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Pour up to 8 Elixirs into the quiver. Within the next 8hours TRUMPS EDUCATION PLAN (Wondrous, Scroll)
you can choose to spend a bonus action to charge an arrow Read by rolling less than 10 on Arcana or Religion
pulled out with one of the Elixirs. The Elixir is delivered Enter a Barbarian Rage!!
upon hit OR one round later (even on a miss). RAGE!
While raging, you gain the following benefits if you aren't
wearing heavy armor:
Red Shield (Rare, Attunement) You have advantage on Strength checks and Strength
saving throws.
When you make a melee weapon attack using Strength, you
This large girdle has 3 large shields embossed on it. Once gain a bonus to the damage roll that increases as you gain
per Long Rest you may activate it and it summons multiple levels as a barbarian, as shown in the Rage Damage column
red shields of force energy around that function as a Mirror of the Barbarian table.
Image spell for purposes of deflecting attacks, but cannot be You have resistance to bludgeoning, piercing, and slashing
overcome by any type of vision as they are actually made of damage.
magical force. When one of the shields is hit and thus If you are able to cast spells, you can't cast them or concentrate
destroyed instead of simply disappearing the shield flies on them while raging.
toward the attacker as if hit by Eldritch Blast as a level 1 Your rage lasts for 1 minute. It ends early if you are knocked
caster. A person wearing the belt may purposefully expend unconscious or if your turn ends and you haven't attacked a
a shield for this attack action as a Bonus Action. 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.
CONJURE MINOR VOIDBORN when it drops to 0 hit points or when the spell ends. GLIMPSE OF THE VOID
5th‐level void magic Roll ini a ve for the creature, which takes its own 8th‐level void magic
Cas ng Time: 1 minute turns. It a acks the nearest creature on its turn. At the Cas ng Time: 1 ac on
Range: 90 feet start of the fiend's turn, you can use your reac on to Range: 120 feet
Components: V, S command the creature by speaking in void speech. It Components: V, S, M (a scrap of parchment with
Dura on: Concentra on, up to 1 hour obeys your verbal command, and you take 2d6 psychic void glyph scrawlings)
You summon fiends or aberra ons that appear in damage at the end of the creature’s turn. Dura on: Concentra on, up to 1 minute
unoccupied spaces you can see within range. You If your concentra on is broken, the creature Mu ering void speech, you force images of terror
choose one of the following op ons for what appears: doesn’t disappear. Instead you can no longer issue and nonexistence upon your foes. Each creature in a
• One creature of challenge ra ng 2 or lower commands to the fiend, and it becomes hos le to you 30‐foot cube within range must make an Intelligence
• Two creatures of challenge ra ng 1 or lower and your companions. It will a ack you and your allies saving throw. On a failed save, the creature goes
• Four creatures of challenge ra ng 1/2 or lower if it believes it has a chance to win the fight or to inflict insane for the dura on. While insane, a creature takes
• Eight creatures of challenge ra ng 1/4 or lower meaningful harm, but it won’t fight if it fears it would no ac ons other than to shriek, wail, gibber, and
Summoned creatures disappear when they drop to 0 mean its own death. he creature can’t be dismissed by babble unintelligibly. he GM controls the creature’s
hit points or when the spell ends. you, but it disappears 1 hour later you summoned it. movement, which is erra c.
he summoned creatures do not directly a ack you At Higher Levels. hen you cast this spell using a
or your companions. Roll ini a ve for the summoned spell slot of 8th level or higher, the challenge ra ng LIFE DRAIN
creatures as a group; they take their own turns on increases by 1 for each slot level above 7th. 6th‐level void magic
their ini a ve result. hey a ack your enemies and Cas ng Time: 1 ac on
try to stay within 90 feet of you, but they control their CRUSHING CURSE Range: 90 feet
own ac ons. he summoned creatures despise being Void magic cantrip Components: V, S
bound, so they might harm or impede you and your Cas ng Time: 1 ac on Dura on: Instantaneous
companions with secondary effects (but not direct Range: 60 feet With a snarled word of void speech, you create a
a acks) if the opportunity arises. At the beginning Components: V, S swirling vortex of purple energy. Choose a point you
of the creatures’ turn, you can use your reac on to Dura on: Instantaneous can see within range. Creatures within 15 feet of the
verbally command them. hey obey your commands You speak a word of void speech. Choose a creature point take 10d6 necro c damage, or half damage
for that turn, and you take 1d6 psychic damage at the you can see within range. If the target can hear you, with a successful Cons tu on saving throw. For each
end of the turn. it must succeed on a Wisdom saving throw or take creature damaged by the spell, you can choose one
If your concentra on is broken, the creatures don’t 1d6 psychic damage and be deafened for 1 minute. other creature within range, including yourself, that
disappear. Instead, you can no longer command them A deafened creature can repeat the saving throw at is not a construct or undead. he secondary targets
and they become hos le to you and your companions. the end of each of its turns, ending the deafness on a regain hit points equal to half the necro c damage
hey will a ack you and your allies if they believe they success. A creature deafened in this way can s ll hear you rolled.
