdom saving throw. On a
success, the power fails. On a failure, the unwilling
target is affected, but may repeat the saving throw
at the end of each of its turns for the duration of the
power, ending it on a success.

495
Share Pain Shatter Defenses
3rd-level psychometabolism 6th-level psychokinesis
Augmenting: autonomous vitality Augmenting: mind thrust
Psi Cost: 5 psi points Psi Cost: 11 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Touch
Components: A Components: A
Duration: Concentration, up to 1 minute Duration: 1 minute
You forcefully attune the vital rhythm of a creature You touch a creature and attempt to annihilate any
you can see within range to match your own. The and all defenses against mental and psionic effects
target must succeed on a Constitution saving it may have. The target must succeed on a
throw, or you become linked for as long as you Charisma saving throw or be affected by this
concentrate. A creature may choose to fail this power.
saving throw if it wishes. At the end of each of its Any temporary magical effect on an affected
turns, the target may choose to make another creature that grants it resistance or immunity to
Constitution saving throw, ending the link on a psychic damage, advantage against or immunity to
success. being charmed or frightened, or immunity to
While linked, you and the target have resistance enchantment, telepathy, divination, or
to all damage, and each time you or the creature clairsentience effects, ends early (including mind
takes damage, the other linked creature takes the blank, veiled psyche, and similar effects).
same amount of damage. If the affected creature is benefiting from a
The link ends if you drop to 0 hit points or if you permanent trait, feature, or magical effect that
and the target become separated by more than 60 grants resistance or immunity to psychic damage
feet. It also ends if this power or the warding bond or advantage against or immunity to being charmed
spell is placed on either of the linked creatures. You or frightened (such as a Villichi human’s racial
may also end the link as an action. traits, a Crusader’s Aura of Courage feature, or a
If you target a creature currently affected by ring of mind shielding), those defenses cease to
warding bond with this power and they fail their function for 1 minute. At the end of each of its
saving throw, the warding bond spell ends on that turns, a creature whose permanent defenses are
creature. being suppressed in this way can repeat the saving
throw, ending the effect on itself on a success.
Share Thoughts
2nd-level telepathy Shatter Invisibility
3rd-level psychokinesis
Augmenting: mindlink
Psi Cost: 3 psi points Augmenting: psychic hammer
Manifesting Time: 1 action Psi Cost: 5 psi points
Range: Self (500-foot radius) Manifesting Time: 1 action
Components: None Range: Self (50-foot radius)
Duration: Concentration, up to 1 minute Components: A
When you manifest this augment, and as your Duration: Instantaneous
action on each turn until your concentration ends, From your brow, a wave of attenuated force bursts
you can focus your mind on one creature you are out and disrupts all magic in range that veils sight.
telepathically communicating with. The duration of a magical effect that renders a
When you initially begin to focus on a creature, creature invisible ends on a creature if that
you initially learn its surface thoughts—what is creature fails a Dexterity saving throw and if that
most on its mind in that moment. As an action, you magic effect is of an equal or lower level than this
can attempt to probe deeper into the same power.
creature’s mind. If you probe deeper, the target Any creature that is invisible due to an effect that
must make a Wisdom saving throw. If it fails, you does not have a level (including creatures with
gain insight into its reasoning (if any), its emotional natural invisibility such as the invisible stalker) and
state, and something that looms large in its mind fails its saving throw is instead briefly revealed as a
(such as something it worries over, loves, or hates). dim outline, which removes its invisibility until the
If it succeeds, this power ends. Either way, the end of your next turn.
target knows that you are probing into its mind.
Questions verbally directed at the target creature
naturally shape the course of its thoughts, so this
power is particularly effective as part of an
interrogation.

496
Solicit Psicrystal Sow Psicrystal
5th-level telepathy 8th-level metacreativity
Augmenting: imbue psicrystal Augmenting: imbue psicrystal
Psi Cost: 9 psi points Psi Cost: 15 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 hour
Range: Touch Range: Touch
Components: None Components: None
Duration: Until dispelled Duration: Instantaneous
When you manifest this power, your psicrystal You imprint within your psicrystal a metacreative
takes over focus for the imbue psicrystal power, seed of a duplicate of yourself. The seed must
allowing you to begin focusing on another psionic germinate for 120 days before it is viable.
talent without ending the duration of imbue If your seed germinates for the full 120 days and
psicrystal. Additionally, if you begin concentrating becomes viable, it remains dormant and tethered to
on any other power, spell, or feature within 1 your soul. At any time after the seed becomes
minute after manifesting this augment, you may viable, if you die, the crystal housing your seed
use your reaction to transfer your concentration on shatters and is permanently destroyed as the seed
that effect to your psicrystal. Once your psicrystal blooms into a metacreative duplicate of your body
begins concentrating on this other effect, this in its prime. Your soul then enters the duplicate
power ends if the psicrystal loses concentration. body, provided your soul is free and you are willing
Until your psicrystal’s focus and/or concentration to return to life. Your duplicated body is identical to
ends, it cannot take any actions or reactions except your original one, except for its possible younger
those specified in the effect it is concentrating on, age, and has the same personality, memories, and
and you cannot manifest any other powers that abilities, but none of your original body’s
augment imbue psicrystal. While your psicrystal equipment. Your original body’s remains, if they
concentrates, your psicrystal must make a DC 10 still exist, become inert and can’t thereafter be
Constitution saving throw at the end of each of its restored to life, since your soul is elsewhere.
turns, ending this power and its concentration on a The metacreative seed, whether currently
failure. germinating or in a dormant, viable state,
evaporates and is destroyed if the crystal you use as
Soothing Impulse a material component for imbue psicrystal spends
more than 12 consecutive hours as a mundane
2nd-level psychometabolism
crystal, or if it is permanently destroyed.
Augmenting: autonomous vitality
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: 60 feet
Components: O
Duration: Instantaneous
You unleash a pulse of soothing vigor. Choose up to
3 creatures you can see within range. Each target
gains 9 temporary hit points. Intensify. When you
spend extra psi points to manifest this augment, the
number of temporary hit points targets gain from
this augment increases by 3 for each additional psi
point spent beyond the minimum cost.

