From 66931463ef9696799b41c85e0eee118bebbbb5a9 Mon Sep 17 00:00:00 2001 From: Bas Driessen Date: Wed, 18 Dec 2019 16:42:16 +0100 Subject: [PATCH] KBP Deep Magic Series (#404) ~30 archetypes, ~30 feats, ~400 spells, and more --- .../classes/class-oathbreaker.xml | 12 +- .../items/items-armor.xml | 20 +- .../items/items-potions.xml | 14 +- .../items/items-rings.xml | 4 +- .../classes/class-paladin.xml | 4 +- third-party.index | 6 +- third-party/kobold-press.index | 34 + .../kobold-press/deep-magic/01-clockwork.xml | 1321 ++++++++ .../kobold-press/deep-magic/02-rune-magic.xml | 2663 +++++++++++++++++ .../kobold-press/deep-magic/03-void-magic.xml | 410 +++ .../deep-magic/04-illumination-magic.xml | 584 ++++ .../kobold-press/deep-magic/05-ley-lines.xml | 557 ++++ .../deep-magic/06-angelic-seals.xml | 518 ++++ .../deep-magic/07-chaos-magic.xml | 639 ++++ .../deep-magic/08-battle-magic.xml | 721 +++++ .../kobold-press/deep-magic/09-ring-magic.xml | 528 ++++ .../deep-magic/10-shadow-magic.xml | 689 +++++ .../deep-magic/11-elven-high-magic.xml | 492 +++ .../deep-magic/12-blood-and-doom.xml | 1157 +++++++ .../deep-magic/13-dragon-magic.xml | 907 ++++++ .../deep-magic/14-elemental-magic.xml | 1329 ++++++++ .../deep-magic/15-hieroglyph-magic.xml | 1896 ++++++++++++ .../deep-magic/16-time-magic.xml.xml | 562 ++++ .../deep-magic/17-mythos-magic.xml | 554 ++++ .../deep-magic/18-combat-divination.xml | 826 +++++ .../deep-magic/19-winter-magic.xml | 748 +++++ .../kobold-press/deep-magic/20-alkemancy.xml | 949 ++++++ .../midgard-heroes-handbook.index | 13 + .../midgard-heroes-handbook/source.xml | 37 + .../midgard-heroes-handbook/spells.xml | 51 + .../kobold-press/midgard-worldbook.index | 13 + .../midgard-worldbook/languages.xml | 229 ++ .../kobold-press/midgard-worldbook/source.xml | 37 + 33 files changed, 18494 insertions(+), 30 deletions(-) create mode 100644 third-party/kobold-press.index create mode 100644 third-party/kobold-press/deep-magic/01-clockwork.xml create mode 100644 third-party/kobold-press/deep-magic/02-rune-magic.xml create mode 100644 third-party/kobold-press/deep-magic/03-void-magic.xml create mode 100644 third-party/kobold-press/deep-magic/04-illumination-magic.xml create mode 100644 third-party/kobold-press/deep-magic/05-ley-lines.xml create mode 100644 third-party/kobold-press/deep-magic/06-angelic-seals.xml create mode 100644 third-party/kobold-press/deep-magic/07-chaos-magic.xml create mode 100644 third-party/kobold-press/deep-magic/08-battle-magic.xml create mode 100644 third-party/kobold-press/deep-magic/09-ring-magic.xml create mode 100644 third-party/kobold-press/deep-magic/10-shadow-magic.xml create mode 100644 third-party/kobold-press/deep-magic/11-elven-high-magic.xml create mode 100644 third-party/kobold-press/deep-magic/12-blood-and-doom.xml create mode 100644 third-party/kobold-press/deep-magic/13-dragon-magic.xml create mode 100644 third-party/kobold-press/deep-magic/14-elemental-magic.xml create mode 100644 third-party/kobold-press/deep-magic/15-hieroglyph-magic.xml create mode 100644 third-party/kobold-press/deep-magic/16-time-magic.xml.xml create mode 100644 third-party/kobold-press/deep-magic/17-mythos-magic.xml create mode 100644 third-party/kobold-press/deep-magic/18-combat-divination.xml create mode 100644 third-party/kobold-press/deep-magic/19-winter-magic.xml create mode 100644 third-party/kobold-press/deep-magic/20-alkemancy.xml create mode 100644 third-party/kobold-press/midgard-heroes-handbook.index create mode 100644 third-party/kobold-press/midgard-heroes-handbook/source.xml create mode 100644 third-party/kobold-press/midgard-heroes-handbook/spells.xml create mode 100644 third-party/kobold-press/midgard-worldbook.index create mode 100644 third-party/kobold-press/midgard-worldbook/languages.xml create mode 100644 third-party/kobold-press/midgard-worldbook/source.xml diff --git a/core/dungeon-masters-guide/classes/class-oathbreaker.xml b/core/dungeon-masters-guide/classes/class-oathbreaker.xml index bef9fe821..32f19c504 100644 --- a/core/dungeon-masters-guide/classes/class-oathbreaker.xml +++ b/core/dungeon-masters-guide/classes/class-oathbreaker.xml @@ -4,7 +4,7 @@ Oathbreaker The Oathbreaker Sacred Oath for the Paladin Wizards of the Coast - + @@ -35,12 +35,10 @@

An oathbreaker loses previously gained oath spells and instead gain the following Oathbreaker spells at the paladin levels listed.

-
OATHBREAKER SPELLS
-

You gain oath spells at the paladin levels listed.

-
OATHBREAKER SPELLS
+
OATHBREAKER SPELLS
- + @@ -69,9 +67,7 @@

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

- - Control Undead and Dreadful Aspect - + diff --git a/core/dungeon-masters-guide/items/items-armor.xml b/core/dungeon-masters-guide/items/items-armor.xml index a6d158cfd..0670b418c 100644 --- a/core/dungeon-masters-guide/items/items-armor.xml +++ b/core/dungeon-masters-guide/items/items-armor.xml @@ -4,7 +4,7 @@ Armor Wizards of the Coast - + @@ -410,7 +410,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

Paladin LevelSpells
Paladin LevelSpells
3rdhellish rebuke, inflict wounds
5thcrown of madness, darkness
- + @@ -446,7 +446,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -482,7 +482,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -518,7 +518,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -554,7 +554,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -590,7 +590,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -626,7 +626,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -662,7 +662,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + @@ -698,7 +698,7 @@

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.

DragonResistance
DragonResistance
BlackAcid
BlueLightning
- + diff --git a/core/dungeon-masters-guide/items/items-potions.xml b/core/dungeon-masters-guide/items/items-potions.xml index 9b691ebfa..7418e42f9 100644 --- a/core/dungeon-masters-guide/items/items-potions.xml +++ b/core/dungeon-masters-guide/items/items-potions.xml @@ -4,7 +4,7 @@ PotionsWizards of the Coast - + @@ -127,7 +127,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

-
DragonResistance
DragonResistance
BlackAcid
BlueLightning
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions @@ -323,7 +323,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

-
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions @@ -337,7 +337,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

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Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions @@ -400,7 +400,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

-
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions @@ -414,7 +414,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

-
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions @@ -489,7 +489,7 @@

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

-
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
+
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potions diff --git a/core/dungeon-masters-guide/items/items-rings.xml b/core/dungeon-masters-guide/items/items-rings.xml index b736ccd72..dc2000942 100644 --- a/core/dungeon-masters-guide/items/items-rings.xml +++ b/core/dungeon-masters-guide/items/items-rings.xml @@ -4,7 +4,7 @@ Rings Wizards of the Coast - + @@ -363,7 +363,7 @@

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

- + diff --git a/core/players-handbook/classes/class-paladin.xml b/core/players-handbook/classes/class-paladin.xml index 645573806..73d751dfd 100644 --- a/core/players-handbook/classes/class-paladin.xml +++ b/core/players-handbook/classes/class-paladin.xml @@ -4,7 +4,7 @@ PaladinThe Paladin class from the Player’s Handbook.Wizards of the Coast - + @@ -230,6 +230,7 @@ + !ID_KBP_DMBD_CLASS_FEATURE_ANTIPALADIN_UNHOLY_SMITE

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 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 a fiend.

@@ -319,6 +320,7 @@
+ !ID_KBP_DMBD_CLASS_FEATURE_ANTIPALADIN_IMPROVED_UNHOLY_SMITE

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

diff --git a/third-party.index b/third-party.index index 72076770c..d3c113936 100644 --- a/third-party.index +++ b/third-party.index @@ -3,14 +3,16 @@ Third Party The content from various third party sources. - + - + + + diff --git a/third-party/kobold-press.index b/third-party/kobold-press.index new file mode 100644 index 000000000..41ec1061f --- /dev/null +++ b/third-party/kobold-press.index @@ -0,0 +1,34 @@ + + + + Kobold Press + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/third-party/kobold-press/deep-magic/01-clockwork.xml b/third-party/kobold-press/deep-magic/01-clockwork.xml new file mode 100644 index 000000000..ed989d014 --- /dev/null +++ b/third-party/kobold-press/deep-magic/01-clockwork.xml @@ -0,0 +1,1321 @@ + + + + Deep Magic: Clockwork + + + + + + + +

The Universe is a Machine. Your Hand is On The Lever.

+

You’ve been trained to sense the movements of vast, invisible gears, and to wield the tools of making and dismantling. Your garments are smudged with oil and singed with fire; goggles protect your eyes from flying sparks and the sweat that pours from your brow as you labor in your workshop.

+

Deep Magic: Clockwork brings the secrets of clockwork magic into your 5th Edition campaign, featuring:

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  • A Clockwork domain for clerics, featuring Improved mending, Channel Magic, and Clockwork Apotheosis
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  • The Great Machine pact for warlocks, with three new invocations: cloud of cogs, heat of the furnace, and voice of the machine
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  • A Clockwork Mage school of wizard magic, with new abilities including Clockwork Savant, Clockworker’s Charm, Metal Shape, Golem Form, and Clockwork Mastery
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  • 45 new and updated spells, including chains of the goddess, gear barrage, hellforging, robe of shards, and more!
  • +
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The magic of the gears is yours to control! Will you use it to uphold order, progress, and industry? Or grind your enemies under the ceaseless cogs of might…?

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+ + DMC + https://koboldpress.com/kpstore/product/deep-magic-clockwork-5e-pdf/ + https://koboldpress.com/kpstore/wp-content/uploads/DM1-Clockwork-Cover.png + Kobold Press + true + 20160707 + +
+ + + Divine Domain + +

Rava, the Goddess of Gear, has blessed her followers with unusual powers, but she is not the only being in the multiverse that can grant the clockwork domain. Historical gods of blacksmiths such as Hephaestus/Vulcan, Govannon, or Gu can serve as patrons, as can mortals-turned-gods renowned for their engineering skill, like Daedalus. The emergence of clockworks in a society represents both a shit in magic and in thought, and the clockwork powers seek careful, dedicated, and unrelenting followers. They are guardians of order, progress, and industry. Some, the followers of evil gods, seek to grind everything under the ceaseless cogs of might, while followers of neutral or good clockwork gods seek instead to shape society under the belief that all beneit when everything works in harmony.