have a chance to win the fight or to inflict meaningful void speech. At Higher Levels. hen you cast this spell using a
harm, but they won’t fight if they fear it would mean his spell’s damage increases by 1d6 when you reach spell slot of 7th level or higher, the vortex’s damage
their own death. he creatures can’t be dismissed by 5th level (2d6), 11th level (3d6), and 17th level (4d6). increases by 1d6 for each slot level above 6th.
you, but they disappear 1 hour later being summoned.
At Higher Levels. hen you cast this spell using DESTRUCTIVE RESONANCE LIVING SHADOWS
a 7th‐ or 9th‐level spell slot, you choose one of the 2nd‐level void magic 5th‐level void magic
summoning op ons above, and more creatures Cas ng Time: 1 ac on Cas ng Time: 1 ac on
appear: twice as many with a 7th‐level spell slot and Range: Self (15‐foot cone) Range: 120 feet
three mes as many with a 9th‐level spell slot. Components: V, S Components: V, S
Dura on: Instantaneous Dura on: 1 minute
CONJURE VOIDBORN You shout a scathing string of void speech that assaults You whisper sibilant words of void speech that cause
7th‐level void magic the minds of any creatures who hear it. Each creature shadows to writhe with unholy life. Choose a point
Cas ng Time: 1 ac on in a 15‐foot cone who can hear you takes 4d6 psychic you can see within range. Writhing shadows spread
Range: 90 feet damage, or half damage with a successful Wisdom out in a 15‐foot‐radius sphere centered on that point,
Components: V, S saving throw. Creatures damaged by this spell can’t grasping at creatures in the area. A creature that
Dura on: Concentra on, up to 1 hour take reac ons un l the start of their next turn. starts its turn in the area or that enters the area for the
You summon a fiend or aberra on of challenge ra ng At Higher Levels. hen you cast this spell using a first me on its turn must make a successful Strength
6 or lower, which appears in an unoccupied space that spell slot of 3rd level or higher, the damage increases saving throw or be restrained by the shadows. A
you can see within range. he creature disappears by 1d6 for each slot level above 2nd. creature that starts its turn restrained by the shadows
must make a successful Cons tu on saving throw or VOID RIFT Components: V, S
gain one level of exhaus on. 9th‐level void magic Dura on: Concentra on, up to 1 minute.
A restrained creature can use its ac on to make a Cas ng Time: 1 ac on You hiss a word of void speech. Choose one creature
Strength or Dexterity check (its choice) against your Range: 300 feet you can see within range. he next me the creature
spell save DC. On a success, it frees itself. Components: V, S, M (a black opal carved with a void makes a saving throw during the spell’s dura on, it
glyph worth 500 gp) must roll a d4 and subtract the result from the total of
MADDENING WHISPERS Dura on: Concentra on, up to 1 minute the saving throw. he spell then ends.
2nd‐level void magic You speak a hideous string of void speech that leaves
Cas ng Time: 1 ac on your mouth bloodied, causing a ri into absolute
Range: 30 feet nothingness to tear open. he ri takes the form
Components: V, S of a 10‐foot‐radius sphere, and it forms around a
Dura on: 1 minute point you can see within range. he area within 40
You whisper a string of void speech toward a target feet of the sphere’s outer edge becomes
that can hear you. he target must succeed on a difficult terrain as the void tries to draw
Charisma saving throw or be incapacitated. While everything into itself. All creatures that
incapacitated by this spell, the target’s speed is 0 and it start their turns within 40 feet of the
can’t benefit from increases to its speed. To maintain sphere or that enter that area for the first
the effect, you must use your ac on on subsequent me on their turn must succeed on a Strength
turns to con nue whispering; otherwise, the spell saving throw or be pulled 15 feet toward the rit.
ends. he spell also ends if the target takes damage. Creatures that start their turn in contact with
the ri or that come into contact with it for
NETHER WEAPON the first me on their turn take 8d10 necro c
4th‐level void magic damage. Creatures inside the ri are blinded
Cas ng Time: 1 ac on and deafened. Una ended objects within 40
Range: Touch feet of the ri are drawn 15 feet toward it at the
Components: V, S, M (ink, chalk, or some other start of your turn, and take damage as creatures.
wri ng medium) while concentra ng on the spell, you take 2d6
Dura on: Concentra on, up to 1 hour necro c damage at the end of your turn.
You whisper in void speech and touch a weapon.