497
Spectral Mist Spectral Shell
5th-level metacreativity 4th-level metacreativity
Augmenting: ectoplasmic object Augmenting: ectoplasmic object
Psi Cost: 9 psi points Psi Cost: 7 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 90 feet Range: 90 feet
Components: A, O Components: A, O
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour
You draw a significant quantity of ectoplasm from You pull matter from the Gray and create a shell of
the Gray and create a roiling, tangible mist of solid ectoplasm around a Medium or smaller
turbulent psychic energy with it. The mist fills an creature you can see within range. The target is
area consisting of up to ten 10-foot cubes, which encased in the shell if they fail a Dexterity saving
you can arrange as you wish. Each cube must have throw; a creature can choose to fail this saving
at least one face adjacent to the face of another throw if it wishes. The shell lasts until your
cube. On your turn, you can direct any or all cubes concentration ends and protects the target from
of the mist’s area to move up to 20 feet in any harm while it is trapped inside, providing it total
direction, but they must still be adjacent to one cover from all attacks and effects originating
another during and after this movement. The mist outside of the shell. The target is visible only as a
lasts for the duration, or until strong wind vague shadow within the shell, obscuring line of
disperses it, ending the power. sight to the creature. The shell has AC 18 and 20
The mist can occupy the same space as other hit points, and weighs as much as the creature
creatures and objects, and its area is heavily trapped inside.
obscured. When a creature enters the mist’s area While inside the shell, the target can breathe but
for the first time on a turn or starts its turn there, it can’t move or speak, and it can take only take
takes 9 psychic damage from the mist’s psychic actions that do not require physical movement
turbulence. A creature in the area must succeed on (such as casting a spell with no verbal or somatic
a DC 15 Constitution saving throw to cast spells or components, or manifesting a psionic power).
manifest powers. On a failure, the casting or Teleportation effects can be used to escape the
manifesting time is wasted, but spell slots or psi shell, but the ectoplasmic matter of the shell
points are not. extends into the Gray and blocks ethereal travel.
Intensify. When you spend extra psi points to A target that is trapped in a shell while flying falls
manifest this augment, the damage increases by 1 immediately, but the shell protects it from falling
for each additional psi point spent beyond the damage. The ectoplasmic shell is buoyant, and
minimum cost. For every 2 additional psi points floats to the surface if it encases a creature
you spend, the mist’s area increases by one 10-foot underwater.
cube. When the power ends, the ectoplasmic shell
evaporates.
Intensify. If you spend 8 additional psi points
beyond the minimum cost to manifest this
augment, you manifest it as an 8th- level power,
and it potentially traps all creatures regardless of
size fully within a 20-foot-radius sphere centered on
a point you choose within range (provided they fail
their saving throws). Each creature is trapped in an
individual shell, and the shells created have AC 20
and 50 hit points.
Spectral Steps Spectral Web
1st-level metacreativity 2nd-level metacreativity
Augmenting: ectoplasmic object Augmenting: ectoplasmic object
Psi Cost: 1 psi point Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 90 feet
Components: A, O Components: A, O
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You pull ectoplasm from the Gray and create a You pull ectoplasmic matter from the Gray and
solid, translucent staircase that lasts until your form it into a 20-foot square area of sticky,
concentration ends. The stairs form a spiral that psychoactive webbing starting from a point within
fills a 10-foot-by-10-foot area, and reaches upward range. For the duration, the web turns the ground
20 feet. in the area into difficult terrain.
When the augment ends, the ectoplasmic A creature in the area when you manifest this
staircase evaporates. augment must succeed on a Dexterity saving throw
Intensify. When you spend extra psi points to or be restrained by the web until the augment ends.
manifest this augment, the staircase increases in A creature restrained by the web can use its action
height by up to 20 feet for each additional psi point to make a Strength check against your power save
spent beyond the minimum cost. DC. On a success, it frees itself. Regardless of
success or failure, however, the creature’s
Spectral Wall struggles activate the web’s psychoactive strands,
causing them to constrict. The creature attempting
1st-level metacreativity to escape takes 2d4 bludgeoning damage, plus
Augmenting: ectoplasmic object another 2d4 bludgeoning damage for each previous
Psi Cost: 1 psi point failed attempt to escape the web (2d4 for the first
Manifesting Time: 1 action failure, 4d4 for the second, 6d4 for the third, etc.).
Range: 60 feet When the augment ends, the ectoplasmic web
Components: A, O evaporates.
Duration: Concentration, up to 10 minutes
You pull matter from the Gray and create a wall of
Stomp
cloudy ectoplasm that lasts until your concentration 1st-level psychometabolism
ends. The wall is 60 feet long, 15 feet high, and 1 Augmenting: verve
foot thick. At least one 10-foot section of the wall Psi Cost: 2 psi points
must be within range when you create it. Creatures Manifesting Time: 1 action
can pass through the wall without hindrance, but Range: Self (15-foot cone)
the wall blocks vision.
Components: A
When the power ends, the ectoplasmic wall
evaporates. Duration: Instantaneous
Intensify. If you spend 2 additional psi points You briefly but exponentially increase the density of
beyond the minimum cost to manifest this your body and stomp the ground, sending out a
augment, you fortify the wall with more ectoplasm shockwave that sweeps from you along the ground
on creation, making it solid. Creatures cannot pass in a 15-foot cone. Each creature standing on the
through the solid version of the wall. Each 5-foot ground in the area must make a Constitution
wide section of this wall has AC 12 and 10 hit saving throw. On a failed save, a creature takes 2d8
points. Breaking one section creates a 5-foot by 5- force damage and is knocked prone. On a
foot hole in it, but the wall otherwise remains intact successful save, the creature takes half as much
until your concentration ends. damage and isn’t knocked prone.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d8 for every 2 additional psi points spent beyond
the minimum cost.

499
Sudden Intuition Suspend Life
1st-level clairsentience 7th-level psychometabolism
Augmenting: wild technique Augmenting: verve
Psi Cost: 1 psi points Psi Cost: 13 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 action
Range: Self Range: Self
Components: None Components: A
Duration: Instantaneous Duration: Until dispelled or dismissed
When you fail an Intelligence check to recall any You descend into a meditative trance so deep your
sort of lore (such as the kind covered by the Arcana, body enters suspended animation. While in this
Religion, or Nature skill), you may manifest this trance you are paralyzed, but are resistant to all
power to reroll the ability check with advantage. damage and immune to poison and disease (a
poison or disease already in your system is
Sudden Step suspended, not neutralized), and you cease to age.
Additionally, while you meditate, divination and
3rd-level psychoportation
clairsentience effects do not recognize that you
Augmenting: speed of thought exist, and are unable to target you.
Psi Cost: 5 psi points For the duration of this power, you are aware of
Manifesting Time: 1 reaction your surroundings, but perceive time differently.
Range: Self Events rapidly progress around you, such that every
Components: O actual year passing feels like a day to you. This
Duration: Instantaneous makes it next to impossible to communicate with
you, even telepathically.
When you are hit by an attack, you manifest this If you attempt to wake yourself and dismiss this
augment to suddenly teleport out of the way of power, it takes you 1 minute to do so. If you have
danger. The triggering attack misses you, and you taken damage, you can attempt to instantly rouse
teleport up to 10 feet to an unoccupied space you yourself by making a Constitution saving throw
can see. against your own power save DC. On a success, you
dismiss this power at the end of your next turn after
having taken damage. On a failure, you remain in
your meditative trance.
If your verve talent is dispelled, you rouse
instantly but are dazed until the end of your next
turn. While dazed, you have disadvantage on all
attack rolls, ability checks, and Strength and
Dexterity saving throws, and your speed is halved.
Synaptic Arc Synaptic Web
1st-level psychokinesis 5th-level psychokinesis
Augmenting: energy ray Augmenting: energy ray
Psi Cost: 1 psi point Psi Cost: 9 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (15-foot cone) Range: 90 feet
Components: A, O Components: A, O
Duration: Concentration, up to 1 minute Duration: Instantaneous
Visible arcs of synaptic lightning extend from your You overload the brain of one creature you can see
brow to strike creatures before you. Each creature within range and cause bolts of synaptic lightning
in a 15-foot cone must make a Dexterity saving to coruscate from it to 2 other creatures in range,
throw, and if the target is wearing heavy armor it each of which must be within 30 feet of the first
makes the save with disadvantage. On a failed save, target. The first target must have an Intelligence
a creature takes 1d10 lightning damage, and it has score of 4 or higher, or the power fails. All targets
disadvantage on ability checks and ranged attacks must make a Constitution saving throw. On a
until your concentration ends. On a successful save, failure, a target takes 6d8 lightning damage and is
a creature takes half as much damage and doesn’t stunned until the end of its next turn. On a
suffer any further effects. successful save, the target takes half as much
A target suffering the effects of failed saving damage and is not stunned.
throw can repeat the saving throw at the end of
each of its turns, ending this power’s effects on
itself on a success.
Synchronized Sight
1st-level clairsentience
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by Augmenting: true shot
1d10 for every 2 additional psi points spent beyond Psi Cost: 2 psi points
the minimum cost. Manifesting Time: 1 action
Range: 60 feet
Synaptic Leap Components: A
3rd-level psychokinesis Duration: Concentration, up to 1 round
Augmenting: energy ray You hone your vision in on one creature within
Psi Cost: 5 psi points range, and link your sight with that of your allies.
Manifesting Time: 1 action Until the start of your next turn, your allies have
Range: Self (60-foot line) advantage on attack rolls against the target
creature.
Components: A, O
Duration: Instantaneous
You cause yourself to sublimate into pure synaptic
Tactical Aura
3rd-level psychoportation
lightning and shoot forth in a line that is 60 feet
long and 5 feet wide. Each creature in the line Augmenting: inertial transference
besides yourself must make a Dexterity saving Psi Cost: 5 psi points
throw, taking 3d6 lightning damage on a failed Manifesting Time: 1 action
save, or half as much damage on a successful one. Range: Self (60-foot radius)
You then teleport to an unoccupied space touched Components: A
by the end of the line opposite from the space you Duration: Concentration, up to 1 minute
occupied when you manifested this power.
Intensify. When you spend extra psi points to You create an aura of coordination and tactical
manifest this augment, the damage increases by potential. Until your concentration ends, any ally
1d6 for each additional psi point spent beyond the within range can use a bonus action on their turn to
minimum cost. take the Dash or Disengage action, or they may roll
a d4 and add the result to each attack roll they
make that turn.