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+ + + Rava, the Goddess of Gear, has blessed her followers with unusual powers, but she is not the only being in the multiverse that can grant the clockwork domain. + + + + + + + + + + + + + +

You gain domain spells at the cleric levels listed in the Clockwork Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

+
CLOCKWORK DOMAIN SPELLS
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SpheresLightning Damage
SpheresLightning Damage
42d4
+ + + + + + + + +
Cleric LevelSpells
1stanalyze device, pendulum
3rdrepair metal, winding key
5thmechanical union, steam blast
7thmachine sacrifice, timeless engine
9thforesight, time jump
+ + + + + + + + + + + + + + +
+ + +

At 1st level, you gain proficiency in clockmaker’s tools and heavy armor.

+
+ + You gain proficiency in clockmaker’s tools and heavy armor. + + + + + +
+ + +

At 1st level, your divine insight grants you advantage on atacks made against clockwork creatures and other constructs.

+
+ + Your divine insight grants you advantage on atacks made against clockwork creatures and other constructs. + +
+ + +

Starting at 2nd level, you can use your Channel Divinity to bring constructs under your control. As an action, you can compel one construct you can see within 30 feet of you to make a Wisdom saving throw against your cleric spell save DC. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or one of your allies. When the efect ends, the construct is aware it was magically controlled by you.

+
+ + You can compel one construct you can see within 30 feet of you to make a Wisdom saving throw against your cleric spell save DC. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 minute or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 1 hour, until you use this ability again, or until the construct takes damage from you or one of your allies. When the efect ends, the construct is aware it was magically controlled by you. + +
+ + +

At 6th level, spells you use that heal or repair damage to clockwork creatures, objects, or constructs restore the maximum possible hit points.

+
+ + Spells you use that heal or repair damage to clockwork creatures, objects, or constructs restore the maximum possible hit points. + +
+ + +

Beginning at 8th level, you can designate one construct that you control to serve as a channel for your divine magic. You can cast spells on that creature that normally only target yourself. Also, you can deliver touch spells through your designated construct. These abilities work only if the construct is within 60 feet of you.

+
+ + You can cast spells on that creature that normally only target yourself. Also, you can deliver touch spells through your designated construct. These abilities work only if the construct is within 60 feet of you. + +
+ + +

Beginning at 17th level, you can use your action to merge with a construct you control for 1 minute. Doing so restores your hit points, but not other class features, as if you had a long rest. For the duration you gain all of the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. You cannot use this feature again until you have completed a long rest.

+
+ + You can use your action to merge with a construct you control for 1 minute. Doing so restores your hit points, but not other class features, as if you had a long rest. For the duration you gain all of the immunities and qualities of the construct, and you can cast spells, use class features, and communicate normally even if the construct would not be able to do so. + +
+ + + +

Based on the wandering smith of Germanic and Norse legend (called variously Wayland, Waylon, or Veyland), Volund goes about the world teaching the secrets of forging, crating, and clockwork magic to those who need them.

+
+ + NG + Clockwork, Knowledge + Crossed hammer and wrench + + + + Volund goes about the world teaching the secrets of forging, crating, and clockwork magic to those who need them. + +
+ + +

Based on the Canaanite god Moloch, this evil being is associated with fires and child sacrifice. His domain grew to include clockwork due to the association with furnaces.

+
+ + CE + Clockwork, Death + Black furnace with demonic grin + + + + This evil being is associated with fires and child sacrifice. His domain grew to include clockwork due to the association with furnaces. + +
+ + + Otherworldly Patron + +

The world seems chaotic, but not all worlds are. There are ininite planes of precisely moving parts, gears whose movement is counted in the lifetime of suns in the material world. There are beings of pure rational law. Your patron is such a being of cold precision, to a degree beyond mortal measure. Logical and deliberate but uterly incomprehensible, it might be a denizen of the plane of Rusty Gears or it might have arisen out of the clockwork magic of the material plane.

+

Where you it in this great device is unclear to any but the being itself, and perhaps its rivals. Its knowledge is vast and inversely proportional to its tolerance for variation from its plans. It may call on you to enforce the order of your land, to hunt down oath breakers, to purge those who sin, or to make adjustments of the cosmic order in ways unfathomable to mortals. Rava, the Goddess of Gears, is but one example of this type of being; Zurvan, the Iron Angel, is another, and in the ininity of worlds there are countless more.

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+
+
+
+
+
+
+
+ + + Your patron is a being of cold precision, to a degree beyond mortal measure. + + + + + + + + + + + +

The Great Machine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

+
THE GREAT MACHINE EXPANDED SPELLS
+ + + + + + + + + +
Spell LevelSpells
1stpendulum, tireless
2ndarmored heart, lock armor
3rdthousand darts, winding key
4thlegend lore, steam blast
5thanimate objects, mechanical union
+
+ + The Great Machine lets you choose from an expanded list of spells when you learn a warlock spell. + + + ID_KBP_DMC_SPELL_PENDULUM + ID_KBP_DMC_SPELL_TIRELESS + ID_KBP_DMC_SPELL_ARMORED_HEART + ID_KBP_DMC_SPELL_LOCK_ARMOR + ID_KBP_DMC_SPELL_THOUSAND_DARTS + ID_KBP_DMC_SPELL_WINDING_KEY + ID_KBP_DMC_SPELL_LEGEND_LORE + ID_KBP_DMC_SPELL_STEAM_BLAST + ID_PHB_SPELL_ANIMATE_OBJECTS + ID_KBP_DMC_SPELL_MECHANICAL_UNION + +
+ + +

At 1st level, your patron grants you a tiny fraction of its ability to measure and control time. At the beginning of another creature’s turn (friend or enemy), before that creature moves or takes any action, you can shift your position in the initiative order to immediately before that creature. If you haven’t yet taken your turn this round, you do so immediately. If you have already acted this round, you can either move or take one action immediately, but not both. In either case, your spot in the initiative order shifts to this new position. You must complete a short or long rest before using this feature again.

+
+ + At the beginning of another creature’s turn, before that creature moves or takes any action, you can shift your position in the initiative order to immediately before that creature. If you haven’t yet taken your turn this round, you do so immediately. If you have already acted this round, you can either move or take one action immediately, but not both. In either case, your spot in the initiative order shifts to this new position. + +
+ + +

At 6th level, you can call on your patron to grant you uncanny precision. When you miss with an atack in combat, you can choose to reroll the atack with advantage. Once you use this feature, you must complete a short or long rest before using it again.

+
+ + When you miss with an atack in combat, you can choose to reroll the atack with advantage. + +
+ + +

At 10th level, your thoughts become mechanical and ordered like that of your patron, even if your actions do not. You are immune to psychic damage and your thoughts cannot be read unless you choose to allow it.

+
+ + You are immune to psychic damage and your thoughts cannot be read unless you choose to allow it. + + + + +
+ + +

The mortal mind is not meant to understand the vast complexity of machine intelligences. Starting at 14th level, you can, as an action, designate a creature you can see within 60 feet of you. It must make a Charisma saving throw against your warlock spell save DC. If it fails, it experiences a taste of your patron’s mind and its place in the great plan of the multiverse. The creature takes 10d10 psychic damage and must make another Charisma saving throw; if the second saving throw fails, the creature is also stunned for 1 minute as it reels from the experience. Ater using this feature, you must complete a short or long rest before using it again.

+
+ + You can designate a creature you can see within 60 feet of you. It must make a DC{{spellcasting:dc:cha}} Charisma saving throw. If it fails, the creature takes 10d10 psychic damage and must make another Charisma saving throw; if the second saving throw fails, the creature is also stunned for 1 minute as it reels from the experience. + +
+ + + +
    +
  • Pact of the Chain: The Great Machine grants a clockwork familiar instead of a familiar of the normal kind. See the Clockwork Mage for more information.
  • +
  • Pact of the Blade: The blade of the Great Machine is a thing of clockwork and gears, changing shape as it unfolds for combat.
  • +
  • Pact of the Tome: The Great Machine grants no simple book, but instead a pocket-size device illed with cogs covered in arcane script. The warlock knows how to manipulate the small butons and levers on the device to cast each of the cantrips. If spells are added to it via the Book of Ancient Secrets invocation, the Warlock can add new gears instead of pages by the process described.
  • +
+
+
+ + + Eldritch Invocation + [level:3],ID_KBP_DMC_ARCHETYPE_THE_GREAT_MACHINE + 3rd level, Great Machine patron + +

Prerequisite: 3rd level, Great Machine patron

+

You can cast gear barrage once using a warlock spell slot. You must finish a long rest before doing so again.

+
+ + You can cast gear barrage once using a warlock spell slot. + +
+ + Eldritch Invocation + [level:3],ID_KBP_DMC_ARCHETYPE_THE_GREAT_MACHINE + 3rd level, Great Machine patron + +

Prerequisite: 3rd level, Great Machine patron

+

You summon up the fires from within. As long as you maintain concentration, your melee atacks do an additional 1d6 fire damage. Atackers within 5 feet of you who hit you in melee take 1d6 fire damage. This heat does not afect any of your gear.

+
+ + As long as you maintain concentration, your melee atacks do an additional 1d6 fire damage. Atackers within 5 feet of you who hit you in melee take 1d6 fire damage. This heat does not afect any of your gear. + +
+ + Eldritch Invocation + ID_KBP_DMC_ARCHETYPE_THE_GREAT_MACHINE + Great Machine patron + +

Prerequisite: Great Machine patron

+

Spells you cast that charm or frighten creatures overcome the immunity of constructs to being charmed or frightened. Saving throws apply normally.

+
+ + Spells you cast that charm or frighten creatures overcome the immunity of constructs to being charmed or frightened. Saving throws apply normally. + +
+ + + Arcane Tradition + +

The school of clockwork magic is a blending of technology and magic not oten seen. While some would argue that all spells of this so-called school are simply applications of the more traditionally acknowledged branches of arcane magic, the clockwork mages understand that there is qualitative diference in thought between casting, say, a clockwork (evocation) spell and an ordinary evocation. The school thrives alongside industry, using a small number of spells, compared to the older schools, to create a wide range of styles. Fool is he who fails to notice arcane glyphs and wands and mistakes a clockwork mage for a common gear grinder or tinkerer.

+

Clockwork mages who use the spell find familiar (or others who gain access to the spell and choose to use it) substitute the material components for a small clockwork device in the form of an animal similar to those listed in the text of the spell. When the ritual is completed, magical animating force gives life to the device. The delicacy of the clockwork makes up for any superior durability of the materials. It has the statistics of the chosen form but is a construct instead of a beast. Unlike a normal familiar, the devices’ form cannot be changed without investing in the material components to rebuild it. The familiar is never counted when determining the number of constructs a mage can control.

+
+
+
+
+
+ + + The school of clockwork magic is a blending of technology and magic not oten seen. + + + + + + + + + + + +

Beginning when you choose this school at 2nd level, the gold and time it takes to copy a clockwork spell into your spell book is halved.

+
+ + The gold and time it takes to copy a clockwork spell into your spell book is halved. + +
+ + +

Beginning at 2nd level, whenever you cast an animate construct spell, increase the duration by a number of minutes equal to your proficiency bonus. At 20th level, you can make the spell permanent until dispelled but cannot have more than one made permanent at a time.

+
+ + Whenever you cast an animate construct spell, increase the duration by {{proficiency}} minutes. + Whenever you cast an animate construct spell, increase the duration by {{proficiency}} minutes. You can make the spell permanent until dispelled but cannot have more than one made permanent at a time. + +
+ + +

When you reach 6th level, you gain the ability to reshape metal with a touch. When you grasp a piece of metal of Small size or smaller, you can alter its form into any shape that suits your purpose. The item must be in your hands and under your control; you can’t, for example, reshape a piece of armor or a weapon that’s being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, you must be completely familiar with it. Thus you could replicate a key that you had in your possession for an extended period of time, but you could not create a working key based on seeing the lock alone.