Un l the spell ends, the weapon turns pitch black, VOID STRIKE
becomes magical if it wasn’t before, and it does 2d6 3rd‐level void magic
necro c damage in addi on to its normal damage on Cas ng Time: 1 ac on
a successful hit. A creature that takes necro c damage Range: 90 feet
from the enchanted weapon can’t regain hit points Components: V, S
un l the start of your next turn. Dura on: Concentra on, up to 1 minute
At Higher Levels. hen you cast this spell using a With a short phrase of void speech, you gather
spell slot of 5th level or higher, the damage increases writhing darkness around your hand. hen you
by 1d6 for each slot level above 4th. cast the spell, and as an ac on on subsequent turns,
you can unleash a bolt of darkness at a target within
PROTECTION FROM THE VOID range. Make a ranged spell a ack. If your target is in
1st‐level void magic dim light or darkness, you have advantage on the roll.
Cas ng Time: 1 ac on On a hit, the target takes 5d8 necro c damage and is
Range: Touch frightened of you un l the start of your next turn.
Components: V, S, M (a small bar of silver worth 15 At Higher Levels. hen you cast the spell using a
sp, which the spell consumes) spell slot of 4th level or higher, the damage increases
Dura on: Concentra on, up to 10 minutes by 1d8 for each slot level above 3rd.
Un l the spell ends, one willing creature you touch
has resistance to necro c and psychic damage, and WORD OF MISFORTUNE
has advantage on saving throws against void spells. Void magic cantrip
Cas ng Time: 1 ac on
Range: 60 feet
CALLING TO THE VAETTIR a ack you and any associates nearby. At no me Its a ack modifier equals your spell cas ng level + the
Necromancy ritual during this process is the vae r under your control. weapon’s inherent magical bonus, if any; it receives
Cas ng Time: 90 minutes he ritual simply gets it to listen to you, but it makes only its own inherent magical bonus to damage. he
Range: within 20 feet of an appropriate burial place its own decisions. weapon lights for up to 4 rounds, at which point it
Components: V, S, M (wine or mead poured onto the he creature typically returns to its barrow or grave falls to the ground.
ground, gi s for the vae r worth 500 gp, 2d6 hit when the task is done and it’s collected its payment,
points of the caster’s blood, and the wound can’t be tribute, or praise. If anything has been stolen during BRITTLING (druid)
healed un l an agreement is reached with the vae r) its absence, it’s certain to seek recompense or revenge 4th level transmuta on
Dura on: up to 28 days against the person who called it out. Cas ng Time: 1 ac on
“Come forth from your mound, sleeping hero. Come Range: Touch
forth for the honors I would bestow and the honor of SPELLS Components: V, S, M
those who dwell in your shadow. Come forth by the BINDING OATH (cleric or paladin) Dura on: instantaneous
blood I spill and the gold I give you. Come forth and 4th‐level necromancy (ritual) his spell uses bi ng cold to make a metal or stone
aid the children of your land.” Cas ng Time: 10 minutes item bri le and easy to sha er. he item’s hit points
You call for aid from a vae r—one of the dead and Range: 30 feet are permanently reduced by a number equal to your
undead ancestors or former occupants of the land. Components: V, S, M spell cas ng level, and Strength checks to sha er or
You must be related to the creature, must have lived Dura on: Un l dispelled break the item within 1 minute of the spell’s cas ng
nearby for at least a year, or must have a rela ve of the You seal an agreement between two or more willing are made with advantage. If the item isn’t sha ered, it
creature present at the ritual of their own free will. creatures with an oath in the name of Tyr, using ritual can be repaired as normal.
Entrea es can raise the vae r from their barrows to blessings and toasts of the symbol, during which both
protect, bestow blessings, or remove curses. the oath and the consequences are clearly set out. CURSE OF BOREAS (druid)
he vae r, however, are greedy and demanding If any of the sworn break this solemn vow, they are 6th‐level transmuta on
allies. they're also difficult to send away once roused, struck by a curse. he caster can choose either an Cas ng Time: 1 ac on
requiring a successful Charisma (Persuasion) contest effect appropriate for bestow curse or another penalty, Range: 100 feet
at the least, bribery or even a sacrifice at the most; the subject to the GM’s approval. Binding oath can’t be Components: V, S, M
specific price is determined by the GM. dismissed by dispel magic, but it can be removed with Dura on: Permanent
he ritual summons an undead creature from dispel evil and good, remove curse, or wish. Remove curse If the target fails a Charisma saving throw, it and its
beneath the earth. Typically, a vae r (Tome of Beasts) is func ons only if the spell slot used to cast it is equal to equipment are frozen solid, becoming a physically
summoned, but some mes other undead answer the or higher than the spell slot used to cast binding oath. inert statue of ice. he creature is effec vely paralyzed,
call, depending on the nature of the ancestor interred. hen the oath is broken or the effect removed from but mental ac vity does not cease and signs of life are
You can ask the creature to perform one task, such as one of the par cipants, all targets are immediately detectable; the creature s ll breathes and its heart
defending you against a ack, bestowing or removing aware that this has occurred, but no other details. con nues to beat, though both happen so slowly as to
a curse, retrieving a stolen object, avenging an insult, Depending on the nature of the oath, this may or may be almost impercep ble. If the ice statue is broken or
providing informa on, or a similar favor. he undead not invalidate the oath for the other targets. If so, the damaged while frozen, the creature will have matching
will keep at the task un l it’s completed or un l spell ends for all other affected creatures, but curse damage or injury when returned to its original state.