501
Telekinetic Clutch Telekinetic Puppet
2nd-level psychokinesis 5th-level psychokinesis
Augmenting: psychic hammer Augmenting: psychic hammer
Psi Cost: 3 psi point Psi Cost: 9 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: 60 feet
Components: A Components: A, O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You seize a creature you can see within range and You telekinetically seize a creature you can see in
hold it fast with telekinetic force. The target must range and force its limbs to move with brute mental
succeed on a Strength saving throw or be grappled force. The target must succeed on a Strength
by you until your concentration ends or until the saving throw, or you gain control of it, allowing you
target leaves your reach, which is 60 feet for this to decide its movement and actions on its turns
grapple. while you concentrate.
The grappled target can escape by succeeding on Due to your crude method of control, the target’s
a Strength (Athletics) or Dexterity (Acrobatics) speed is halved for its turn and, if you force it to
check contested by your psionic ability plus your take any action that requires an ability check or
proficiency bonus. When a target attempts to attack roll, the target has disadvantage on the
escape in this way, you can spend additional psi check or roll. You cannot force the target to start or
points to gain a +1 bonus per psi point spent on stop breathing, or force it to speak, cast spells, or
your check. take purely mental actions such as manifesting
While a target is grappled in this manner, you can psionic powers.
create one of the following effects as an action, At the end of each of its turns, the target can
spending the indicated number of additional psi make another Strength saving throw. On a success,
points (obeying your psi limit each time you create your control of the target’s body ends.
an effect):
Crush (1–18 psi). The target takes 1d6
bludgeoning damage per psi point spent.
Telekinetic Push
1st-level psychokinesis
Move (1–18 psi). You move the target up to 5 feet
per psi point spent. You can move it in the air and Augmenting: psychic hammer
hold it there. It falls if the grapple ends. Psi Cost: 1 psi point
Manifesting Time: 1 action
Telekinetic Lance Range: Self (30-foot line)
1st-level psychokinesis Components: O
Duration: Instantaneous
Augmenting: psychic hammer
Psi Cost: 1 psi point You blast one creature you can see within range
Manifesting Time: 1 action away from you with a psychic thrust. The target
Range: Self (30-foot line) must make a Strength saving throw. On a failed
save, it takes 1d8 force damage and is pushed 5
Components: O
feet in a straight line away from you. On a
Duration: Instantaneous successful save, it takes half as much damage and
You form a battering ram of pure kinetic force and is not moved.
send it plowing away from you in a line 30 feet long Intensify. When you spend extra psi points to
and 5 feet wide. Each creature in the area must manifest this augment, for each additional psi point
make a Strength saving throw, taking 1d6 force spent beyond the minimum cost the damage
damage and being knocked prone on a failed save, increases by 1d8 and the distance the target is
or half as much damage on a successful one. pushed increases by 5 feet.
Intensify. When you spend extra psi points to
manifest this augment, the damage increases by
1d6 for every 2 additional psi points spent beyond
the minimum cost.

502
Telekinetic Wave Telepathic Weight
4th-level psychokinesis 5th-level telepathy
Augmenting: psychic hammer Augmenting: mind thrust
Psi Cost: 7 psi points Psi Cost: 9 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self (40-foot cone) Range: 120 feet
Components: O Components: A
Duration: Instantaneous Duration: Instantaneous
You send forth visible waves of crushing telekinetic You generate a crushing telepathic presence in a
force from your brow, extending out into this 20-foot cube within range. Each creature in that
augment’s area. Each creature in the area must area must make a Charisma saving throw. On a
make a Constitution saving throw, taking 7d8 force failed save, a target takes 7d8 psychic damage, is
damage on a failed save, or half as much damage incapacitated, and has their speed halved until the
on a successful one. Creatures who fail their save end of your next turn. On a successful save, the
are also pushed 10 feet directly away from you. target takes half damage and suffers no effects.
Intensify. When you spend extra psi points to Intensify. When you spend extra psi points to
manifest this augment, the damage increases by manifest this augment, the damage increases by
1d8 for every 2 additional psi points spent beyond 1d8 for each additional psi point spent.
the minimum cost.
Temporal Regression
Telepathic Slap 9th-level psychoportation
1st-level telepathy
Augmenting: mystic displacement
Augmenting: mindlink Psi Cost: 17 psi points
Psi Cost: 1 psi point Manifesting Time: 1 action
Manifesting Time: 1 action Range: Self
Range: 60 feet Components: O
Components: O Duration: Instantaneous
Duration: Instantaneous You transport yourself backwards in time. The
Your eyes flare in a moment of concentrated, process of regressing yourself to an earlier point in
telepathic anger, as you lash out at one creature time is exceedingly difficult and dangerous. If you
you are telepathically communicating with. The are not in combat, you can attempt to travel
target must make a Charisma saving throw. On a backwards in time up to 8 hours, but if you
failed save, it takes 1d10 psychic damage and manifest this power while in combat, you can only
suffers disadvantage on its next Intelligence, attempt to regress time back to the point at which
Wisdom, or Charisma saving throw before the end you rolled for initiative. You must succeed on a
of your next turn. On a successful save, it takes half psionic ability check against your own power save
as much damage, and does not suffer disadvantage DC to successfully use this power. On a failure, you
from this augment. remain in the present, take 10d6 force damage that
Intensify. When you spend extra psi points to cannot be mitigated in any way, and the psi points
manifest this augment, the damage increases by you spent are permanently burned, reducing your
1d10 for each additional psi point spent beyond the maximum psi reserve by 17 points. This reduction
minimum cost. cannot be reversed by mortal means, even with a
wish spell or the reality revision power, and it
applies to any increased maximum psi reserve you
attain for gaining a level.
When you travel back in time, only you retain
knowledge of the future in which you lived, but
small variances in random variables can produce
different outcomes to the ones you might expect
(for example, a game of chance you witnessed the
first time around might not result in the exact same
outcome you first witnessed). The DM has the final
call on the state of the world and the creatures in it
after you manifest this power.
Likewise, a combat that you return to the
beginning of may have wildly different results,
necessitating that the entire encounter be replayed.

503
Temporal Reset Third Eye
8th-level psychoportation 3rd-level clairsentience
Augmenting: mystic displacement Augmenting: sixth sense
Psi Cost: 15 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Self Range: Touch
Components: O Components: O
Duration: Instantaneous Duration: Concentration, up to 1 minute
Your condition returns to what it was at the end of You partially open your third eye, or the third eye of
your previous turn, minus the psi cost of a willing creature you touch, granting the target a
manifesting this power. You must maintain an mystic sense that allows it to perceive what would
accurate record of your hit points, psi points, uses not normally be possible. Until your concentration
remaining of features, and other pertinent ends, the target can see all creatures, including
information regarding your overall condition for the hidden and invisible ones, regardless of lighting
point to which you return. If you do not have an conditions.
accurate record of such information, the power Intensify. If you spend 2 additional psi points
fails. This power only returns your inherent when manifesting this augment beyond its
features to their previous state, it has no effect on minimum cost, you manifest it as a 4th level power,
your equipment, including magic items. and you open the target creature’s third eye even
wider, granting them this augment’s normal effects
Temporal Shunt and allowing them to see through objects that are
up to 1 foot thick within 30 feet of them.
3rd-level psychoportation
If you spend a total of 4 additional psi point when
Augmenting: mystic displacement manifesting this augment beyond its minimum
Psi Cost: 5 psi points cost, you manifest it as a 5th level power, opening
Manifesting Time: 1 action the creature’s third eye completely, granting them
Range: Touch this augment’s 3rd and 4th-level effects, plus
Components: O truesight with a range of 30 feet for the duration of
Duration: Concentration, up to 1 minute the power.
You attempt to propel one creature you touch up to
a minute in the future. The target must succeed on
Thought Projection
a Charisma saving throw, or be shunted forward in 4th-level clairsentience
time one minute, disappearing for the duration of Augmenting: sixth sense
this power. When this power ends, the target Psi Cost: 7 psi points
reappears in the space it was occupying when Manifesting Time: 1 action
shunted or in the nearest unoccupied space if that Range: 60 feet
space is occupied. A shunted target perceives no
Components: A
personal time passing between the moment it was
shunted and when it reappears. Duration: Concentration, up to 1 hour
Intensify. For every 2 additional psi points spent You create a psychic projection within 60 feet of
when you manifest this augment, the power’s range you, hovering in the air. The projection lasts for as
increases by 10 feet and you may target one long as you concentrate and is invisible. It has
additional creature in range. normal vision and darkvision with a range of 60
feet and can look in all directions, and you mentally
receive visual information from it. As an action, you
can move the projection up to 30 feet in any
direction. There is no limit to how far away from
you the projection can move, but it can’t enter
another plane of existence. A solid barrier blocks
the projection’s movement, but it can pass through
an opening as small as 1 inch in diameter.
Intensify. If you spend 1 additional psi point
beyond the minimum cost, the projection you
create can move through solid objects, but can’t
end its movement in one. If it does so, the power
immediately ends.