+

Objects you create can have up to two hinges and a latch, but finer mechanical detail is not possible. This efect can be used to repair metal as per the spell. You may use this feature once before completing a long or short rest.

+
+ + When you grasp a piece of metal of Small size or smaller, you can alter its form into any shape that suits your purpose. The item must be in your hands and under your control; you can’t, for example, reshape a piece of armor or a weapon that’s being worn or wielded by someone else. To create a specific object, such as a key or mechanical component, you must be completely familiar with it. Thus you could replicate a key that you had in your possession for an extended period of time, but you could not create a working key based on seeing the lock alone. + Objects you create can have up to two hinges and a latch, but finer mechanical detail is not possible. This efect can be used to repair metal as per the spell. + +
+ + +

Beginning at 10th level, you can transform yourself as an action into a living construct for up to 1 minute per level. You retain your Intelligence, Wisdom, and Charisma and the ability to speak and cast spells. You can transform into a golem or a clockwork creature whose CR is less than or equal to your current level in this class. Otherwise, this ability functions as the druid’s Wild Shape ability.

+
+ + You can transform yourself into a living construct for up to {{level:wizard}} minutes. You retain your Intelligence, Wisdom, and Charisma and the ability to speak and cast spells. You can transform into a golem or a clockwork creature whose CR is less than or equal to {{level:wizard}}. Otherwise, this ability functions as the druid’s Wild Shape ability. + +
+ + +

Starting at 14th level, you can use magic to bring constructs under your control. As an action, you can compel one construct you can see within 60 feet of you to make an Intelligence saving throw against your wizard spell save DC. This is a magical efect. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 hour, until you use this ability again, or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 6 hours or until one of the other conditions is fulilled. Then the efect ends, the construct is aware it was controlled by you.

+
+ + You can compel one construct you can see within 60 feet of you to make a DC{{spellcasting:dc:int}} Intelligence saving throw. This is a magical efect. If the saving throw fails, the construct becomes friendly to you and obeys your commands for 1 hour, until you use this ability again, or until it takes damage from you or one of your allies. If the saving throw fails by 5 or more, the duration is extended to 6 hours or until one of the other conditions is fulilled. Then the efect ends, the construct is aware it was controlled by you. + +
+ + + Wizard + +

You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body.

+

The construct uses the caster’s Proficiency bonus (modiied by the construct’s Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct’s Strength and Dexterity modiiers when using skills based on those particular abilities.

+

Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster’s mind returns to his or her body.

+

At Higher Levels. When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10 feet for each slot level.

+
+ + + 4 + Transmutation + 1 action + Touch + Concentration, up to 10 minutes + true + true + true + a pair of small gloves fitted with a conduit and worth 100 gp + true + false + +
+ + Bard,Wizard + +

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.

+
+ + + 0 + Divination + 1 hour + Touch + Instantaneous + true + true + true + a complete set of clockworker’s tools + false + false + +
+ + Wizard + +

This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can atack your opponents to the best of its ability. You can direct it not to atack, to atack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn’t severely damaged or destroyed.

+

If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct’s hit points are halved.

+

An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct’s size as follows.

+
ANIMATED CONSTRUCT STATISTICS
+ + + + + + + + + + +
SizeHPACAttackStrDexSpell Slot
Tiny1512+3, 1d4+44161st
Small2513+4, 1d8+26142nd
Medium4014+5, 2d6+110123rd
Large5015+6, 2d10+214104th
Huge8016+8, 2d12+41885th
Gargantuan10017+10, 4d8+62066th
+

At Higher Levels. Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.

+
+ + + 1 + Transmutation + 1 action + 30 feet + Concentration, up to 10 minutes + true + true + true + a construct body of appropriate size + true + false + +
+ + Bard,Sorcerer,Warlock,Wizard + +

The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.

+
+ + + 1 + Conjuration + 1 bonus action + Touch + 1 round + true + true + true + 5 gp worth of mithral dust sprinkled on the target’s skin + false + false + +
+ + Sorcerer,Warlock,Wizard + +

This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency sufer disadvantage on any ability check, saving throw, or atack roll that involves Strength or Dexterity and cannot cast spells.

+

At Higher Levels. Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.

+
+ + + 1 + Conjuration + 1 action + Self + Concentration, up to 1 hour. + true + true + true + a rivet + true + false + +
+ + Cleric + +

You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or ater you.

+
+ + + 8 + Conjuration + 1 action + 90 feet + Concentration, up to 10 minutes + true + true + false + + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You magically hurl an object or creature weighing 500 lb. or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at speciic targets require a spell atack roll to hit. A thrown creature takes 6d10 damage from the force of the throw plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.

+

At Higher Levels. hen you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.

+
+ + + 6 + Transmutation + 1 action + 400 feet + Instantaneous + true + true + true + a small platinum lever and fulcrum worth 400 gp + false + false + +
+ + Cleric + +

Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the efect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.

+
+ + + 5 + Enchantment + 1 action + 90 feet + Concentration, up to 1 minute + true + true + true + 1 foot of iron chain + true + false + +
+ + Bard,Sorcerer,Warlock,Wizard + +

You touch one creature. The next atack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.

+
+ + + 1 + Divination + 1 action + Touch + Instantaneous + true + true + true + a broken gear + false + false + +
+ + Cleric,Sorcerer,Warlock,Wizard + +

You transform your naked hand to iron. Your unarmed atacks do 1d6 points of damage and are considered magical.

+
+ + + 0 + Transmutation + 1 action + Self + Concentration, up to 1 minute. + true + true + false + + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You create a burst of magically-propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

+
+ + + 3 + Conjuration + 1 action + Self (60-foot cone) + Instantaneous + true + true + true + a handful of gears and sprockets worth 5gp + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause a handful of gears to orbit the target’s body. These shield the spell’s target from incoming atacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject’s movement, vision, or outgoing atacks.

+
+ + + 1 + Abjuration + 1 action + 60 feet + 10 minutes + true + true + true + a small handful of gears and sprockets worth 5gp + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its efect with a successful Wisdom saving throw. While the spell remains in efect, the construct has disadvantage on atack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.

+

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.

+
+ + + 4 + Conjuration + 1 action + 60 feet + Concentration, up to 1 minute + true + true + true + a single gear + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You designate a spot within range, and massive gears emerge from the ground at that spot, creating diicult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws ater every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.

+
+ + + 4 + Evocation + 1 action + 120 feet + Concentration, up to 1 minute + true + true + true + a single gear + true + false + +
+ + Bard,Cleric,Sorcerer,Warlock,Wizard + +

You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill efects.

+
+ + + 2 + Necromancy + 1 action + Touch + Concentration, up to 10 minutes + true + true + false + + true + false + +
+ + Cleric,Wizard + +

You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled.

+

If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows:

+

Vulnerability: Hellforged are vulnerable to radiant damage.

+

Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil iends or aberrations that efect the mind or behavior.

+

Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proiciency in one skill.

+

Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal

+

Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.

+
+ + + 7 + Necromancy + 1 hour (see below) + Touch + Instantaneous + true + true + true + a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem + false + true + +
+ + Cleric,Wizard + +

This ritual allows you to imbue a spell of 1st through 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes of, the spell is cast. If the range of the spell was Touch, it efects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can’t be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.

+

At Higher Levels. You can perform this ritual as a 7th level spell to imbue a spell of 4th or 5th level.

+
+ + + 5 + Transmutation + 1 hour + Touch + Instantaneous + true + true + true + a specially designed gear worth 100 gp per spell level—see below + false + true + +
+ + Sorcerer,Warlock,Wizard + +

You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the efect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This efectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unafected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not afected. Metal constructs are completely paralyzed. An afected creature or construct repeats the saving throw at the end of each of its turns, ending the efect on itself with a success, though constructs make this saving throw with disadvantage. A grease spell dispels lock armor on everything in its area of efect.

+

At Higher Levels. hen casting this spell using a 3rd level slot or higher, you may target 1 additional creature or item per level.

+
+ + + 2 + Transmutation + 1 action + 60 feet + Concentration, up to 1 minute + true + true + true + a pinch of rust and metal shavings + true + false + +
+ + Sorcerer,Wizard + +

You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petriied, and poisoned conditions.

+
+ + + 8 + Necromancy + 1 action + Touch + Concentration, up to 1 minute + true + true + true + a construct with at least 3 HD, which is consumed in the casting + true + false + +
+ + Clerc,Paladin,Sorcerer,Warlock,Wizard + +

You touch a creature and give it the capacity to carry, lit, push, or drag weight as if it were one size category larger. If you’re using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.

+

When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.

+
+ + + 1 + Transmutation + 1 action + Touch + Concentration, up to 1 minute + true + true + true + a 1-lb weight + true + false + +
+ + Bard,Cleric,Sorcerer,Wizard + +

Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their atack rolls or the targets have disadvantage on their saving throws.

+
+ + + 1 + Transmutation + 1 bonus action + Self + 1 round + true + true + false + + false + false + +
+ + Cleric,Wizard + +

As repair metal, but you can afect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.

+

At Higher Levels. Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.

+
+ + + 5 + Transmutation + 1 action + Self (60-foot radius) + Instantaneous + true + true + false + + false + false + +
+ + Sorcerer,Wizard + +

You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.

+
+ + + 5 + Transmutation + 1 action + 60 feet + Concentration, up to 1 hour + true + true + true + a tiny hammer and adamantine spike worth 100 gp + true + false + +
+ + Cleric + +

You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity’s symbol onto the victim’s forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control.

+

The avatar is 8 feet tall and appears to be made of black iron wreathed in lames. Its eyes, mouth, and a portion of its torso are cut away to show the churning ire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following diferences:

+
    +
  • Alignment is Neutral Evil;
  • +
  • Speed is 50 feet and it cannot burrow or use earth glide;
  • +
  • it gains the ire form ability of a ire elemental, but it cannot squeeze through small spaces;
  • +
  • its Slam does an additional 1d10 ire damage.
  • +
+

This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) ire damage, or half damage with a successful DC 15 Constitution saving throw.

+
+ + + 7 + Transmutation + 1 action + Touch + Instantaneous + true + true + true + a sentient being and a branding iron with Molech’s symbol + false + true + +
+ + Cleric,Wizard + +

You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that’s inside the bubble swaps places with a corresponding portion of the plane your music box is atuned with.

+

There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut of at the edge of the bubble, while living creatures that don’t it inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shit planes with the bubble or leap outside of it a moment before the shit occurs.

+

Any natural reaction between the two planes occurs normally (ire spreads, water lows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and efects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shit back to their original places automatically ater 24 hours.

+

Note that the amount of preparation involved (acquiring and atuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wideranging efect, it’s also advisable to discuss your interest in this spell with your GM before adding it to your character’s repertoire.

+
+ + + 8 + Conjuration + 1 action + 120 feet + 24 hours + true + true + true + a music box worth at least 250 gp atuned to a particular plane of existence + false + false + +
+ + Bard,Cleric,Wizard + +

You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can’t cast spells with verbal components or even communicate efectively (all its uterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and then its turn ends; it can’t perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork’s speed is doubled and it gains an additional action, which must be Atack (one weapon atack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage.

+
+ + + 3 + Transmutation + 1 action + 30 feet + Concentration, up to 1 minute + true + true + true + a clock key + true + false + +
+ + Bard,Cleric,Paladin,Sorcerer,Wizard + +

You give the target creature a degree of regularity in its motions and fortunes. If the target fails a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 die rolls but instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.