28 days have elapsed. he task must be within the effects already bestowed remain un l dispelled. Dispel magic can’t end this spell, but it can allow the
undead power to accomplish or it simply ignores target to speak (but not move or cast spells) for 1 round
the request and returns to its repose. For example, BLADE OF MY BROTHER (cleric or paladin) per the spell slot used. Greater restora on or more
a vae r can’t journey to the elemental planes to 4th‐level transmuta on potent magic is needed to free a creature from the ice.
retrieve something. Cas ng Time: 1 ac on Boreas and certain of his followers can use scrying to
Persuading the vae r to undertake the task Range: Touch spy through the target’s senses, and the target receives
requires explaining why you need it done and how it Components: V, S, M (melee weapon owned by a no saving throw against this effect. hose touching a
also benefits the vae r to help—blood rela ons are dead ally of the target) frozen target can request an audience with Boreas, and
strong mo vators here—followed by a successful Dura on: Concentra on, up to 4 rounds if they make a successful DC 15 Charisma check, he’ll
Charisma (Persuasion) contest opposed by the You touch a melee weapon that was used by an respond to their request through the ice.
vae r’s Charisma (or a Bluff contest if the caster lies). ally who’s now dead, and it animates and lies into
Vae r usually awake with an indifferent a tude; combat. he weapon leaps into the air and lies to
disagreeable, but not outright hos le. If the vae r another ally (chosen by you and within 15 feet of you),
is not persuaded to help or is offended, it’s likely to where it enters that ally’s space and never leaves their
a ack. It may cast bestow curse or geas on you, or rise side as they move. If the weapon is forced to move
from its mound to demand tribute, or physically more than 5 feet from the chosen ally, the spell ends.
CURSED GIFT (cleric, druid, or sor/wiz) under your tongue. You can consume a nonmagical see within range. he cloud spreads around corners,
4th‐level abjura on ire up to the size of a normal campfire. he ire is and its area of effect is heavily obscured. A wind of
Cas ng Time: 1 ac on stored harmlessly in your mouth and dissipates if not moderate or greater speed (at least 10 miles per hour)
Range: Touch used before the end of the spell’s dura on. You can disperses it in one round. he fog is freezing cold,
Components: V, S, M (an object worth at least 75 gp) vomit forth the stored ire as an ac on. If you’re trying so any creature that ends its turn in the fog takes
Dura on: 1 day to hit a par cular target, then treat this as a ranged 2d6 cold damage and gains a level of exhaus on;
Cursed gi imbues an object with a curse or other a ack with a range of 5 feet. Campfire‐sized lames a successful Cons tu on saving throw halves the
unwanted, harmful magical effect that the caster or cause 1d6 ire damage, while torch‐sized lames cause damage and prevents the exhaus on.
another creature in physical contact with the caster 1 point of ire damage. Once you’ve spit it out, the ire At Higher Levels. hen you cast this spell using a
is currently suffering from. If this item is given to burns normally. It goes out immediately unless it hits spell slot of 4th level or higher, the damage increases
someone who freely accepts it during the dura on inflammable material and sets it alight. by 1d6 for each slot level above 3rd.
of the spell, then the curse temporarily transfers to
them. A successful Charisma saving throw negates the FLURRY (cleric, druid, or sor/wiz) GLIDING STEP (cleric, druid, or sor/wiz)
transfer. If the saving throw fails, the original target of 1st‐level transmuta on 1st‐level abjura on
the curse no longer suffers from the afflic on, which Cas ng Time: 1 bonus ac on Cas ng Time: 1 ac on
transfers to the recipient of the item for the dura on Range: Self Range: Self
of the spell. Returning, destroying, or giving away Components: V, S, M Components: V, S
the item a second me has no effect. Remove curse and Dura on: 1 round Dura on: 10 minutes
comparable magic can relieve the person who received A flurry of snow surrounds you in a 5‐foot radius. Provided you’re not carrying more than a normal
the item, but the curse s ll returns to the original while it lasts, anyone trying to see into, out of, heavy load, you can walk on the surface of snow
vic m when the spell expires. or through the affected area (including you) has rather than wading through it, and ignore its effect on
Cursed gi can also be cast on a cursed object. his disadvantage on Wisdom (Percep on) checks. He movement. Ice also supports your weight no mater
allows the object to be given away to someone who same penalty applies to a ack rolls into, out of, or how thin it is, and you can travel on it as if you’re
freely accepts it, but it returns to the previous owner through the area. wearing ice skates. You s ll leave tracks normally
when the spell expires. under these effects.