504
Titanic Form True Metabolism
2nd-level psychometabolism 5th-level psychometabolism
Augmenting: primal metabolism Augmenting: primal metabolism
Psi Cost: 3 psi points Psi Cost: 9 psi points
Manifesting Time: 1 action Manifesting Time: 1 reaction
Range: Self Range: Self
Components: O Components: O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You gain 10 temporary hit points and you become You dig deep into the primal healing capabilities of
Large until your concentration ends, if you’re not your evolutionary antecedents and rapidly
already Large or larger. Additionally, while you accelerate cell growth and regeneration. Until your
concentrate, your reach increases by 5 feet and concentration ends, you regain 15 hit points at the
your melee weapon attacks deal an extra 1d4 start of each of your turns.
bludgeoning damage on a hit.
Intensify. If you spend 6 additional psi points
when manifesting this augment beyond its
Truevenom
4th-level psychometabolism
minimum cost, you manifest it as a 5th-level power,
you gain an additional 30 temporary hit points, and Augmenting: primal metabolism
you become Huge until your concentration ends, if Psi Cost: 7 psi points
you’re not already Huge or larger. While you are Manifesting Time: 1 action
Huge, this augment’s bonus damage to melee Range: Self
weapon attacks increases to 2d6 extra bludgeoning Components: None
damage, and your reach increases by 10 feet Duration: 1 hour
instead of 5.
You psionically alter your venom into a magically
Touchsight potent form. For the duration, whenever you would
deal poison or acid damage with primal
2nd-level clairsentience metabolism or a power that augments primal
Augmenting: wild technique metabolism, your poison or acid damage ignores
Psi Cost: 3 psi points any resistance to poison or acid damage affected
Manifesting Time: 1 action creatures might have, and creatures with immunity
Range: Touch to poison or acid damage take half damage from
your poison or acid damage (instead of none).
Components: A
Intensify. If you spend 2 additional psi points
Duration: Concentration, up to 1 minute when manifesting this augment beyond its
You or a willing creature you touch gain the ability minimum cost, you manifest it as a 5th-level power,
to perceive even the most minute of vibrations and any creature affected by a power you manifest
through tactile senses. For the duration, the target that augments primal metabolism does not benefit
creature gains tremorsense with a radius of 30 feet. from immunity to the poisoned condition if that
power poisons them.
Tunnel Vision Ultrasonic Tone
1st-level telepathy 2nd-level psychokinesis
Augmenting: blind spot Augmenting: energy ray
Psi Cost: 2 psi points Psi Cost: 3 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: 60 feet Range: Self (60-foot line)
Components: O Components: A, O
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You invert the sensory principle behind your blind A line of intense, high-pitched sound 60 feet long
spot talent and fixate the attention of a creature you and 5 feet wide blasts from you in a direction you
can see within range solely on yourself. The target choose for the power’s duration. When a creature
must make an Intelligence saving throw. On a enters the line for the first time on its turn or starts
failed save, the creature is so thoroughly distracted its turn there, it must make a Constitution saving
by your presence that all other creatures are throw, taking 2d10 thunder damage on a failed
invisible to it until your concentration ends. This save, or half as much on a successful one.
effect ends if the creature can no longer see or hear Any creature in the line must spend 2 feet of
you, or if it takes damage. movement for every 1 foot it moves when moving
closer to you.
Ultrasonic Boom As a bonus action on each of your turns while you
concentrate, you can change the direction in which
5th-level psychokinesis
the line blasts from you.
Augmenting: energy ray Intensify. When you spend extra psi points to
Psi Cost: 9 psi points manifest this augment, the damage increases by
Manifesting Time: 1 action 1d10 for every 2 additional psi points spent beyond
Range: 60 feet the minimum cost.
Components: A
Duration: Instantaneous Umbra Sight
You create a shockwave of incredibly loud sound 1st-level clairsentience
that extends out in a 20-foot-radius sphere centered Augmenting: wild technique
on a point you can see within range. Each creature Psi Cost: 2 psi points
in the area must make a Constitution saving throw. Manifesting Time: 1 action
On a failed save, a target takes 6d6 thunder Range: Touch
damage, and it is stunned until the end of your next Components: O
turn. On a successful save, a target takes half as
much damage and is not stunned. Duration: 1 hour
Intensify. When you spend extra psi points to You grant yourself or a willing creature you touch
manifest this augment, the damage increases by the ability to see in the dark. For the duration, the
1d6 for each additional psi point spent beyond the target has darkvision out to a range of 60 feet.
minimum cost.
Unsettling Presence Urgent Movement
2nd-level telepathy 1st-level psychoportation
Augmenting: psychic static Augmenting: inertial transference
Psi Cost: 3 psi points Psi Cost: 2 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 reaction
Range: 60 feet Range: 60 feet
Components: O Components: A
Duration: Concentration, up to 1 hour Duration: Instantaneous
You alter your telepathic field to emanate waves of You impart an impulse of potential energy in up to
disquiet and repulsion. Until your concentration 5 allies you can see within range. Each of those
ends, any creature you choose within 60 feet of you allies can use their reaction to move up to half their
that can see you must spend 1 extra foot of speed, following a path of your choice.
movement for every foot it moves towards you. A
creature ignores this effect if it cannot be
frightened.
Urgent Violence
2nd-level psychoportation
Urgent Charge Augmenting: inertial transference
Psi Cost: 3 psi points
1st-level psychoportation
Manifesting Time: 1 action
Augmenting: inertial transference Range: 30 feet
Psi Cost: 2 psi points Components: A
Manifesting Time: 1 reaction Duration: Instantaneous
Range: 60 feet
Components: A You impart an impulse of potential violence in one
ally you can see within range. That ally can use
Duration: Instantaneous their reaction to immediately take the Attack
You impart an impulse of aggression in up to three action, attacking as though it were their turn. You
allies you can see within range. Each of those allies choose the targets of the ally’s attacks.
can immediately use their reaction to move up to Intensify. When you spend extra psi points to
their speed in a straight line toward their nearest manifest this augment, you may choose one
enemy. additional ally for every 2 additional psi points
spent beyond the minimum cost.
Vanishing Venomous Spit
5th-level telepathy 1st-level psychometabolism
Augmenting: blind spot Augmenting: primal metabolism
Psi Cost: 9 psi points Psi Cost: 2 psi points
Manifesting Time: 1 bonus action Manifesting Time: 1 action
Range: Self (500-foot radius) Range: Self (30 feet)
Components: None Components: O
Duration: Concentration, up to 1 minute Duration: Instantaneous
You disappear from the perceptions of all creatures You alter your glands to turn your saliva into a
within range. You turn invisible and remain so until potent venom, and spit it at one creature you can
your concentration ends. While you are see within 30 feet of you. The target must make a
concentrating, you cannot be detected by sound or Constitution saving throw. On a failed save, it takes
scent, and creatures with extraordinary senses like 2d6 poison damage and is poisoned until the end of
blindsight or tremorsense can only detect you if your next turn.
their passive Perception is equal to or greater than On a successful save, the target takes half as
your power save DC. much damage and isn’t poisoned.
Intensify. When you spend extra psi points to
Veil Psyche manifest this augment, the damage increases by
1d6 for each additional psi point spent beyond the
7th-level telepathy minimum cost.
Augmenting: blind spot
Psi Cost: 13 psi points
Manifesting Time: 1 action
Range: Self
Components: None
Duration: 24 hours
You completely obscure your mind from outside
influences. For the duration, you are immune to
psychic damage, effects that would sense your
emotions or read your thoughts, divination spells
and clairsentience powers, and the charmed
condition. This power even foils wish spells, the
reality revision power, and spells or effects of
similar magnitude used to affect your mind or to
gain information about you.

508
Vital Surge Vitality Transfer Field
1st-level psychometabolism 5th-level psychometabolism
Augmenting: autonomous vitality Augmenting: autonomous vitality
Psi Cost: 1 psi point Psi Cost: 9 psi points
Manifesting Time: 1 reaction Manifesting Time: 1 action
Range: 60 feet Range: Self (60-foot radius)
Components: O Components: O
Duration: Instantaneous Duration: Instantaneous
When a creature within range you can see fails a You generate a field of sympathetic transference of
stabilization saving throw after falling unconscious, life energy.
you project a beam of bright light from the center of Choose up to six creatures within range. Each
your chest out to the target creature, healing it target regains hit points equal to 15 + your psionic
before it suffers the results of the failed ability modifier, and you take 1d4 necrotic damage
stabilization save. It regains a number of hit points for each creature healed this way. The damage you
equal to 5 + your psionic ability modifier. take cannot be mitigated in any way.
Intensify. When you spend extra psi points to Intensify. When you spend extra psi points to
manifest this augment, the amount of hit points the manifest this augment, for each additional psi point
target creature regains increases by 5 hit points for spent beyond the minimum cost the amount of hit
each additional psi point spent beyond the points every target creature regains increases by 5
minimum cost. and the total damage you take increases by 1d4.