+
+ + + 1 + Enchantment + 1 action + Touch + Concentration, up to 1 minute + true + true + true + small pendulum or metronome made of brass and rosewood worth 10 gp + true + false + +
+ + Cleric,Sorcerer,Wizard + +

You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.

+
+ + + 8 + Evocation + 1 action + Touch + Instantaneous + true + false + false + + false + false + +
+ + Bard,Cleric,Wizard + +

You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional atachment or context.

+
+ + + 4 + Divination + 10 minutes + Self + Instantaneous + true + true + true + a memory gear from a gearforged + false + false + +
+ + Cleric,Paladin,Wizard + +

A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.

+

At Higher Levels. The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.

+
+ + + 2 + Transmutation + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modiier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modiier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of lying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.

+
+ + + 6 + Abjuration + 1 action + Self + 1 minute + true + true + true + a metal shard + false + false + +
+ + Bard,Cleric,Paladin + +

One willing creature you touch becomes immune to mind-altering efects and psychic damage for the spell’s duration.

+
+ + + 3 + Abjuration + 1 action + Touch + Concentration, up to 1 hour + true + true + false + + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You target a creature within 60 feet and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. If the saving throw fails, the creature spins in place for the duration of the spell. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the efect with a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on atack rolls and ability checks until one round ater it stops spinning.

+
+ + + 2 + Enchantment + 1 action + 60 feet + 1 minute + true + true + false + + false + false + +
+ + Cleric + +

You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. he damage is 8d8 for Chaotic aberrations, celestials, elementals, and iends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones afected by the spell) make the saving throw with disadvantage.

+
+ + + 6 + Evocation + 1 action + Self (30-foot radius) + 1 round + true + true + false + + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area take 5d8 ire damage, or half damage with a successful Dexterity saving throw. Nonmagical ires smaller than a bonire are extinguished and everything becomes wet.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 1d8 damage per spell level.

+
+ + + 4 + Evocation + 1 action + Self (15-foot radius) + Instantaneous + true + true + true + + a tiny copper ketle or boiler + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You open your mouth and unleash a shatering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.

+
+ + + 8 + Evocation + 1 action + Self (30-foot radius) + Instantaneous + true + true + true + a small brass whistle + false + false + +
+ + Sorcerer,Wizard + +

You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.

+
+ + + 0 + Transmutation + 1 action + 30 feet + 1 round + true + false + false + + false + false + +
+ + Bard,Cleric,Sorcerer,Wizard + +

You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the ield or afect what happens inside it. You can choose to end the efect at any moment on your turn, and events progress naturally from there.

+
+ + + 9 + Transmutation + 1 action + Sight + Concentration, up to 1 minute + true + false + false + + true + false + +
+ + Bard,Sorcerer,Wizard + +

You throw a construct forward in time, if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.

+
+ + + 8 + Transmutation + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Bard,Cleric,Sorcerer,Wizard + +

You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires atention only once a decade.

+
+ + + 7 + Transmutation + 1 action + Touch + Until dispelled + true + true + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

You grant machinelike stamina to the target. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor or read at three times the normal rate. Creatures under the efect of the spell are immune to nonmagical exhaustion and sufer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.

+
+ + + 1 + Transmutation + 1 action + Touch + 24 hours + false + true + true + ever-wound spring worth 50 gp + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You launch thousands of needlelike darts in a 5-footwide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage.

+

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.

+
+ + + 3 + Evocation + 1 action + Self (120-foot line) + Instantaneous + true + true + true + mithral dart worth 25 gp + false + false + +
+ + Bard,Cleric,Paladin,Wizard + +

You target a construct, giving it an extra action or move on each of its turns.

+
+ + + 2 + Transmutation + 1 action + 60 feet + Concentration, up to 1 minute + true + false + true + an ornately carved silver key worth 50 gp + true + false + +
+ + Bard,Cleric,Wizard + +

You copy your memories, or those learned from the spell read memory, onto an empty memory gear.

+
+ + + 4 + Transmutation + 1 action + Touch + Instantaneous + true + true + true + one empty memory gear + false + false + +
+ + + +

+
+ + Tools + 25 + 2 lb. + Tool + ID_KBP_DMC_PROFICIENCY_TOOL_CLOCKMAKERS_TOOLS + +
+ + Tool + +

You gain proficiency in clockmaker’s tools.

+
+ +
+ + \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/02-rune-magic.xml b/third-party/kobold-press/deep-magic/02-rune-magic.xml new file mode 100644 index 000000000..798e88354 --- /dev/null +++ b/third-party/kobold-press/deep-magic/02-rune-magic.xml @@ -0,0 +1,2663 @@ + + + + Deep Magic: Rune Magic + + + + + + + +

Deep Magic of Giants and the Northlands!

+

Beneath the auroras is a savage land of frenzied barbarians, doom-laden heroes, flinty dwarves, and giants who dare to wage war against the gods themselves. The magic of the north is deep and ancient, and its practitioners are masters of the secret powers of the runes.

+

Deep Magic: Rune Magicbrings the secrets of rune magic into your 5th Edition campaign, with 24 pages featuring:

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    +
  • New Rune Knowledge and Rune Mastery feats
  • +
  • 25 runes that grant wisdom and power over time, fire, water, wealth, and more
  • +
  • 5 new rune rituals, including Curse of the Wild Moon, Scourge of Hateful Nettles, and Tyr’s Peace
  • +
  • 32 new or updated rune spells, including curse of Boreas, Loki’s gift, snowblind stare, and Wotan’s rede
  • +
  • New magic items, monsters, and more!
  • +
+

The ravens gather, and the wolves howl. Ready yourself, wizard: whatever emerges from the cold, dark forests this day will learn the power of rune magic!

+
+ + DMRM + https://koboldpress.com/kpstore/product/deep-magic-rune-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM2-Rune-Magic-Cover.png + Kobold Press + true + 20160803 + +
+ + + [wis:12] + Wisdom 12 or higher + +

Prerequisite: Wisdom 12 or higher

+

You are wise in the lore of two runes of your choice. You always have access to their rune bonuses. In addition, every day you can invoke one rune power for each rune you’ve learned, provided you meet any other requirements such as a minimum level.

+

You can select this feat multiple times. Each time you do, you gain the bonus and powers of two additional runes of your choice.

+
+ + Once per day, you can invoke one rune power for each rune you’ve learned. + + + + +
+ + + [wis:12],ID_KBP_DMRM_FEAT_RUNE_KNOWLEDGE_2 + Wisdom 12 or higher + +

Prerequisite: Wisdom 12 or higher

+

You are wise in the lore of two runes of your choice. You always have access to their rune bonuses. In addition, every day you can invoke one rune power for each rune you’ve learned, provided you meet any other requirements such as a minimum level.

+

You can select this feat multiple times. Each time you do, you gain the bonus and powers of two additional runes of your choice.

+
+ + Once per day, you can invoke one rune power for each rune you’ve learned. + + + + +
+ + + ID_KBP_DMRM_FEAT_RUNE_MASTERY_1 + Rune Knowledge feat + +

Prerequisite: Rune Knowledge feat

+

You have mastered the secret powers of one ancient rune. Choose one rune that you already learned through Rune Knowledge. Once per day, you can invoke one of its Rune Mastery powers.

+

You can select this feat multiple times. Each time you do, you learn the Rune Mastery powers of a diferent rune from your repertoire.

+
+ + Once per day, you can invoke one rune mastery power for each rune you’ve learned. + + + + +
+ + + + Deep Magic Rune Knowledge + +

Elk and reindeer, evading danger; the god Heimdall

+

Rune Bonus. You can make an elk horn wand in 6 hours, and you gain a +1 bonus on initiative checks.

+

Rune Power (5th-level). Living creatures that are within 10 feet of an algiz rune when it is etched on the ground or on a wall gain a +2 bonus on Wisdom (Perception) checks and have advantage on saving throws against sleep and other magical effects that cause unconsciousness. Both effects last for 8 hours. Scribing the rune takes 15 minutes.

+

Rune Mastery Power (8th-level). Marking a creature with the algiz rune transforms the creature into an elk or reindeer, as per polymorph. Drawing the rune on the creature takes 1 action and the change lasts while you concentrate, for up to 1 hour.

+
+ + Elk and reindeer, evading danger; the god Heimdall + + + + + + +
+ + +

You can make an elk horn wand in 6 hours, and you gain a +1 bonus on initiative checks.

+
+
+
+ + + You can make an elk horn wand in 6 hours. + + + + + + + +

Living creatures that are within 10 feet of an algiz rune when it is etched on the ground or on a wall gain a +2 bonus on Wisdom (Perception) checks and have advantage on saving throws against sleep and other magical effects that cause unconsciousness. Both effects last for 8 hours. Scribing the rune takes 15 minutes.

+
+ + Living creatures that are within 10 feet of an algiz rune when it is etched on the ground or on a wall gain a +2 bonus on Perception checks and have advantage on saving throws against sleep and other magical effects that cause unconsciousness. Both effects last for 8 hours. Scribing the rune takes 15 minutes. + +
+ + +

Marking a creature with the algiz rune transforms the creature into an elk or reindeer, as per polymorph. Drawing the rune on the creature takes 1 action and the change lasts while you concentrate, for up to 1 hour.

+
+ + Marking a creature with the algiz rune transforms the creature into an elk or reindeer, as per polymorph. Drawing the rune on the creature takes 1 action and the change lasts while you concentrate, for up to 1 hour. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_ALGIZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Gods and outsiders

+

Rune Bonus. You get a +1 bonus on Intelligence (Arcana) checks made to identify the type, powers, or weaknesses of aberrations, celestials, fey, and fiends. Once per day, the ansuz rune can be sketched on an object to ward of giants and fey hostile to the Aesir. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour.

+

Rune Power (7th-level). Sketching ansuz on the floor or a wall allows all worshipers of the Aesir within 10 feet of it to add 1d4 to each of their atack rolls, similar to a bless spell. Sketching the rune takes 2 actions, and it remains effective while you concentrate, for up to 1 minute.

+

Rune Mastery Power (11th-level). When traced on the forehead of a willing creature, ansuz sends the creature into a trance during which it receives a message from the gods, identical in effect to a divination spell. A creature can experience only one such trance per week. Tracing the rune takes 10 minutes, and the trance lasts 1 round.

+
+ + Gods and outsiders + + + + + + +
+ + +

You get a +1 bonus on Intelligence (Arcana) checks made to identify the type, powers, or weaknesses of aberrations, celestials, fey, and fiends. Once per day, the ansuz rune can be sketched on an object to ward of giants and fey hostile to the Aesir. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour.

+
+ + You get a +1 bonus on Arcana checks made to identify the type, powers, or weaknesses of aberrations, celestials, fey, and fiends. Once per day, the ansuz rune can be sketched on an object to ward of giants and fey hostile to the Aesir. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour. + +
+ + +

Sketching ansuz on the floor or a wall allows all worshipers of the Aesir within 10 feet of it to add 1d4 to each of their atack rolls, similar to a bless spell. Sketching the rune takes 2 actions, and it remains effective while you concentrate, for up to 1 minute.

+
+ + Sketching ansuz on the floor or a wall allows all worshipers of the Aesir within 10 feet of it to add 1d4 to each of their atack rolls, similar to a bless spell. Sketching the rune takes 2 actions, and it remains effective while you concentrate, for up to 1 minute. + +
+ + +

When traced on the forehead of a willing creature, ansuz sends the creature into a trance during which it receives a message from the gods, identical in effect to a divination spell. A creature can experience only one such trance per week. Tracing the rune takes 10 minutes, and the trance lasts 1 round.