At Higher Levels. hen you cast this spell using a FREEZE POTION (druid) At Higher Levels. hen you cast this spell using a
spell slot of 5th level or higher, the dura on of the 1st‐level transmuta on spell slot of 2nd level or higher, the dura on increases
spell increases by 1 day for each slot level beyond 4th. Cas ng Time: 1 reac on, which you take when you by 10 minutes for every slot above 1st.
see a creature within range of the spell about to use
DEEP BREATH ( a po on GOAT’S HOOF CHARM (druid)
1st‐level transmuta on Range: 25 feet 1st‐level transmuta on
Cas ng Time: 1 ac on Components: V,S Cas ng Time: 1 ac on
Range: Touch Dura on: Instantaneous Range: Touch
Components: V A blue spark lies from your hand into a po on vial, Components: V, S, M (a goat’s hoof)
Dura on: 2 hours drinking horn, water skin, or similar container, Dura on: 1 minute
he recipient of this spell can breathe and func on instantly freezing the contents. he contents melt he target creature traverses craggy slopes with the
normally in thin oxygen, suffering no ill effect at normally and are not otherwise harmed, but it’s not surefootedness of a mountain goat. hen climbing
al tudes up to 30,000 feet. If more than one creature possible to consume them while they’re frozen (they slopes and inclines (but not ver cal surfaces) that
is touched during cas ng, the dura on is divided won’t come out of the container). normally reduce speed by half, the target moves at
evenly among all creatures touched. At Higher Levels. hen you cast this spell using a three‐quarters normal speed instead. he target also
At Higher Levels. hen you cast this spell using a spell slot of 2nd level or higher, the range of the spell gains a +2 bonus on checks to prevent falls, to catch a
spell slot of 2nd level or higher, the dura on of the increases by 5 feet for every spell slot beyond 1st level. ledge or otherwise stop themselves when falling, and
spell increases by 2 hours for each slot level beyond 1st. on Dexterity checks to move along narrow ledges.
FREEZING FOG (druid) At Higher Levels. hen you cast this spell using a
FIRE UNDER THE TONGUE (druid) 3rd‐level conjura on spell slot of 2nd level or higher, the dura on increases
1st‐level transmuta on Cas ng Time: 1 ac on by 1 minute for every slot above 1st.
Cas ng Time: 1 ac on Range: 100 feet
Range: Self Components: V, S
Components: V Dura on: Concentra on, up to 5 minutes
Dura on: 24 hours he spell creates a 20‐foot‐radius sphere of mist
You have mastered the skraeling art of keeping ire similar to a fog cloud spell centered on a point you can
GRASP OF THE TUPILAK (cleric, druid, or sor/wiz) every target gains a +2 bonus on saving throws, a ack JOTUN’S JEST (cleric, druid, or sor/wiz)
5th‐level necromancy rolls, ability checks, skill checks, and weapon damage 4th‐level transmuta on
Cas ng Time: 1 ac on rolls made against targets also affected by the spell. Cas ng Time: 1 ac on
Range: Self All affected creatures can iden fy fellow targets of the Range: 25 feet
Components: V, S, M (tupilak idol) spell by sight. If an affected creature makes any of the Components: V, S
Dura on: 1 hour or un l triggered above checks against a non‐subject, it has a –2 penalty Dura on: 1 minute
his spell is infamous for its use among feuding on that check. Giants never re of having fun with this spell. It
wizards and witches, because it lets the caster steal At Higher Levels. hen you cast this spell using causes a weapon or other item to vastly increase in
one or more spell slots from the target. Grasp of a spell slot of 3rd level or higher, the dura on is size, temporarily becoming sized for a Gargantuan
the tupilak remains effec ve for 1 hour or un l it’s increased by 1 round for every slot above 2nd. creature. he item weighs 12 mes its original weight
triggered. hen you make a successful melee a ack, and in most circumstances cannot be used effec vely
besides doing normal melee damage, the target takes HEARTH CHARM (cleric, druid, or sor/wiz) by creatures smaller than Gargantuan size. he item
an addi onal 2d4 necro c damage and one or more 1st‐level transmuta on retains its usual quali es (including magical powers
of the defender’s spell slots are transferred to you, for Cas ng Time: 1 ac on and effects) and returns to normal size when the spell
you to use as your own. Roll 1d6; the result equals the Range: 25 feet ends.