Vitality Transfer Xenoglossy


2nd-level psychometabolism 3rd-level clairsentience
Augmenting: autonomous vitality Augmenting: sixth sense
Psi Cost: 3 psi points Psi Cost: 5 psi points
Manifesting Time: 1 action Manifesting Time: 1 action
Range: Touch Range: Self
Components: O Components: A
Duration: Instantaneous Duration: 1 hour
You touch one creature and absorb its pain while You tap into the collective unconscious and gain
transferring your vitality to it. You take 2d4 necrotic the ability to understand any spoken or written
damage that cannot be mitigated in any way, and language for the duration. In addition, for the
the target creature regains a number of hit points duration, when you speak, all creatures that can
equal to 10 + your psionic ability modifier. understand a language understand what you say,
Intensify. When you spend extra psi points to regardless of what language you use.
manifest this augment, for each additional psi point
spent, the number of hit points the target creature
regains increases by 5 and the damage you take
increases by 1d4.
Appendix A: Athasian Planes
The Material Plane
Athas itself – the planet, its lands, the denizens
thereof – resides on the material plane. This is the
plane mortals call reality, a place of static matter
and brief, fleeting lives. Bordered by the Gray and
the Black, fed and shaped by the Elemental Plane,
it is the culmination of countless cosmic forces
working in tandem to forge a mortal experience.
Though the Gray chokes Athas off from all that
lies beyond, some of the Material Plane can yet be
seen through its ethereal barrier. The twin moons
Ral and Guthay, one a striking viridian green and
the other a mottled straw-yellow, pass overhead
with each night, and the Dark Sun burns
perpetually in the day, its cracked black gaze ever
glaring upon Athas. It is said that once Athas and
its moons were not alone, that the Material Plane
once consisted of countless worlds, orbiting suns
not dark and dying but bright and dyed in all the
The Gray hues of the universe. Perhaps it is even true.
The Gray is a dreary, endless space, the place
Athasians go when they die. This infinite expanse
of ashen haze attracts the spirits of the dead once
The Black
they give up the confines of their mortal raiment. In The Black is a realm which separates everything
the Gray, the dead exist in a sort of limbo, floating that exists from everything that doesn’t, an
aimlessly in the ether or assuming the forms they immense void in the fabric of the planet itself. The
held in life. Eventually, the spirits of the dead are Black lies wherever light creates shadows; in the
dissolved and absorbed into the Gray, much as absence of light, no connection to the Black exists.
their corpses are slowly obliterated by rot and It has been described as a continually shifting,
decay on Athas. From these eroded vestiges, new twisted place that imperfectly mirrors Athas itself,
souls were once birthed again into the Material its dark reflection buried beneath the shallow grave
Plane, journeying for a lifetime until they were once of Athas’ deserts like a vast, leathery egg, filled with
again called to dust and ash. spite and silence, ready to hatch and consume the
After the vast devastation brought by defilers of world above. While Athas exists outside the shell of
past ages, this cycle of death and rebirth has been this metaphorical egg, the inside is a world of
sundered. The Gray hangs over the planet of Athas chilling gloom and utter darkness.
like a burial shroud, visible as a shadowy mist to If the ravings of shadow-mad Arcanists are to be
those beyond and invisible to the beings within. believed, some things which might be called living
Where once it was but an ethereal veil overlapping lurk within. Giants of shadow that walk endlessly
Athas, it now acts as a barrier, so choked with through the void, their hate a hungry sharp-toothed
death that nothing can pass through or beyond. The maw waiting eagerly to consume any interlopers.
Outer Planes are known to none yet living, and The truth, known only to the the most ancient of
have forgotten Athas in turn, condeming the ruined beings within Athas, is that these shadow giants
world to its fate in exile. are the loyal servants of Emperor Rajaat, the First
Sorcerer. To complete their betrayal of Rajaat, the
The Plane of Dreams Champions which would one day be called
Sorcerer-Kings trapped his kin within the Black,
The Gray doesn’t have layers like other planes, yet
sentencing them to watch from eternal shadow as
there is more to it than mere death. All souls bear
those who betrayed them claimed the world.
some connection to the plane, even in their brief
sojourns to the world of the living. Through this The Hollow
connection, the living beings of Athas create
psychic impressions, shadows of their every Deep within the shell of the Black lies the Hollow, a
thought and feeling. realm of absolute nothingness. It resides in no one
Mortal dreamers drift into the Gray during deep physical location of Athas, for in many ways it does
slumber, forging brief pockets of memory and not exist at all. It is an antithesis of thought, a void
desire made manifest by the ambient psionic which both is and is not. Within the vast emptiness
energy of the Gray. Some powerful psionicists can of the Hollow, Rajaat languishes in a prison formed
draw upon this connection at will, calling the raw of treachery and magic. Ever does he rage there,
psionic energy of the Gray into the waking world. clawing at his prison walls, rabid and despairing.

510
The Elemental Plane Realm of Earth
The elemental planes, sometimes called the Inner The Realm of Earth is a vast desert ridged on all
Planes, represent the material building blocks of sides by majestic mountains and jagged
the universe. The elemental realms of Earth, Air, outcroppings of rock. The land is dotted with
Fire, and Water are each realms dominated by tunnels and caverns, and strange rock islands float
their respective element. They exist at the very core lazily in place of clouds.
of Athas, a roiling maelstrom of raw matter and
energy caught in an eternal war to seize each Realm of Air
other’s dominions. The elements care little for the The Realm of Air is a vast, seemingly endless
affairs of the mortal plane beyond the territory they expanse of nothing - except air. Wispy clouds from
claim there, their endless ambition a primeval force the paraelemental plane of steam sometimes float
of creation at best, a ruinous hunger at worst. through here, and a traveler can leap from cloud to
The inner planes are connected to the Material cloud, simply landing on another should they fall.
Plane via cosmic conduits called vortices. The spirits that live here float on fierce breezes, or
Commonly known types of vortices are free- dwell in secret in the centers of the clouds.
standing and temporary. A freestanding vortex to
the Realm of Fire might be in the heart of a Realm of Fire
volcano, for instance. A temporary vortex is most
The Realm of Fire is a reddish land awash in
often a spell, such as plane shift. Less commonly
labyrinthine walls of flame. Great gouts of fire
known or acknowledged are the living vortices,
shoot randomly from the crimson earth, and the
creatures of great power that serve as avatars for
shimmering heat gives everything a hazy, hellish
the elementals’ war upon the mortal plane. Such
look. Far in the distance, the horizon seems to be
beings are brought about only in times of great
made of impassable fires the size of mountains.
imbalance, as the vast power required can leave
their host element vulnerable on its home plane. Realm of Water
Pieces of each prime element have been
scattered throughout each others’ planes, remnants The Realm of Water was once a pristine, infinite
of wars spanning back to the dawn of creation. ocean, its crystal-clear waters rising to waves that
These lost scraps take on qualities of their could drown a world and descending to an abyss of
environs, developing into fusions of two or more unimaginable depths. A traveler could swim forever
elements called paraelementals. These creations without fear of drowning, and witness coral reefs
can be seen in the Material Plane in forms such as like painted mountains. Today, those reefs are but
lightning, magma, or silt. Summoned elemental bleached bone, and the ocean has been drained to
spirits are called quasielementals, finding form and puddles of murky brine amid barren plains of silt.
consciousness through mortal hands. The spirits are few, and parched. None are friendly.
Appendix B: The Sorcerer-Kings