+
+ + When traced on the forehead of a willing creature, ansuz sends the creature into a trance during which it receives a message from the gods, identical in effect to a divination spell. A creature can experience only one such trance per week. Tracing the rune takes 10 minutes, and the trance lasts 1 round. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_ANSUZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Birch tree, love, new beginnings; the Bear Maiden

+

Rune Bonus. You get a +1 bonus on Charisma (Diplomacy) checks.

+

Rune Power. When traced on a living creature, this rune grants that creature advantage on a single Charisma (Diplomacy) check of its choosing. Tracing the rune takes 10 minutes, and it remains effective for up to 24 hours. This benefit can be granted only once per day.

+

When berkanan is traced on a living plant, an effect identical to spike growth erupts in a 20-foot radius around the rune. Tracing the rune on a plant takes 1 action, and the effect lasts while you concentrate, for up to 10 minutes.

+

Rune Mastery Power (8th-level). You can create a philter of love once per week.

+
+ + Birch tree, love, new beginnings; the Bear Maiden + + + + + + +
+ + +

You get a +1 bonus on Charisma (Diplomacy) checks.

+
+ + You get a +1 bonus on Diplomacy checks. + + + + +
+ + +

When traced on a living creature, this rune grants that creature advantage on a single Charisma (Diplomacy) check of its choosing. Tracing the rune takes 10 minutes, and it remains effective for up to 24 hours. This benefit can be granted only once per day.

+

When berkanan is traced on a living plant, an effect identical to spike growth erupts in a 20-foot radius around the rune. Tracing the rune on a plant takes 1 action, and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + When traced on a living creature, this rune grants that creature advantage on a single Diplomacy check of its choosing. Tracing the rune takes 10 minutes, and it remains effective for up to 24 hours. This benefit can be granted only once per day. + When berkanan is traced on a living plant, an effect identical to spike growth erupts in a 20-foot radius around the rune. Tracing the rune on a plant takes 1 action, and the effect lasts while you concentrate, for up to 10 minutes. + +
+ + +

You can create a philter of love once per week.

+
+
+
+ + + You can create a philter of love once per week. + + + + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_BERKANAN_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Day and laying the dead to rest

+

Rune Bonus. You always know exactly how long it will be until the next sunset or sunrise.

+

Rune Power (4th-level). Spending 10 minutes tracing dagaz onto a creature cures it of magical blindness.

+

Rune Power (6th-level). Tracing dagaz onto an object makes it glow brightly in a 60-foot radius and dimly out to 120 feet. Magical darkness of 3rd level or lower is dispelled if this light overlaps it. The light is blocked normally by opaque objects or structures. Tracing the rune this way takes 1 action, and the light lasts while you concentrate, for up to 1 hour.

+

Rune Mastery Power (13th-level). Once per week, dagaz can be sketched onto the ground or a wall to create an instantaneous effect identical to a cleric’s Channel Divinity: Turn Undead class ability. Sketching the rune takes 1 action, and it afects undead within 30 feet that can see it at the moment of its completion.

+
+ + Day and laying the dead to rest + + + + + + + +
+ + +

You always know exactly how long it will be until the next sunset or sunrise.

+
+ + You always know exactly how long it will be until the next sunset or sunrise. + +
+ + +

Spending 10 minutes tracing dagaz onto a creature cures it of magical blindness.

+
+ + Spending 10 minutes tracing dagaz onto a creature cures it of magical blindness. + +
+ + +

Tracing dagaz onto an object makes it glow brightly in a 60-foot radius and dimly out to 120 feet. Magical darkness of 3rd level or lower is dispelled if this light overlaps it. The light is blocked normally by opaque objects or structures. Tracing the rune this way takes 1 action, and the light lasts while you concentrate, for up to 1 hour.

+
+ + Tracing dagaz onto an object makes it glow brightly in a 60-foot radius and dimly out to 120 feet. Magical darkness of 3rd level or lower is dispelled if this light overlaps it. The light is blocked normally by opaque objects or structures. Tracing the rune this way takes 1 action, and the light lasts while you concentrate, for up to 1 hour. + +
+ + +

Once per week, dagaz can be sketched onto the ground or a wall to create an instantaneous effect identical to a cleric’s Channel Divinity: Turn Undead class ability. Sketching the rune takes 1 action, and it afects undead within 30 feet that can see it at the moment of its completion.

+
+ + Once per week, dagaz can be sketched onto the ground or a wall to create an instantaneous effect identical to a cleric’s Channel Divinity: Turn Undead class ability. Sketching the rune takes 1 action, and it afects undead within 30 feet that can see it at the moment of its completion. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_DAGAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Horses, reedom, the Nithing Pole

+

Rune Bonus. You get a +1 bonus to Wisdom (Animal Handling) checks made to control a mount, and to Dexterity checks made to wriggle free of bonds.

+

Rune Power (5th-level). Spending 1 action to trace ehwaz onto a lock or shackles has the same effect as a knock spell but without the loud knocking sound.

+

Rune Power (8th-level). When sketched on the ground, ehwaz summons a phantom steed. Sketching the rune takes 5 minutes, and the summoned steed remains for 1 hour.

+

Rune Mastery Power (9th-level). You can create a nithing pole (see New Magic Items) once per month. The process can only be performed during a new moon, takes 12 hours, and requires bloodletting that leaves a permanent scar in the shape of the ehwaz rune on the rune maker’s let hand. Each creation of a nithing pole creates a new scar; those after thef irst don’t need to be on the hand, but they must be on the hands or arms.

+
+ + Horses, reedom, the Nithing Pole + + + + + + + +
+ + +

You get a +1 bonus to Wisdom (Animal Handling) checks made to control a mount, and to Dexterity checks made to wriggle free of bonds.

+
+ + You get a +1 bonus to Animal Handling checks made to control a mount, and to Dexterity checks made to wriggle free of bonds. + +
+ + +

Spending 1 action to trace ehwaz onto a lock or shackles has the same effect as a knock spell but without the loud knocking sound.

+
+ + Spending 1 action to trace ehwaz onto a lock or shackles has the same effect as a knock spell but without the loud knocking sound. + +
+ + +

When sketched on the ground, ehwaz summons a phantom steed. Sketching the rune takes 5 minutes, and the summoned steed remains for 1 hour.

+
+ + When sketched on the ground, ehwaz summons a phantom steed. Sketching the rune takes 5 minutes, and the summoned steed remains for 1 hour. + +
+ + +

You can create a nithing pole (see New Magic Items) once per month. The process can only be performed during a new moon, takes 12 hours, and requires bloodletting that leaves a permanent scar in the shape of the ehwaz rune on the rune maker’s let hand. Each creation of a nithing pole creates a new scar; those after the first don’t need to be on the hand, but they must be on the hands or arms.

+
+
+
+ + + You can create a nithing pole once per month. The process can only be performed during a new moon, takes 12 hours, and requires bloodletting that leaves a permanent scar in the shape of the ehwaz rune on the rune maker’s let hand. Each creation of a nithing pole creates a new scar; those after the first don’t need to be on the hand, but they must be on the hands or arms. + + + + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_EHWAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Yew tree, Ygdrasil

+

Rune Bonus. You have proficiency in Intelligence (Arcana) checks.

+

Rune Power (4th-level). Spending 1 action to trace eiwaz onto a suitably-sized piece of wood transforms it into a shillelagh for 1 minute.

+

Rune Mastery Power (8th-level). Sleeping for at least 10 minutes under a tracing of eiwaz on a blanket, a wall, or the ceiling causes the rune maker to dream of the Nine Worlds. These dreams produce answers the same as contact other plane (including possible side efects).

+

Rune Mastery Power (11th-level). When carved on the bark of a living tree, eiwaz allows the rune master to travel between that tree and another tree within 500 feet also marked with eiwaz, as if under the effect of tree stride. Each carving takes 1 action, and the effect lasts while you concentrate, for up to 1 minute after the second carving is done.

+
+ + Yew tree, Ygdrasil + + + + + + + +
+ + +

You have proficiency in Intelligence (Arcana) checks.

+
+ + You have proficiency in Arcana checks. + + + + +
+ + +

Spending 1 action to trace eiwaz onto a suitably-sized piece of wood transforms it into a shillelagh for 1 minute.

+
+ + Spending 1 action to trace eiwaz onto a suitably-sized piece of wood transforms it into a shillelagh for 1 minute. + +
+ + +

Sleeping for at least 10 minutes under a tracing of eiwaz on a blanket, a wall, or the ceiling causes the rune maker to dream of the Nine Worlds. These dreams produce answers the same as contact other plane (including possible side efects).

+
+ + Sleeping for at least 10 minutes under a tracing of eiwaz on a blanket, a wall, or the ceiling causes the rune maker to dream of the Nine Worlds. These dreams produce answers the same as contact other plane (including possible side efects). + +
+ + +

When carved on the bark of a living tree, eiwaz allows the rune master to travel between that tree and another tree within 500 feet also marked with eiwaz, as if under the effect of tree stride. Each carving takes 1 action, and the effect lasts while you concentrate, for up to 1 minute after the second carving is done.

+
+ + When carved on the bark of a living tree, eiwaz allows the rune master to travel between that tree and another tree within 500 feet also marked with eiwaz, as if under the effect of tree stride. Each carving takes 1 action, and the effect lasts while you concentrate, for up to 1 minute after the second carving is done. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_EIWAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Catle, livestock, and wealth

+

Rune Bonus. You have advantage on Wisdom (Animal Handling) checks made on domesticated animals that aren’t used as riding mounts.

+

Rune Power. Sketching fehu on an object makes that item easier to lift or drag, as if it weighed only half its actual weight. Sketching the rune takes 1 minute, and the effect lasts while you concentrate, for up to 1 hour. This works equally well on a single object, such as a block of stone, or on a collection of objects that are bundled together, such as a large chest stufed with coins.

+

Rune Mastery Power (8th-level). By spending 1 minute tracing fehu onto your own skin, you can cast dominate beast as though from a 6th–level spell slot.T he spell must be cast within 10 minutes of completing the rune or the rune’s power fades.

+
+ + Catle, livestock, and wealth + + + + + + +
+ + +

You have advantage on Wisdom (Animal Handling) checks made on domesticated animals that aren’t used as riding mounts.

+
+ + You have advantage on Animal Handling checks made on domesticated animals that aren’t used as riding mounts. + +
+ + +

Sketching fehu on an object makes that item easier to lift or drag, as if it weighed only half its actual weight. Sketching the rune takes 1 minute, and the effect lasts while you concentrate, for up to 1 hour. This works equally well on a single object, such as a block of stone, or on a collection of objects that are bundled together, such as a large chest stufed with coins.

+
+ + Sketching fehu on an object makes that item easier to lift or drag, as if it weighed only half its actual weight. Sketching the rune takes 1 minute, and the effect lasts while you concentrate, for up to 1 hour. This works equally well on a single object, such as a block of stone, or on a collection of objects that are bundled together, such as a large chest stufed with coins. + +
+ + +

By spending 1 minute tracing fehu onto your own skin, you can cast dominate beast as though from a 6th–level spell slot. The spell must be cast within 10 minutes of completing the rune or the rune’s power fades.