total levels of the slots transferred. Spell slots of the Components: V, S
highest level possible are transferred before lower‐ Dura on: 24 hours LOKI’S GIFT (cleric, druid, or sor/wiz)
level slots. For example, if you roll a 5 and the target his spell makes flammable material burn twice as 1st‐level enchantment
has at least one 5th‐level spell slot available, that slot long as normal. Cas ng Time: 1 ac on
transfers to you. If the target’s highest available spell Range: Self
slot is 3rd level, then you receive a 3rd‐level slot plus a HERO’S STEEL (cleric, druid, or sor/wiz) Components: V
2nd‐level slot, or a 3rd‐level slot and two 1st‐level slots 3rd‐level transmuta on Dura on: 1 minute
if no 2nd‐level slot is available. You can steal either Cas ng Time: 1 ac on Loki’s gi makes even the most barefaced lie seem
arcane or divine spell slots, at your preference. Range: Touch strangely plausible: you gain advantage to Charisma
Crucially, however, spell slots can be stolen only Components: V, S, M (Decep on) checks for whatever you’re currently
from casters who prepare spells in advance. If the Dura on: 1 minute saying. If your Decep on check fails, the creature
target has no available spell slots of an appropriate You infuse the metal of a melee weapon with the knows that you tried to manipulate it with magic. If
level—for example, if you roll a 2 and the target has fearsome aura of a mighty hero. he weapon’s wielder you lie to a creature that has a friendly a tude toward
expended all its 1st and 2nd‐level spell slots—then has advantage on Charisma (In midate) checks you and it fails a Charisma saving throw, you can also
grasp of the tupilak has no effect, including causing no made while aggressively brandishing the weapon. In coax him or her to reveal a poten ally embarrassing
necro c damage. If a stolen spell slot is higher than addi on, an opponent that currently has 30 or fewer secret. he secret can involve wrongdoing (adultery,
you’re able to use, treat it as your highest‐level slot. hit points and is struck by the weapon must make a chea ng at all, a secret fear, etc.) but not something
A spell caster who’s been affected by grasp of the Charisma saving throw or be stunned for 1 round. If life‐threatening or dishonorable enough to earn the
tupilak can’t recover stolen spell slots un l the stolen the creature has more than 30 hit points but fewer subject repute as a nithling. he verbal component of
slot is used, you take a long rest, or they receive remove than the weapon’s wielder currently has, it becomes this spell is the lie you are telling.
curse, greater restora on, or comparable magic. Unused frightened instead; a frightened creature repeats the
stolen spell slots disappear from your inventory when saving throw at the end of each of its turns, ending the MOSQUITO BANE (druid)
you take a long rest or when the creature you stole effect on itself with a success. A creature that succeeds 1st‐level necromancy
them from receives restora ve magic. on the saving throw is immune to this effect on the Cas ng Time: 1 ac on
same weapon for 24 hours. Range: Self
GRUDGE MATCH (cleric, druid, or sor/wiz) Components: V, S
2nd‐level evoca on HOD’S GIFT (cleric, druid) Dura on: Instantaneous
Cas ng Time: 1 ac on 5th‐level transmuta on his spell kills any insect or swarm with fewer than 25
Range: 100 feet Cas ng Time: 1 round hit points within 50 feet of you.
Components: V, S Range: Touch At Higher Levels. hen you cast this spell using a
Dura on: 1 round Components: V, S, M spell slot of 2nd level or higher, the number of hit
You reveal how the Norn's have entwined the fate of Dura on: 1 hour points affected increases by 15 for every slot above
nearby allies and enemies. For every ally targeted by he target gains blind sight to a range of 60 feet. 1st; thus, a 2nd‐level slot kills up to 40 hit points of
this spell, you must also target an enemy within range. At Higher Levels. hen you cast this spell using insects, a 3rd‐level slot kills 55, etc., up to a maximum
If the number of allies and enemies targeted isn’t the a spell slot of 6th level or higher, the dura on is of 85 hit points for a 6th‐level slot.
same, the spell fails. For the dura on of the spell, increased by 1 hour for every slot above 5th level. NOT THIS DAY!
5th‐level abjura on he ray’s effect depends on which color happens SNOW BOULDER (cleric, druid, or sor/wiz)
Cas ng Time: 1 ac on to be dominant when the beam strikes its target, 4th‐level transmuta on
Range: Touch determined by rolling 1d8. Cas ng Time: 1 ac on
Components: V, S, M d8 Color Effect Saving throw Range: 90 feet
Dura on: 24 hours 1 Red 1d6 ire damage per caster level Dexterity Components: V, S, M (handful of snow)
You mark the target’s body with a unique rune that 2 Orange 1d6 acid damage per caster level Dexterity Dura on: Concentra on, up to 4 rounds
represents their fate. he rune protects against death 3 Yellow 1d6 lightning damage per caster level Dexterity A ball of snow forms within 5 feet of you and rolls in
from either a specific damage type (slashing, poison, 4 Green Target Poisoned Cons tu on the direc on you point, growing larger as it moves. As
ire, radiant, etc.) or a category of creature (giant, 5 Blue Target Deafened Cons tu on a bonus ac on, you can move the sphere up to 30 feet.