W
hat follows is the hidden lore of the
Sorcerer Kings, much of which is
The Champions of Rajaat
known only to those who witnessed All Sorcerer-Kings share the same beginning,
their rise and fall or serve within their though their paths have split over the ages that
domain. Such secrets are not only lost came after. Once there was a being called Rajaat,
to time, they are forbidden– for the the First Sorcerer. An ancient being obsessed with
rulers of the Tablelands, history is a tool restoring the world to lost glory, he discovered the
and a weapon. With unfathomable power and dark arts of defilement and spread them to fifteen
eternal life came the ability to shape their own of the greatest spellcasters of his age.
stories, and woe befall any who question their tale. With these Champions, Rajaat declared himself
Emperor and waged a war of conquest upon all of
Athas, scouring it of his enemies. In the end, there
was only lifeless silt and deserts burning beneath a
blackened sun. His reward was betrayal– the
Champions cast Rajaat into the Hollow, divvied up
the little habitable land left as spoils of their
massacres, and so claimed what are now the city-
states of the Tablelands. With none to oppose
them, the Champions declared dominion over all of
Athas, becoming Sorcerer-Kings warring eternally
amongst each other for the scraps of a dying world.
Abalach-Re of Raam
Over the nearly thirty generations that she has Spies of the Sorcerer
ruled Raam, Abalach-Re has taken many mates and
borne scores of children. She has little affection for Abalach-Re has comparatively few Templars. When
her progeny, discarding them or keeping them she has need of new ones, she performs divinations
depending on her mood. Those she abandons at to discover young citizens who might be suited for
birth are given to one of the noble nawab families wielding magic. Then she removes the candidates
and raised as foster children, while those kept from their families, regardless of caste, and trains
become high-ranking functionaries or hidden them to serve her. The Templars take new names
agents scattered throughout Raam. In this way the and exist outside the caste system, like their
city-state has become a nepotistic labyrinth of mistress, and serve as her eyes and ears within the
intertwined lineages, a puppet show of government nobility of Raam’s nawab warlords and the intricate
dancing at Abalach-Re’s fingers. machinations of the Grand Vizier’s administrative
Abalach-Re’s living descendants are known as agents.
the Offspring. Many manifest unusual magical or Disorder and strife have made it dangerous for
psionic talents; it is rumored that Abalach-Re Templars, many of whom now walk the streets only
manipulates her children with sorcerous energy with armed escort or barricade themselves in their
before they are born, and that they pass their estates. Still others use the disarray to their
unpredictable gifts to their own children in turn. advantage, hatching secret plots and forging
The citizens of Raam exchange whispered tales perilous alliances.
about the purpose behind the Offspring. Some say
that Abalach-Re grows old and wishes to move her
intellect into a younger version of herself. Others
believe that she is preparing for a great ritual that
requires the sacrifice of countless progeny from her
bloodline. Still others claim that she cannot die as
long as at least one of her children remains alive.
Perhaps it is this superstition which stays the
hand of outright rebellion– for Raam, ancient and
magnificent as it was, is now a pale shade of its
wondrous heights. Centuries of plundering the
countryside for its resources, rampant corruption in
its government, and Abalach-Re’s growing
disinterest in governance have brought the city-
state to the brink of disintegration.
The alabaster quarries and gemstone mines
stand exhausted, and reckless agricultural
practices have led to disastrous food shortages. In
the streets, violent factions sworn to one warlord or
another battle for control as the once-vibrant and
influential city slips into ruin. Mobs riot daily
against their ineffectual ruler, the sorcerer-queen
Abalach-Re, and yet she looks only to plots which
none can see the ends or beginnings of, captivated
by ambitions whose scope has blinded her to the
fires at her feet.

513
Andropinis of Balic
Balic is ruled by the Dictator Andropinis, a The Pulpit of Praetors
powerful Sorcerer-King who was elected to his post
over seven hundred years ago. Though the term Praetors are the Templars of Balic. By popular
“dictator” originally referred to the power of vote, they are elected to their offices for 10-year
dictating (as in stating) a city policy sanctioned by a terms. Once they have won their positions,
democratic assembly of property owners, Andropinis invests them with the magical power
Andropinis has converted the title and office into necessary to perform their duties. The dictator’s
one of total authority. Anyone who speaks against minions carefully screen candidates and arrange
him is executed by dictatorial decree. voting districts and slates to produce the results
On the rare occasions that someone is brave that Andropinis desires. On occasion, an unwanted
enough to voice a complaint about the harshness of praetor is elected despite the dictator’s
Andropinis’ rule, the old man takes great delight in arrangements; unfortunate accidents often befall
reminding all within earshot that their ancestors such people shortly after they take office.
elected him to his post for life. Unfortunately for the
citizens of Balic, nobody realized just how long
Andropinis might live.

514
Borys of Ur Draxa
Every being on Athas fears the Dragon, from the
lowliest slaves to the mightiest Sorcerer-Kings. The
legends say the Dragon swoops in periodically to
demand tribute, claiming its tithe of slaves and
treasure and taking them into the desert. It feels
neither fear nor doubt, and it kills, steals, and
destroys what it wants, when it wants.
The truth behind the Dragon is known only to the
Sorcerer-Kings, for the Dragon was once one of
them. Borys the Butcher was a student of Rajaat,
the First Sorcerer; along with fourteen other secret
students, he learned the power of defiling magic
and became a Champion. When the Champions’
scouring wars ruined the world, though, Borys
rebelled against his master and led the others
against him. They defeated Rajaat and imprisoned
him in the Hollow, outside time and space.
After the Champions resettled in the Tablelands,
each claimed a city-state and began the magical
metamorposis to become dragons, titans of power
that could bend the world beneath their talons.
Borys, demanding the power to guard Rajaat’s
prison, enlisted the help of the others to complete
the process first. The ritual required a sacrifice: it
ripped the life from the lands once called Ebe,
eradicating its citizens and fouling the lands into a
hellish, volcanic wasteland. The Dragon then
rechristened its city Ur Draxa, or the City of Doom.
The Dragon dwells in the palace of Ur Draxa, at
the center of the Valley of Dust and Fire in the Sea
of Silt. The people of Athas see the Dragon only
when it collects its levy of souls from the other
Sorcerer-Kings. It claims hundreds of slaves, which
it devours or brings to Ur Draxa for use in
experiments, as gifts to the liches that serve it, or in
service to some secret, unspeakable agenda.

The Draxan Dead Lords


A circle of liches in the Dragon’s service, called the
Dead Lords, governs the City of Doom. These
undead creatures form a cabinet of ministers for Ur
Draxa, attending to the mundane operations in
which the Dragon has apparently lost interest.
Each Dead Lord was once a powerful vizier,
Templar, or warrior, rewarded for their cruelty and
efficiency with the eternal undeath afforded a
kaisharga. Several kaisharga dream of unseating
the Dragon and taking its place, but not even all the
kaisharga together could stand against the beast.
Beneath the cold hands of the Dead Lords are the
living denizens of the city. There are three
administrative arms: the Templars, the army, and
the viziers. Postings to the government are
considered the highest honor for the Draxan
citizen; clans engage in fierce feuds to determine
who may enroll a son or daughter in the ranks of
the Templars, or gain a favorable assignment in the
army.

515
Daskinor of Eldaarich
Paranoid, given to fantastic delusions, and gripped Prisoners to Paranoia
by fear, Daskinor is as dangerous as he is mad. The
seeds of his insanity were present long ago, but it Eldaarich’s fortified walls and barred gates protect
has grown in intensity over the centuries so that Daskinor, but they do nothing to shield those within
now, his terror is broken only by random outrage from the Sorcerer-King himself. His chaos has
and accusations. Daskinor’s diseased mind invents infected the city, and fear of becoming his next
enemies where none exist, and they change all the target is the only thing keeping its people from
time. Some new threat swims up through his outright anarchy. Instead, the Templars and nobles
mind’s fog, and once he puts a name to it, he practice the more subdued art of betrayal and
expends every resource at his disposal to destroy it. assassination–to gain power, misdirect suspicion,
His recent targets include the Veiled Alliance, the or simply to ease the tension of their precarious
tanning industry, three clueless slaves, nobles, lives.
Templars, Aarakocra, colors, and whatever else
catches his attention in a negative way. Daskinor
does experience fleeting periods of lucidity, or at
least, when he is less dangerous to others than he
normally is– but they are rare.
The years weigh heavily on the Sorcerer-King.
Daskinor hoards everything in the belief that his
enemies can use anything he discards against him.
He never cuts his hair or fingernails, and he never
bathes out of fear that an assassin might extract
some essence from the wash and render it into a
poison that can kill even a being of his power.
Currently, Daskinor frets most about those who
possess psionic power. His Templars scour the city
for anyone displaying talent with the Way, and
those discovered are executed with no recourse.
That Daskinor also has great psionic power is not
lost on the Sorcerer-King and, in darker moments,
he suspects even himself of evil plotting; thus, he
permits no mirrors in his quarters, lest he catch
himself in his own gaze and fall prey to an attack
from his subconscious.