+
+ + By spending 1 minute tracing fehu onto your own skin, you can cast dominate beast as though from a 6th–level spell slot. The spell must be cast within 10 minutes of completing the rune or the rune’s power fades. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_FEHU_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Generosity and hospitality, and gifts

+

Rune Bonus. You have advantage on Intelligence checks to estimate an item’s value.

+

Rune Power. When 1 minute is spent carefully examining an item while tracing gebu on it, you learn the item’s name and magical properties the same as if you’d cast an identify spell. Alternatively, if 1 action is spent tracing gebu on a willing creature, that creature gains sanctuary as if affected by the spell. The rune maker can’t invoke sanctuary on him or her self. The sanctuary effect lasts while you concentrate, for up to 1 minute.

+

Rune Mastery Power (8th-level). Gebu can be rapidly (1 action) scratched or sketched onto a wall, floor, or other surface of an enclosed space in a way that makes it clearly visible. For up to 1 minute, the rune maker can activate the rune with a command word, provided he or she is within 20 feet of it. All creatures within 20 feet of the rune and with a clear line of sight to it (regardless of whether they can actually see it) must make a Charisma saving throw. Those that fail are affected as if by a calm emotions spell that lasts while you concentrate, for up to 1 minute.

+
+ + Generosity and hospitality, and gifts + + + + + + +
+ + +

You have advantage on Intelligence checks to estimate an item’s value.

+
+ + You have advantage on Intelligence checks to estimate an item’s value. + +
+ + +

When 1 minute is spent carefully examining an item while tracing gebu on it, you learn the item’s name and magical properties the same as if you’d cast an identify spell. Alternatively, if 1 action is spent tracing gebu on a willing creature, that creature gains sanctuary as if affected by the spell. The rune maker can’t invoke sanctuary on him or her self. The sanctuary effect lasts while you concentrate, for up to 1 minute.

+
+ + When 1 minute is spent carefully examining an item while tracing gebu on it, you learn the item’s name and magical properties the same as if you’d cast an identify spell. Alternatively, if 1 action is spent tracing gebu on a willing creature, that creature gains sanctuary as if affected by the spell. The rune maker can’t invoke sanctuary on him or her self. The sanctuary effect lasts while you concentrate, for up to 1 minute. + +
+ + +

Gebu can be rapidly (1 action) scratched or sketched onto a wall, floor, or other surface of an enclosed space in a way that makes it clearly visible. For up to 1 minute, the rune maker can activate the rune with a command word, provided he or she is within 20 feet of it. All creatures within 20 feet of the rune and with a clear line of sight to it (regardless of whether they can actually see it) must make a Charisma saving throw. Those that fail are affected as if by a calm emotions spell that lasts while you concentrate, for up to 1 minute.

+
+ + Gebu can be rapidly (1 action) scratched or sketched onto a wall, floor, or other surface of an enclosed space in a way that makes it clearly visible. For up to 1 minute, the rune maker can activate the rune with a command word, provided he or she is within 20 feet of it. All creatures within 20 feet of the rune and with a clear line of sight to it (regardless of whether they can actually see it) must make a Charisma saving throw. Those that fail are affected as if by a calm emotions spell that lasts while you concentrate, for up to 1 minute. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_GEBU_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Hail and winter weather

+

Rune Bonus. You have advantage on Wisdom (Survival) checks made to accurately predict weather conditions for the next 24 hours in your vicinity

+

Rune Power. Spending 1 action tracing hagalaz on a willing creature grants it protection from enery (cold) while you concentrate, for up to 1 hour.

+

Rune Mastery Power (9th-level). When sketched on the ground under the open sky, hagalaz conjures a sleet storm centered on a point of the rune maker’s choosing within 150 feet. Sketching the rune takes 4 rounds and the storm lasts while you concentrate, for up to 2 minutes.

+

Rune Mastery Power (14th-level). When sketched on the ground within the area of a magical storm caused by sleet storm, ice storm, control weather (hail and blizzard only), or comparable magic, hagalaz acts as a dispel magic spell cast with a 7th-level slot. If the storm being dispelled is from 8th or 9th level magic, the rune maker uses Charisma as his or her spellcasting ability to test the rune’s effectiveness. Sketching the rune takes 2 rounds.

+

Rune Mastery Power (14th-level). When sketched on the ground within the area of a natural (nonmagical) storm, hagalaz has the effect of a control weather spell. Sketching the rune takes 1 hour and the control lasts while you concentrate, for up to 8 hours.

+
+ + Hail and winter weather + + + + + + + + +
+ + +

You have advantage on Wisdom (Survival) checks made to accurately predict weather conditions for the next 24 hours in your vicinity

+
+ + You have advantage on Survival checks made to accurately predict weather conditions for the next 24 hours in your vicinity + +
+ + +

Spending 1 action tracing hagalaz on a willing creature grants it protection from enery (cold) while you concentrate, for up to 1 hour.

+
+ + Spending 1 action tracing hagalaz on a willing creature grants it protection from enery (cold) while you concentrate, for up to 1 hour. + +
+ + +

When sketched on the ground under the open sky, hagalaz conjures a sleet storm centered on a point of the rune maker’s choosing within 150 feet. Sketching the rune takes 4 rounds and the storm lasts while you concentrate, for up to 2 minutes.

+
+ + When sketched on the ground under the open sky, hagalaz conjures a sleet storm centered on a point of the rune maker’s choosing within 150 feet. Sketching the rune takes 4 rounds and the storm lasts while you concentrate, for up to 2 minutes. + +
+ + +

When sketched on the ground within the area of a magical storm caused by sleet storm, ice storm, control weather (hail and blizzard only), or comparable magic, hagalaz acts as a dispel magic spell cast with a 7th-level slot. If the storm being dispelled is from 8th or 9th level magic, the rune maker uses Charisma as his or her spellcasting ability to test the rune’s effectiveness. Sketching the rune takes 2 rounds.

+
+ + When sketched on the ground within the area of a magical storm caused by sleet storm, ice storm, control weather (hail and blizzard only), or comparable magic, hagalaz acts as a dispel magic spell cast with a 7th-level slot. If the storm being dispelled is from 8th or 9th level magic, the rune maker uses Charisma as his or her spellcasting ability to test the rune’s effectiveness. Sketching the rune takes 2 rounds. + +
+ + +

When sketched on the ground within the area of a natural (nonmagical) storm, hagalaz has the effect of a control weather spell. Sketching the rune takes 1 hour and the control lasts while you concentrate, for up to 8 hours.

+
+ + When sketched on the ground within the area of a natural (nonmagical) storm, hagalaz has the effect of a control weather spell. Sketching the rune takes 1 hour and the control lasts while you concentrate, for up to 8 hours. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_HAGALAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Ancestors, Northmen; the god Wotan or Odin

+

Rune Bonus. You have proficiency in Intelligence (History) checks.

+

Rune Power (4th-level). When 1 action is spent tracing ingwaz on a spear, the rune gains favor from the Aesir for the first character who throws the spear over the heads of an enemy force consisting of nine or more opponents; the spear thrower adds 1d4 radiant damage to his or her weapon atacks. The bonus can be gained up to 8 hours after the rune is traced, and once triggered it lasts 1 minute.

+

Rune Power (5th-level). When ingwaz is traced on the face of a willing creature, it turns the creature into a berserker, granting it the benefits of a barbarian’s Rage class feature as though the recipient were a barbarian of the rune master’s level. Tracing the rune takes 2 rounds, and the effect lasts 1 minute.

+

Rune Power (7th-level). You learn the calling to the vaettir ritual (see Rune Rituals).

+

Rune Mastery Power (8th-level). When traced on the nails and flesh of a corpse, this rune acts as a speak with dead spell. Tracing the rune takes 1 minute and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + Ancestors, Northmen; the god Wotan or Odin + + + + + + + + +
+ + +

You have proficiency in Intelligence (History) checks.

+
+ + You have proficiency in History checks. + + + + +
+ + +

When 1 action is spent tracing ingwaz on a spear, the rune gains favor from the Aesir for the first character who throws the spear over the heads of an enemy force consisting of nine or more opponents; the spear thrower adds 1d4 radiant damage to his or her weapon atacks. The bonus can be gained up to 8 hours after the rune is traced, and once triggered it lasts 1 minute.

+
+ + When 1 action is spent tracing ingwaz on a spear, the rune gains favor from the Aesir for the first character who throws the spear over the heads of an enemy force consisting of nine or more opponents; the spear thrower adds 1d4 radiant damage to his or her weapon atacks. The bonus can be gained up to 8 hours after the rune is traced, and once triggered it lasts 1 minute. + +
+ + +

When ingwaz is traced on the face of a willing creature, it turns the creature into a berserker, granting it the benefits of a barbarian’s Rage class feature as though the recipient were a barbarian of the rune master’s level. Tracing the rune takes 2 rounds, and the effect lasts 1 minute.

+
+ + When ingwaz is traced on the face of a willing creature, it turns the creature into a berserker, granting it the benefits of a barbarian’s Rage class feature as though the recipient were a barbarian of the rune master’s level. Tracing the rune takes 2 rounds, and the effect lasts 1 minute. + +
+ + +

You learn the calling to the vaettir ritual (see Rune Rituals).

+
+ + You learn the calling to the vaettir ritual. + + + + +
+ + +

When traced on the nails and flesh of a corpse, this rune acts as a speak with dead spell. Tracing the rune takes 1 minute and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + When traced on the nails and flesh of a corpse, this rune acts as a speak with dead spell. Tracing the rune takes 1 minute and the effect lasts while you concentrate, for up to 10 minutes. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_INGWAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Ice, imprisonment, and paralysis; the gods Boreas and Mara

+

Rune Bonus. When you take cold damage, you take 1 point less than normal.

+

Rune Power (4th-level). When 1 action is spent tracing isaz on the ground, slick ice spreads out to cover an area of 225 square feet. The iced area can have any shape the rune maker wants; if you use a grid of 5-foot squares, the ice covers 9 squares. Every square of ice must be connected to at least one other along one or more sides. Icef-illed squares are difficult terrain, and the difficulty of Dexterity (Acrobatics) checks in the area increases by five. The ice is nonmagical and melts normally.

+

Rune Power (5th-level). When the isaz rune is traced on a weapon, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and it does an extra 1d4 cold damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+

Rune Power (7th-level). A shield marked with this rune gliters like frost in the morning sun. As an action, a wielder of the shield who is in direct sunlight can focus its reflection on a single enemy within 30 feet; the target must make a successful Constitution saving throw or be affected by the first stage of snow blindness (see Conditions).T he DC for the saving throw equals 8 + your Dexterity bonus + your proficiency bonus. If the target creature is already affected by the first stage of snow blindness, a failed Constitution saving throw brings on the second stage of snow blindness. Marking the shield takes 1 action, and the rune remains effective while you concentrate, for up to 1 hour.

+

Rune Mastery Power (8th-level). You learn the create tupilak ritual (see Rune Rituals).

+
+ + Ice, imprisonment, and paralysis; the gods Boreas and Mara + + + + + + + + +
+ + +

When you take cold damage, you take 1 point less than normal.

+
+ + When you take cold damage, you take 1 point less than normal. + +
+ + +

When 1 action is spent tracing isaz on the ground, slick ice spreads out to cover an area of 225 square feet. The iced area can have any shape the rune maker wants; if you use a grid of 5-foot squares, the ice covers 9 squares. Every square of ice must be connected to at least one other along one or more sides. Ice-filled squares are difficult terrain, and the difficulty of Dexterity (Acrobatics) checks in the area increases by five. The ice is nonmagical and melts normally.