beast, elemental, monstrosity, etc.) that must be 6 Indigo Target Frightened Wisdom If you roll the boulder into a creature, that creature
named when the spell is cast. For the next 24 hours, 7 Violet Target Stunned Cons tu on must make a successful Dexterity saving throw or be
the target has advantage on saving throws involving 8 Shi ing Ray Target Blinded Cons tu on knocked prone and take the damage indicated below.
that type of damage or creature, including death A successful Dexterity saving throw reduces damage Each round the snow boulder increases in size and
saving throws if the a ack that dropped the target to to half. A successful Cons tu on or Wisdom saving effec veness. Hi ng a creature doesn’t stop the snow
0 hit points is covered by this spell. A character can throw negates the effect; an affected creature repeats boulder’s movement or impede its growth.
be under the effect of only a single not this day! rune at the saving throw at the end of its turn, ending the Round Size Damage
one me; a second cas ng on the same target cancels effect on itself with a successful save. Maximum 1 Small 1d6 bludgeoning
the preexis ng protec on. damage is 15d6. On a cri cal hit, the spell causes no 2 Medium 2d6 bludgeoning
addi onal damage but the caster can choose the color 3 Large 4d6 bludgeoning
POTENCY OF THE PACK (druid) of the beam that hits the target. 4 Huge 6d6 bludgeoning
3rd‐level transmuta on
Cas ng Time: 1 ac on RAIN OF BLADES (sor/wiz) SNOWBLIND STARE (cleric, druid, or sor/wiz)
Range: 25 feet 5th‐level conjura on 2nd‐level necromancy
Components: V, S, M (a few hairs from a wolf) Cas ng Time: 1 ac on Cas ng Time: 1 ac on
Dura on: 1 minute Range: 25 feet Range: Self
You bestow lupine traits on a group of living creatures Components: V, S, M (shard of metal from a weapon) Components: V, S
within range. Choose one of the following to be Dura on: 4 rounds Dura on: Concentra on, up to 2 rounds
gained by all targets for the dura on. All targets You call down a rain of swords, spears, and axes, Your eyes burn with a bright, cold light that inflicts
receive the same effect. thrown to earth by the sacred dead of Asgard. he snow blindness on a creature you target within 30
• hick Fur. Targets sprout fur over their en re blades ill 150 square feet (six 5‐foot squares, a circle 15 feet of you. If the target fails a Cons tu on saving
bodies, raising their armor class by 2 points. feet in diameter, or any other pa ern you wish so long throw, it suffers the first stage of snow blindness
• Keen Hearing and Smell. Targets have advantage on as it forms one con guous space at least 5 feet wide). (see Condi ons, below), or the second stage of snow
Wisdom (Percep on) checks that rely on hearing or he blades cause 6d8 slashing damage to creatures in blindness if it already has the first stage. he target
smell. the area at the moment the spell is cast, or half damage recovers as described in Condi ons.
• Pack Tac cs. Affected creatures have advantage with a successful Dexterity saving throw. Intelligent
on a ack rolls against a target if at least one of the undead injured by the blades are frightened for 1d4 WOLFSONG (druid)
a acker's allies (also under the same effect of this rounds if they fail a Charisma saving throw. 1st‐level transmuta on
spell) is within 5 feet of the creature and the ally isn’t Most of the blades break or are driven into the Cas ng Time: 1 ac on
incapacitated. ground on impact, but enough survive that any type Range: Self
At Higher Levels. hen you cast this spell using a of piercing or slashing melee weapon can be picked up Components: V
spell slot of 4th level or higher, the dura on increases from the affected area and used normally. hen the Dura on: Instantaneous
by 1 minute for every level above 3rd. dura on ends, all the weapons disappear amid roars You let out a howl that can be heard up to 5 miles
of laughter. away outdoors. he howl can convey a message of
PRISMATIC RAY (sor/wiz) At Higher Levels. hen you cast this spell using a up to nine words, and it will be understood by all
5th‐level evoca on spell slot of 6th level or higher, non‐broken blades can canine creatures within hearing and up to one specific
Cas ng Time: 1 ac on be picked up and used as magical +1 weapons un l creature that you name during the cas ng. he range
Range: 100 feet they disappear. of hearing is 3 miles for creatures that are indoors or
Components: V, S 1 mile underground. No creature is compelled to do
Dura on: instantaneous, or 5 rounds anything by the message; beasts with low intelligence
A ray of shi ing color springs from your hand. are unlikely to take any ac on unless they’re innately
Make a ranged spell a ack against a single target. curious or feel threatened.