516
Dregoth of Giustenal The Dread King’s Army
In life, Dregoth was on the verge of achieving the
final stage of metamorphosis, eclipsing all but the Over a tenth of New Giustenal’s populace are full
already ascendant Dragon. Unlike the other Templars of Dregoth, so marked by a thick,
Sorcerer-Kings, Dregoth proudly displayed the yellowish scale that rises from the Dray’s spine
scaly skin and elongated skull of his ensuing upon receiving Dregoth’s blessing. Beyond these
metamorphosis, flaunting the power he had exalted champions, the entire populace of New
accumulated without the aid of any ally. The eleven Giustenal is also expected to take up arms in
remaining Sorcerer-Kings grew concerned, Dregoth’s grand crusade of the Tablelands once
especially at the thought of having another mad word is given.
Dragon to deal with.
Abalach-Re of Raam was the closest to Giustenal
and perhaps felt the most threatened. She
contacted the other kings and joined with them in a
dark conspiracy. Their plan was as ruthless and
direct as their rule had ever been. They would
teleport into Dregoth’s city and slay him on his
ivory throne. It was to be done with little fanfare
and with sudden efficiency. Dregoth was slain
along with thousands of bystanders. They leveled
Giustenal in their fury, burying the would-be dragon
beneath the ruins of his own shattered palace.
This was not the end for Dregoth, however. Over
the years, Dregoth had searched for a way to
achieve true godhood – not just the simulated
godhood provided by Rajaat’s teachings. His
experiments resulted in a magical process for
prolonging life beyond death. Dregoth’s obsession
led him to believe that this was a means to
achieving godhood. In truth, Dregoth had
discovered the process for becoming a kaisharga, a
lichlike creature of eternal undeath.
The undead Sorcerer-King rose in his new form
in time to gather what was left of his Templars and
followers from the wilderness. He took them into
the ancient ruins beneath his once-mighty city far
from the eyes of his enemies. Here, Dregoth built a
new Giustenal. He forged a new race of followers.
And he continued his quest to become a god.
Now, after all these centuries, Dregoth is ready to
return to the surface world. He is ready to take his
rightful place as ruler of all Athas.
Hamanu of Urik
Hamanu, Lion of the Desert, Savior of Urik, boasts
with good reason. Urik is a powerful city-state with
teeming armies, enormous walls, bustling
commerce, and wise sages, governed in an orderly
framework established by the self-styled King of the
World. Urik’s legions have never met defeat, and
Hamanu has never run from battle. Thus, any
decision of importance made in the Tyr Region
must consider the wishes of Urik’s Sorcerer-King.
Urik displays a face of meritocracy, but hidden
webs of patronage and influence secure important
posts and stations for people with the right
connections, and it is every bit as oppressive as any
other city-state – perhaps more so, thanks to the
number and efficiency of Hamanu’s templars.
Hamanu appears before his subjects as a Leonin
of mythic proportions, ever clad in armor of such
filigreed alloys that it dazzles the eye to look upon.
His thick, flowing mane winds into braided chains
bound with rings of gold and platinum, and songs
have been sung of enemies felled by little more
than his heartless yellow gaze.
The Urikite Lions
Urikite Templars are recruited exclusively from the
city’s vast Leonin population, enjoying all the great
power of status but stripped of the luxury which
otherwise satiates Urik’s masses. Hamanu sees
them as extensions of his will and presence. It is
nothing to him to sacrifice a templar, and he
discards them as he would slaves or pieces upon a
dragon-chess board.
Templars fulfill many functions in the city-state:
enforcing laws, collecting taxes, overseeing slaves,
leading warriors in battle, and ferreting out
enemies of the state. They wear cloaks or capes of
royal purple as their badge of office; no one else is
permitted to wear similar garments. Although low-
ranking Templars live under military discipline,
high-ranking Templars are awarded noble titles
and rich estates as signs of Hamanu’s favor.

518
Kalak of Tyr Tithian and his Templars
Tyr is ruled by the Sorcerer-King Kalak, a
pragmatic and ruthless man. Kalak is perhaps the The Templars of Tyr are in many ways a model for
most honest of all Sorcerer-Kings. He rules by the all the Tablelands, with discrete Bureaus for each
might of his magic and tremendous psionic powers, of their many functions; a Bureau of Fields to
placing his own security and the stability of Tyr ensure the city eats, a Bureau of Public Works to
above all other considerations. Some call him the organize the city’s maintenance, and so on.
Tyrant of Tyr for this, but none could say he hid the Overseeing it all is the High Templar Tithian, a
burdens of state behind artifice. powerful psion and son of old nobility. Though he
For the past twenty years, he has diverted much enjoys the prestige of Kalak’s favor, some within
of the city’s slave labor to building a mighty the Templars eye him warily. They whisper of his
ziggurat, claiming that it would protect Tyr from plans for a Tyrian Council, formed of the citizenry,
attacks by the Dragon. At first, the nobles were ruling the city-state beside their peers. Kalak’s
tolerant of his folly, for the burden it placed on place in such a notion is ominously absent.
them was not great. Over the last year, however,
Kalak has grown frantic to finish the massive
structure, appropriating so many slaves that there
is almost nobody left to work the fields.
Kalak has also taken the slaves out of the mines,
completely shutting down iron production. This has
caused the city’s economy to crash, leaving
merchant and noble alike destitute. The slaves
starve, and even free craftsmen receive only
meager rations in return for their services - and
then only if they worked on the ziggurat.
Kalid-Ma of Kalidnay
Kalidnay was once a great power in the Tablelands. The Shadowed City
That changed centuries ago when a force unknown
to the other Sorcerer-Kings abruptly destroyed the However, unknown to the Sorcerer-Kings, Kalid-
city-state, leaving its citizens slain and its Sorcerer- Ma was not fully defeated. Since Kalid-Ma’s
King, Kalid-Ma, missing. To outside observers, one physical body had been dragged into the Gray, the
day Kalidnay was a vibrant city; the next, it was an death of his dragon form failed to put an end to his
empty shell bereft of life. existence. After being slain by the other Sorcerer-
Kalid-Ma ruled his city and its domains with iron Kings, the shattered spirit of Kalid-Ma found
authority, as other Sorcerer-Kings do. His greatest shelter in five obsidian orbs prepared with powerful
lieutenant was the High Templar Thakok-An, who enchantments for just so dire an end. Kalidnay too
was a ruthless master of the Way and a fearsome persists within the Gray, sentenced to eternal exile
Arcanist, perhaps the greatest mortal power of her unless the Orbs of Kalid-Ma are reunited in the
age. During the days of Kalid-Ma’s rule, Kalidnay Material Plane. Only then can Kalid-Ma wake and
was among the wealthiest of the city-states, and return his lost city to Athas.
Kalid-Ma was a formidable defiler who inspired
dread in his rivals.
Despite Kalidnay’s prominence, Kalid-Ma was
unsatisfied. He sought the ultimate defiler’s
apotheosis – transformation into a dragon. Kalid-
Ma’s metamorphosis progressed too slowly for the
impatient monarch. He began supplementing the
process with spells of his own creation.
The other Sorcerer-Kings learned of Kalid-Ma’s
plans. They plotted to attack Kalidnay and slay
Kalid-Ma while he was weak from his ritual-
working and before he could complete his change.
Thakok-An learned of this plot, and seeking to be
the hero, she chose to act in her king’s defense
rather than inform him of the scheme against him.
Kalid-Ma’s greatest spells were inscribed in texts
that Thakok-An could access, and she began
searching the Sorcerer-King’s knowledge for a way
to aid him. She found what she was looking for.
One night during Kalid-Ma’s ascension ritual,
Thakok-An led her family to the top of the great
ziggurat in the heart of Kalidnay, inside which
Kalid-Ma was performing his rite. There, Thakok-
An began working magic with her newfound skills,
slaughtering her relatives to provide the energy
needed for her mighty spells. She believed her
family’s blood would strengthen Kalid-Ma’s ritual
and hasten his change. Thakok-An’s pride led to
her fall as much as her cruelty did. Her
understanding of her ritual was tragically
incomplete. At the conclusion of her ceremony, a
great fissure sundered the ziggurat. Powerful
defiling magic from Kalid-Ma’s own rituial began to
flow through the streets of Kalidnay, killing
uncounted numbers of citizens instantly.
The scant few records of the ensuing disaster tell
of a mighty Dragon sweeping out of the broken city,
laying waste to all in its path. Unlike the Dragon of
Ur Draxa, this immense creature seemed to be
made partially of living shadow, a being of darkness
and defiling magic that flew right out of nightmare.
This Dragon was, in fact, the spirit of Kalid-Ma,
torn from his body and twisted into a terrifying
abomination. For weeks, he rampaged across his
lands until Kalak of Tyr, Hamanu of Urik, and the
Dragon of Ur Draxa combined forces to slay him.