+
+ + When 1 action is spent tracing isaz on the ground, slick ice spreads out to cover an area of 225 square feet. The iced area can have any shape the rune maker wants; if you use a grid of 5-foot squares, the ice covers 9 squares. Every square of ice must be connected to at least one other along one or more sides. Ice-filled squares are difficult terrain, and the difficulty of Acrobatics checks in the area increases by five. The ice is nonmagical and melts normally. + +
+ + +

When the isaz rune is traced on a weapon, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and it does an extra 1d4 cold damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+
+ + When the isaz rune is traced on a weapon, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and it does an extra 1d4 cold damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour. + +
+ + +

A shield marked with this rune gliters like frost in the morning sun. As an action, a wielder of the shield who is in direct sunlight can focus its reflection on a single enemy within 30 feet; the target must make a successful Constitution saving throw or be affected by the first stage of snow blindness (see Conditions). The DC for the saving throw equals 8 + your Dexterity bonus + your proficiency bonus. If the target creature is already affected by the first stage of snow blindness, a failed Constitution saving throw brings on the second stage of snow blindness. Marking the shield takes 1 action, and the rune remains effective while you concentrate, for up to 1 hour.

+
+ + A shield marked with this rune gliters like frost in the morning sun. As an action, a wielder of the shield who is in direct sunlight can focus its reflection on a single enemy within 30 feet; the target must make a successful DC{{isaz rune power-3:dc}} Constitution saving throw or be affected by the first stage of snow blindness. If the target creature is already affected by the first stage of snow blindness, a failed Constitution saving throw brings on the second stage of snow blindness. Marking the shield takes 1 action, and the rune remains effective while you concentrate, for up to 1 hour. + + + + + + +
+ + +

You learn the create tupilak ritual (see Rune Rituals).

+
+ + You learn the create tupilak ritual (see Rune Rituals). + + + + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_ISAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Abundant harvest; the gods Freyr and Freyja

+

Rune Bonus. You have proficiency in Intelligence (Nature) checks.

+

Rune Power (4th-level). When traced on the belly of a living creature, the jera rune guarantees that any sexual union involving that creature in the next 24 hours proves fruitful. If traced on a pregnant creature at least once per month during its pregnancy, the rune guarantees a successful birth and healthy baby or babies. Tracing the rune takes 1 action.

+

Rune Power (6th-level). When jera is traced on a wooden table, plate, or plater, all food and drink that’s spoiled, roten, diseased, poisonous, or otherwise contaminated within 20 feet becomes pure and safe for consumption. Tracing the rune takes 1 action.

+

Rune Mastery Power (8th-level). When marked in the earth among living plants, the rune has the effect of a localized (100-foot radius) plant growth spell. Sketching the rune takes 1 action.

+
+ + Abundant harvest; the gods Freyr and Freyja + + + + + + + +
+ + +

You have proficiency in Intelligence (Nature) checks.

+
+ + You have proficiency in Nature checks. + + + + +
+ + +

When traced on the belly of a living creature, the jera rune guarantees that any sexual union involving that creature in the next 24 hours proves fruitful. If traced on a pregnant creature at least once per month during its pregnancy, the rune guarantees a successful birth and healthy baby or babies. Tracing the rune takes 1 action.

+
+ + When traced on the belly of a living creature, the jera rune guarantees that any sexual union involving that creature in the next 24 hours proves fruitful. If traced on a pregnant creature at least once per month during its pregnancy, the rune guarantees a successful birth and healthy baby or babies. Tracing the rune takes 1 action. + +
+ + +

When jera is traced on a wooden table, plate, or plater, all food and drink that’s spoiled, roten, diseased, poisonous, or otherwise contaminated within 20 feet becomes pure and safe for consumption. Tracing the rune takes 1 action.

+
+ + When jera is traced on a wooden table, plate, or plater, all food and drink that’s spoiled, roten, diseased, poisonous, or otherwise contaminated within 20 feet becomes pure and safe for consumption. Tracing the rune takes 1 action. + +
+ + +

When marked in the earth among living plants, the rune has the effect of a localized (100-foot radius) plant growth spell. Sketching the rune takes 1 action.

+
+ + When marked in the earth among living plants, the rune has the effect of a localized (100-foot radius) plant growth spell. Sketching the rune takes 1 action. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_JERA_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Flaming torch, enlightenment, and ulcers

+

Rune Bonus. You gain darkvision (30 feet). If you already have darkvision, you gain proficiency in Wisdom (Perception) checks.

+

Rune Power (4th-level). When 1 minute is spent tracing kaunen on the ground, it burns like a campire for up to 8 hours. The fire is 2 feet in diameter and the lames are magical, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created, but the fire can spread normally to inflammable materials.

+

Rune Power (5th-level). Tracing kaunen onto a weapon causes that weapon to shed bright light in a 10-foot radius plus dim light for another 10 feet, and the weapon does an extra 1d6 fire damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+

Rune Mastery Power (8th-level). When traced on a living creature, kaunen burns away illness and ailments the same as a remove disease spell. Invoking the rune takes 1 action.

+
+ + Flaming torch, enlightenment, and ulcers + + + + + + + +
+ + +

You gain darkvision (30 feet). If you already have darkvision, you gain proficiency in Wisdom (Perception) checks.

+
+ + You gain darkvision (30 feet). If you already have darkvision, you gain proficiency in Perception checks. + + + + + +
+ + + + + + + + + + + + +

When 1 minute is spent tracing kaunen on the ground, it burns like a campire for up to 8 hours. The fire is 2 feet in diameter and the lames are magical, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created, but the fire can spread normally to inflammable materials.

+
+ + When 1 minute is spent tracing kaunen on the ground, it burns like a campire for up to 8 hours. The fire is 2 feet in diameter and the lames are magical, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created, but the fire can spread normally to inflammable materials. + +
+ + +

Tracing kaunen onto a weapon causes that weapon to shed bright light in a 10-foot radius plus dim light for another 10 feet, and the weapon does an extra 1d6 fire damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+
+ + Tracing kaunen onto a weapon causes that weapon to shed bright light in a 10-foot radius plus dim light for another 10 feet, and the weapon does an extra 1d6 fire damage on a hit. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 hour. + +
+ + +

When traced on a living creature, kaunen burns away illness and ailments the same as a remove disease spell. Invoking the rune takes 1 action.

+
+ + When traced on a living creature, kaunen burns away illness and ailments the same as a remove disease spell. Invoking the rune takes 1 action. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_KAUNEN_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Water, the sea; the god Njord

+

Rune Bonus. You gain Aquan as a bonus language. If you already know this language, you have advantage on Charisma (Diplomacy) checks with creatures from the elemental plane of water.

+

Rune Power (4th-level). When you spend 1 action tracing laukaz on an object, it becomes more bouyant. Anyone grasping the object has advantage on Strength (Athletics) checks to swim or to stay aloat. The effect lasts 24 hours.

+

Rune Power (7th-level). When you trace laukaz on a living creature’s chest, it grants them water breathing. Tracing the rune takes 1 action, and the effect lasts 24 hours.

+

Rune Mastery Power (11th-level). When the rune is sketched on a lakebed, riverbed, or sea botom, laukaz allows the rune maker to control nearby water as a control water spell. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + Water, the sea; the god Njord + + + + + + + +
+ + +

You gain Aquan as a bonus language. If you already know this language, you have advantage on Charisma (Diplomacy) checks with creatures from the elemental plane of water.

+
+ + You gain Aquan as a bonus language. If you already know this language, you have advantage on Diplomacy checks with creatures from the elemental plane of water. + + + + + +
+ + +

When you spend 1 action tracing laukaz on an object, it becomes more bouyant. Anyone grasping the object has advantage on Strength (Athletics) checks to swim or to stay aloat. The effect lasts 24 hours.

+
+ + When you spend 1 action tracing laukaz on an object, it becomes more bouyant. Anyone grasping the object has advantage on Athletics checks to swim or to stay aloat. The effect lasts 24 hours. + +
+ + +

When you trace laukaz on a living creature’s chest, it grants them water breathing. Tracing the rune takes 1 action, and the effect lasts 24 hours.

+
+ + When you trace laukaz on a living creature’s chest, it grants them water breathing. Tracing the rune takes 1 action, and the effect lasts 24 hours. + +
+ + +

When the rune is sketched on a lakebed, riverbed, or sea botom, laukaz allows the rune maker to control nearby water as a control water spell. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + When the rune is sketched on a lakebed, riverbed, or sea botom, laukaz allows the rune maker to control nearby water as a control water spell. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 10 minutes. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_LAUKAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Humanoids, especially humans and dwarves

+

Rune Bonus. You get a +1 bonus on saving throws against petrification and effects that alter your form such as lycanthropy, polymorph, or flesh to stone.

+

Rune Power (5th-level). When traced on the ground, a boulder, or a wall, mannaz produces an effect identical to a calm emotions spell on all living creatures within 20 feet of the rune. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+

Rune Mastery Power (8th-level). When traced on the flesh of a creature, mannaz returns a lycanthrope to its humanoid form or dispels (as dispel magic) a polymorph effect the target is currently under. Unwilling creatures resist this with a Charisma saving throw; use your Wisdom modiier to set the DC. Tracing the rune takes 1 action.

+

Rune Mastery Power (9th-level). Invoking mannaz upon a plant or animal awakens it, per the awaken spell. Invoking the rune this way takes 8 hours, and the effect is permanent.

+
+ + Humanoids, especially humans and dwarves + + + + + + + +
+ + +

You get a +1 bonus on saving throws against petrification and effects that alter your form such as lycanthropy, polymorph, or flesh to stone.

+
+ + You get a +1 bonus on saving throws against petrification and effects that alter your form such as lycanthropy, polymorph, or flesh to stone. + +
+ + +

When traced on the ground, a boulder, or a wall, mannaz produces an effect identical to a calm emotions spell on all living creatures within 20 feet of the rune. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+
+ + When traced on the ground, a boulder, or a wall, mannaz produces an effect identical to a calm emotions spell on all living creatures within 20 feet of the rune. Tracing the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute. + +
+ + +

When traced on the flesh of a creature, mannaz returns a lycanthrope to its humanoid form or dispels (as dispel magic) a polymorph effect the target is currently under. Unwilling creatures resist this with a Charisma saving throw; use your Wisdom modiier to set the DC. Tracing the rune takes 1 action.

+
+ + When traced on the flesh of a creature, mannaz returns a lycanthrope to its humanoid form or dispels (as dispel magic) a polymorph effect the target is currently under. Unwilling creatures resist this with a DC{{mannaz rune mastery-1:dc}} Charisma saving throw. Tracing the rune takes 1 action. + + + + + + +
+ + +

Invoking mannaz upon a plant or animal awakens it, per the awaken spell. Invoking the rune this way takes 8 hours, and the effect is permanent.

+
+ + Invoking mannaz upon a plant or animal awakens it, per the awaken spell. Invoking the rune this way takes 8 hours, and the effect is permanent. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_MANNAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Necessity and need

+

Rune Bonus. Once per day, you can cast spare the dying.

+

Rune Power (4th-level). By spending 1 action to trace naudiz on an item, you grant guidance or resistance to any creature that touches it (the creature chooses which). A number of creatures equal to your proficiency bonus can benefit from this efect. Both the rune and the effect last while you concentrate, for up to 1 minute.

+

Rune Power (5th-level). Naudiz can be traced in the air in such a way that five creatures within 10 feet of you have their hit point maximums increased by 5, and they gain 5 hit points. Tracing the rune takes 1 action, and the effect lasts 8 hours.