At Higher Levels. hen you cast this spell using a Both varie es can be called upon by descendants and Great axe. Melee Weapon A ack: +7 to hit,
spell slot of 2nd level or higher, you can name another those who live nearby for aid, although there’s always reach 5 ., one target. Hit: 11 (1d12 + 5)
specific recipient for every slot above 3rd. a price. A væ r ‘help’ is o en more than the asker slashing damage plus 3 (1d6) necro c damage.
bargained for. Longbow. Ranged Weapon A ack: +4 to hit, range
WOTAN’S REDE (cleric, druid, or sor/wiz) 150/600 ., one target. Hit: 6 (1d8 + 2) piercing
2nd‐level divina on (ritual) VAETIR damage.
Cas ng Time: 1 ac on Medium undead, lawful evil
Range: Self Armor Class 15 (chain shirt) Corpse Breath (Recharge 5–6). The væ r spews forth
Components: V, S Hit Points 67 (9d8 + 27) a 15‐foot cone of putrid gas. Those caught in the area
Dura on: Instantaneous Speed 30 . must succeed on a DC 13 Cons tu on saving throw or
You recite a poem in the Northern tongue, sent to STR DEX CON INT WIS CHA become poisoned for 1d4 rounds.
your lips by Wotan himself, to gain supernatural 20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Maddening Gaze (1/Day). The vae r can lock eyes
insight or advice. Your next Intelligence or Charisma Saving Throws Dex +4, Con +5, Wis +3, Cha +4 with a creature and drive it mad. Any creature within
check within 1 minute is made with advantage, and Damage Immuni es necro c, poison 30 feet of a væ r that is the focus of its gaze must
you can include twice your proficiency bonus. At the Condi on Immuni es charmed, frightened, poisoned make a successful DC 12 Charisma saving throw or
GM’s discre on, this spell can instead provide a piece Senses true sight 30 ., dark vision 60 ., passive become confused (as the spell) for 1d4 rounds. If the
of general advice equivalent to an augury. Percep on 12 save is successful, the target is immune to the effect
At Higher Levels. hen cas ng Wotan’s rede with a for 24 hours.
spell slot of 4th level, it provides advice equivalent to Languages the languages it knew in life
divina on. hen cas ng with a 5th‐level spell slot, Challenge 4 (1,100 XP)
the spell provides advice equivalent to a single answer Covetous Bond. ‘Corpse‐black’ væ r can see the face
from commune. hen cas ng with a 6th‐level spell of any creature in possession of any item the væ r
slot, Wotan’s rede provides advice equivalent to three ever claimed as its own. It also detects the direc on
answers from contact other plane. and distance to items that were ever in its possession,
so long as that item is currently possessed by another.
VAETIR If the item changes hands, then the new owner
A hulking form in ancient mail emerges rom its barrow, becomes the target of the voter's hunt. ‘Bone‐white’
bronze axe gripped in its withered hands. A rictus grin væ r instead detect individuals who have offended
stretches its moldering face as the stench of death ills the them. Neither me nor distance affects these abili es,
air. so long as both par es are on the same plane.
Væ r are ancestral spirits, some mes protec ve and Deathless. The væ r is destroyed when reduced to 0
helpful but demanding of reverence and wrathful if hit points, but it returns to unlike where it fell on the
offended. Land væ r dwell in barrows while sjövæ r next nigh all with full hit points. It can be killed only by
live beneath lakes, rivers, or the sea. Servants of the removing its head, burning the corpse, and dumping
land, they are favored by the Vanir, who grant them the ashes in the sea, or by returning it to its burial
the ability to curse those who disrespect the wild or mound, placing an open pair of scissors on its chest,
ancient laws and tradi ons. and driving pins through its feet.
A wrathful væ r typically rises from its mound in Innate Spell cas ng. The vae r's innate spell cas ng
response to the that of items they consider theirs ability is Charisma (spell save DC 12). It can innately
(including heirlooms passed on to living descendants) cast the following spells, requiring no material
or perceived disrespect (leaving the dragon prow components:
a ached to a long ship coming into land is a common 2/day each: gaseous form, hunter’s mark
offense, as is failing to make offerings to them). Væ r 1/day each: enlarge/reduce, phantom steed
jealously guard both honor and treasures, becoming 1/week each: bestow curse, geas, remove curse
relentless enemies over maters as small as an Sunlight Sensi vity. Væ r avoid daylight. A
accidental word or a single coin. væ r in direct sunlight has disadvantage on
A voter's skin is typically blue‐black in color, taut a ack rolls and ability checks.
over its bones and sinews, lips drawn back in a cruel Ac ons
grimace. here exists a rarer, bone‐white variety that Mul a ack. The vae r makes two
cares li le for material possessions, instead guarding great axe a acks or two longbow
their honor or a patch of land with equal ruthlessness. a acks.