520
Lalali-Puy of Gulg The Oba’s Servants
The Sorcerer-King of Gulg, Lalali-Puy, is called the The Templars of Gulg are as different from those of
oba by her subjects. The oba is an absolute other city-states as possible. They are much more
monarch whose name means ‘forest goddess’ in shamanistic and use their Oba’s power to bind
the language of her people. This is not a title she spirits to their will. They are instantly recognizable
assumed herself, but one that her subjects thrust by the tight-bound necklaces they wear,
upon her. Lalali-Puy can command anything she accumulating more with rank until their necks are
wishes and knows that she will be instantly obeyed covered and elongated by thick collars of beads and
by her people. In their eyes, she is a goddess: they teeth. The Templars keep to themselves and
attribute her long life to immortality, and they seldom walk among the public. Instead they use the
believe that only a being of supreme power could night to their advantage to enact the will of the Oba.
have the abilities that she displays.
Lalali-Puy is perhaps the only city ruler who
enjoys the popular support of her subjects. Gulg is
engaged in an ages-old territorial war with Nibenay,
the city at the other end of the forest. As terrible as
their oba is, the inhabitants of Gulg are convinced
that she is all that stands between them and being
totally enslaved by Nibenay. In this, they are
undoubtedly correct.
Lalali-Puy has worked for centuries to cultivate a
stable and loyal populace, and her influence can be
felt in all aspects of Gulg life. She has made a
tremendous effort to elevate the hunter-gatherer
culture and denigrate the mercantile life and other
forces of change. The leafy crown of the her palace,
built amid the branches of an enormous agafari
tree, can be seen from virtually any point in the city.
Any citizen of Gulg can approach the oba to beg
audience, though not all escape with their lives.
The mythology of her relationship to the people,
and the culture she has fostered, requires that she
protect the forest and its surrounds. This is not
motivated out of any ardent love of nature, but
simply keen political intellect. Do not think for a
minute that Lalali-Puy does not train scores of
defilers, or that she would think twice about laying
waste to the entire forest if it would advance her
long-term goals.
Nibenay of Nibenay
The city of Nibenay is named after its founder, the
Sorcerer-King Nibenay. Called the Shadow King by
his subjects, Nibenay is a bizarre and enigmatic
figure. His subjects see him so rarely that the city is
constantly filled with rumors that he has died. If
ever these rumors result in a civil disturbance,
however, Nibenay appears long enough to impress
upon his subjects that he is still very much alive–
usually by singlehandedly crushing the rebellion.
The Shadow King lives inside a walled sub-city
located in the center of Nibenay. No free man has
ever seen his palace in person, but according to
rumor it sits atop an artificial mountain of stone
slabs. The palace itself is supposedly a giant bust of
Nibenay’s head. The front of the castle is carved
into a stone relief of the Shadow King’s face. The
sides and rear of the palace are covered with life-
sized representations of dancing women, strung
together as if they were locks of his hair.

The Shadow-Consorts
All of the Shadow King’s Templars are bound to
him in a marriage pact, and thus call themselves
his Shadow-Consorts. Whether this was a custom
begun to ensure loyalty among his priesthood or
simply a result of his insatiable appetites is unclear.
Regardless, they are perhaps the second most
efficient and disciplined Templars in the
Tablelands, after Hamanu’s legions in Urik.
Nibenay is a great believer in systems, and has
defined a strict autocratic system which places
virtually every aspect of city management in the
hands of his subordinates, becoming involved only
in times of great crisis.

522
Oronis of Kurn The Vigilants of Kurn
Oronis the Avangion guides the paths of the twin
cities of Kurn. Oronis spent centuries redeeming Within Old Kurn, Templars exist for a two-fold
himself, going so far as to change his very nature purpose– to present a thin veneer of normalcy in
from evil to good, though he still feels he has a long Old Kurn, lest the other city-states catch on to
way to go to make up for his acts as a Champion of Oronis’ grander ambitions, and to keep a close eye
Rajaat and a Sorcerer-King. For this reason, he has on the populace for any signs of defilement. They
dedicated himself and his citizens to working style themselves as Vigilants, named for the watch
toward the eventual restoration of all Athas. they keep, and spare no mercy for those who would
While in Old Kurn, Oronis wears the guise of a threaten Kurn.
Sorcerer-King, an able-bodied if lanky human with In New Kurn, the Vigilants exist as an order of
a close-shorn golden beard and bald head crowned experimental preservers, working to restore the
with a gold-and-obsidian circlet. In the secret city of city’s hidden valley and devise a method by which
New Kurn, however, such disguises aren’t called Athas itself might one day be reborn. There is little
for. There he openly displays his true avangion need for peacekeeping or bureaucratic oppression
form – a tall, thin, hairless humanoid with silver there, and so the Vigilants are free to dedicate
skin, rootlike anatomy, and gossamer wings. themselves fully to their dreams of a green dawn.

523
Sielba of Yaramuke
Long ago, Yaramuke was the fourth city-state along
the Road of Kings, Raam’s nearest neighbor and
occasional ally. Yaramuke’s Sorcerer-King Sielba
doomed her people when she reached too far.
Sielba had long coveted the obsidian of the
Smoking Crown mountains, so she sent
prospectors into enemy territory to establish new
quarries. When Hamanu of Urik discovered
Yaramite miners in his mountains, he rounded
them up and sent their heads back to Sielba, their
teeth replaced with jagged chunks of obsidian as a
warning against further encroachments.
Incensed, Sielba sent an army of slave warriors
to take the mines by force, but the legions of
Hamanu’s Urikite Lions crushed them easily. Since
it was clear that Sielba hadn’t understood his
warning, Hamanu chose to strike back. He led a
small army up the Road of Kings, moving at a slow,
easy march as a sign of his disdain for his
opponent. When his army arrived a month later, he
found Yaramuke well defended, its walls protected
by thousands of warriors promised citizenship
should they live to see victory.
The Urikite legions surrounded the city but did
not attack. Instead, Hamanu climbed to the highest
hill overlooking the city and began a terrible
incantation. So powerful was this ritual, so
destructive its force, that Hamanu drew the life
from all the plants and animals for miles around.
His magic scoured the farmlands to ash, shattered
the city’s walls, killed its defenders, and swept
through the streets, slaying thousands of
noncombatants in a rain of fiery death. Not even
the Urikite army was spared, and many of
Hamanu’s soldiers fell in agony as they held
Yaramuke’s forces within range of Hamanu’s
wrath. By the time the magic had run its course, the
city was reduced to rubble, and the lands around
were poisoned, defiled, and ruined for all time.
Although Yaramuke was destroyed, the city-state
was never sacked, and some believe that it still
contains secrets and riches. The promise of
Sielba’s vast wealth is enough for many
adventurers to set aside common sense and plunge
headlong into the devastated city. Others strike the
city from their maps, believing the entire region a
cursed place best forgotten to the bloody annals of
Athasian history.

524
Tectuktitlay of Draj
According to the story told by the moon priests of
Draj, the moons Ral and Guthay pitied the world
and gave to it their son, a god in mortal flesh
named Tectuktitlay. The god led his chosen people
out of suffering and to a new home. With a word, he
repaired the lands, turning sand to soil and
bringing forth lush growth.
With a sweep of his hand, he raised a city to give
shelter to his followers. His work complete,
Tectuktitlay made ready to depart, but the mortals
beseeched him to stay and protect them from
jealous enemies who would claim his gift for
themselves. The Father of Life consented, and the
people built for him a palace in which he would
dwell forever.
Actually, Tectuktitlay is no god. He’s “merely” a
Sorcerer-King, and a middling one at that. He is
petty, spiteful, and ravenous for power above his
station. Never content with his holdings, he
constantly looks to the west, probing his rivals’
lands and defenses for weakness so he can send
forth his legions and expand his empire.
The Moon Priests
Draj’s Templars are known as moon priests. Part
bureaucrats, part warriors, and part religious
police, they use fear and propaganda to ensure
Tectuktitlay’s continued reign. Their primary
purpose is to control the population and observe a
bewildering variety of rites and celebrations
throughout the year. The moon priests teach the
Draji that bountiful harvests will continue only as
long as Tectuktitlay and the moons are pleased.

525
Dark Sun
Campaign Setting
Amid the barren wastelands of Athas lie the
scattered city states, each in the grip of its
own, tyrannical Sorcerer-King. Protecting
their own positions with dark magic, they
demand absolute obedience. The restless
mobs are placated with bread and circuses -
the arenas overflow with spectators seeking
release from their harsh lives.
The land outside the cities belongs to no
one. Merciless and cunning Elvhen sprint
across the deserts, ever fleeing the insectoid
Thri-kreen seeking to satisfy their taste for
blood. Dwarves labor endlessly at projects
beyond the scope of men while the world
crumbles around them, feral Seedlings prey
upon any intruders, the despondent children
of giants and elementals roam as Tareks and
Ukoven, and Humans chafe at the chains of
slavery’s atrocities even as they mutate into
a new species of psionic beings.
Athas is a land of deadly magic and
powerful psionics that offers no promise of
glory or even of survival. Those who do not
have the strength and cunning to face life on
Athas will surely perish, leaving nothing but
bones bleached white under the blistering
rays of the Dark Sun.

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