+

Rune Mastery Power (15th-level). When naudiz is traced on an object weighing no more than 20 lb., for the next 24 hours you can call that item to you.T he item teleports into your hand instantly when you spend an action calling it. The maximum range is 400 feet. If another creature is holding the object, that creature prevents it from teleporting with a successful Charisma saving throw; use your Wisdom modiier to set the DC. Tracing the rune takes just 1 action, and it remains until it’s used or for 24 hours.

+
+ + Necessity and need + + + + + + + +
+ + +

Once per day, you can cast spare the dying.

+
+ + Once per day, you can cast spare the dying. + +
+ + +

By spending 1 action to trace naudiz on an item, you grant guidance or resistance to any creature that touches it (the creature chooses which). A number of creatures equal to your proficiency bonus can benefit from this efect. Both the rune and the effect last while you concentrate, for up to 1 minute.

+
+ + By spending 1 action to trace naudiz on an item, you grant guidance or resistance to any creature that touches it (the creature chooses which). {{proficiency}} creatures can benefit from this efect. Both the rune and the effect last while you concentrate, for up to 1 minute. + +
+ + +

Naudiz can be traced in the air in such a way that five creatures within 10 feet of you have their hit point maximums increased by 5, and they gain 5 hit points. Tracing the rune takes 1 action, and the effect lasts 8 hours.

+
+ + Naudiz can be traced in the air in such a way that five creatures within 10 feet of you have their hit point maximums increased by 5, and they gain 5 hit points. Tracing the rune takes 1 action, and the effect lasts 8 hours. + +
+ + +

When naudiz is traced on an object weighing no more than 20 lb., for the next 24 hours you can call that item to you. The item teleports into your hand instantly when you spend an action calling it. The maximum range is 400 feet. If another creature is holding the object, that creature prevents it from teleporting with a successful Charisma saving throw; use your Wisdom modiier to set the DC. Tracing the rune takes just 1 action, and it remains until it’s used or for 24 hours.

+
+ + When naudiz is traced on an object weighing no more than 20 lb., for the next 24 hours you can call that item to you. The item teleports into your hand instantly when you spend an action calling it. The maximum range is 400 feet. If another creature is holding the object, that creature prevents it from teleporting with a successful Charisma saving throw; use your Wisdom modiier to set the DC. Tracing the rune takes just 1 action, and it remains until it’s used or for 24 hours. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_NAUDIZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

The passage of time, the seasons, and the phases of the moon

+

Rune Bonus. You have proficiency with Wisdom (Survival) checks.

+

Rune Power (5th-level). When the rune is sketched on the ground, nyköping allows up to six creatures of your choice to each regain hit points equal to 2d8 + your wisdom modiier. You must be able to see the creatures, and they must be within 30 feet of you. Invoking the rune this way takes 10 minutes.

+

Rune Power (6th-level). hen 1 action is spent tracing the rune on the ground under open sky, nyköping creates a gust of wind.T he wind lasts while you concentrate, for up to 1 minute.

+

Rune Mastery Power (9th-level). Tracing nyköping on a creature grants it haste, per the spell. Creating the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+

Rune Mastery Power (11th-level). You learn the curse of the wild moon ritual (see Rune Rituals).

+

Rune Mastery Power (13th-level). When nyköping is sketched on the ground beneath open sky, the weather in the area improves toward clear skies, the same as if you’d cast control weather. The rune can only improve the weather, not make it more severe. Sketching the rune takes 1 hour, and the effect lasts 8 hours.

+
+ + The passage of time, the seasons, and the phases of the moon + + + + + + + + + +
+ + +

You have proficiency with Wisdom (Survival) checks.

+
+ + You have proficiency with Survival checks. + + + + +
+ + +

When the rune is sketched on the ground, nyköping allows up to six creatures of your choice to each regain hit points equal to 2d8 + your wisdom modiier. You must be able to see the creatures, and they must be within 30 feet of you. Invoking the rune this way takes 10 minutes.

+
+ + When the rune is sketched on the ground, nyköping allows up to six creatures of your choice to each regain 2d8+{{wisdom:modifier}} hit points. You must be able to see the creatures, and they must be within 30 feet of you. Invoking the rune this way takes 10 minutes. + +
+ + +

When 1 action is spent tracing the rune on the ground under open sky, nyköping creates a gust of wind. The wind lasts while you concentrate, for up to 1 minute.

+
+ + When 1 action is spent tracing the rune on the ground under open sky, nyköping creates a gust of wind. The wind lasts while you concentrate, for up to 1 minute. + +
+ + +

Tracing nyköping on a creature grants it haste, per the spell. Creating the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+
+ + Tracing nyköping on a creature grants it haste, per the spell. Creating the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute. + +
+ + +

You learn the curse of the wild moon ritual (see Rune Rituals).

+
+ + You learn the curse of the wild moon ritual. + + + + +
+ + +

When nyköping is sketched on the ground beneath open sky, the weather in the area improves toward clear skies, the same as if you’d cast control weather. The rune can only improve the weather, not make it more severe. Sketching the rune takes 1 hour, and the effect lasts 8 hours.

+
+ + When nyköping is sketched on the ground beneath open sky, the weather in the area improves toward clear skies, the same as if you’d cast control weather. The rune can only improve the weather, not make it more severe. Sketching the rune takes 1 hour, and the effect lasts 8 hours. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_NYKOPING_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Property, inheritance, and family

+

Rune Bonus. You gain proficiency in Charisma (Persuasion) checks.

+

Rune Power (7th-level). When traced on a relective surface (for example, on a mirror, a polished shield, or even on still water), otalan lets you scry on an object that you’ve possessed for at least one week, or on any member of your immediate family within three generations of you, per the scrying spell. Tracing the rune takes 10 minutes and the effect lasts while you concentrate, for up to 10 minutes.

+

Rune Mastery Power (13th-level). When otalan is invoked on an object, the rune’s power lingers harmlessly in the item until the death of the item’s owner.T he moment that creature dies, the object teleports into the hands of another individual whose identity was speciied when the rune was created. This person can be identiied by name, by a title, or by relationship (for example, “the king of Noatun” or “my firstborn son”). This power functions over any range as long as the object and target are on the same plane. If another creature holds the object when its owner dies, that creature can try to prevent the object from teleporting by making a Charisma saving throw; use your Wisdom modiier to set the DC. The rune remains effective until it’s triggered, but it ends when the rune maker uses this power to invoke the rune on a diferent object. Creating the rune takes 10 minutes.

+
+ + Property, inheritance, and family + + + + + + +
+ + +

You gain proficiency in Charisma (Persuasion) checks.

+
+ + You gain proficiency in Persuasion checks. + + + + +
+ + +

When traced on a relective surface (for example, on a mirror, a polished shield, or even on still water), otalan lets you scry on an object that you’ve possessed for at least one week, or on any member of your immediate family within three generations of you, per the scrying spell. Tracing the rune takes 10 minutes and the effect lasts while you concentrate, for up to 10 minutes.

+
+ + When traced on a relective surface, otalan lets you scry on an object that you’ve possessed for at least one week, or on any member of your immediate family within three generations of you, per the scrying spell. Tracing the rune takes 10 minutes and the effect lasts while you concentrate, for up to 10 minutes. + +
+ + +

When otalan is invoked on an object, the rune’s power lingers harmlessly in the item until the death of the item’s owner. The moment that creature dies, the object teleports into the hands of another individual whose identity was speciied when the rune was created. This person can be identiied by name, by a title, or by relationship (for example, “the king of Noatun” or “my firstborn son”).T his power functions over any range as long as the object and target are on the same plane. If another creature holds the object when its owner dies, that creature can try to prevent the object from teleporting by making a Charisma saving throw; use your Wisdom modiier to set the DC. The rune remains effective until it’s triggered, but it ends when the rune maker uses this power to invoke the rune on a diferent object. Creating the rune takes 10 minutes.

+
+ + When otalan is invoked on an object, the rune’s power lingers harmlessly in the item until the death of the item’s owner. The moment that creature dies, the object teleports into the hands of another individual whose identity was speciied when the rune was created. This person can be identiied by name, by a title, or by relationship (for example, “the king of Noatun” or “my firstborn son”). This power functions over any range as long as the object and target are on the same plane. If another creature holds the object when its owner dies, that creature can try to prevent the object from teleporting by making a Charisma saving throw; use your Wisdom modiier to set the DC. The rune remains effective until it’s triggered, but it ends when the rune maker uses this power to invoke the rune on a diferent object. Creating the rune takes 10 minutes. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_OTALAN_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Things are not as they seem; the god Loki

+

Rune Bonus. You have a +1 bonus on Wisdom ability checks to solve riddles or puzzles, and on Wisdom saving throws against illusions.

+

Rune Power (4th-level). When you spend 1 action tracing perto on a creature, you can change the creature’s appearance, following the guidelines for disguise self. If the creature has Intelligence 3 or higher, it can change its own appearance. The rune remains effective for 1 hour.

+

Rune Mastery Power (8th-level). Spending 1 action to trace perto on the ground causes all objects within 10 feet of the rune to be undetectable through divination magic or scrying sensors. The effect lasts for 8 hours.

+
+ + Things are not as they seem; the god Loki + + + + + + +
+ + +

You have a +1 bonus on Wisdom ability checks to solve riddles or puzzles, and on Wisdom saving throws against illusions.

+
+ + You have a +1 bonus on Wisdom ability checks to solve riddles or puzzles, and on Wisdom saving throws against illusions. + +
+ + +

When you spend 1 action tracing perto on a creature, you can change the creature’s appearance, following the guidelines for disguise self. If the creature has Intelligence 3 or higher, it can change its own appearance. The rune remains effective for 1 hour.

+
+ + When you spend 1 action tracing perto on a creature, you can change the creature’s appearance, following the guidelines for disguise self. If the creature has Intelligence 3 or higher, it can change its own appearance. The rune remains effective for 1 hour. + +
+ + +

Spending 1 action to trace perto on the ground causes all objects within 10 feet of the rune to be undetectable through divination magic or scrying sensors. The effect lasts for 8 hours.

+
+ + Spending 1 action to trace perto on the ground causes all objects within 10 feet of the rune to be undetectable through divination magic or scrying sensors. The effect lasts for 8 hours. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_PERTO_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Travel

+

Rune Bonus. Your speed increases by 5 feet, and you always know which way is north.

+

Rune Power (4th-level). The possessor of an object that’s had raido sketched onto it has advantage on Dexterity (Acrobatics) checks made to ski, skate, or control a sled. Sketching the rune takes 1 minute and the effect lasts while you concentrate, up to 1 hour.

+

Rune Power (5th-level). A living creature with raido traced on its skin gains the benefit of water walk for 1 minute. Tracing the rune takes 1 action.

+

Rune Mastery Power (7th-level). A living creature with raido traced on its skin can undertake a forced march for an additional 4 hours before suffering exhaustion penalties. Invoking the rune takes 10 minutes, and the effect lasts 4 hours.

+
+ + Travel + + + + + + + +
+ + +

Your speed increases by 5 feet, and you always know which way is north.

+
+ + You always know which way is north. + + + + + + + + +
+ + +

The possessor of an object that’s had raido sketched onto it has advantage on Dexterity (Acrobatics) checks made to ski, skate, or control a sled. Sketching the rune takes 1 minute and the effect lasts while you concentrate, up to 1 hour.

+
+ + The possessor of an object that’s had raido sketched onto it has advantage on Acrobatics checks made to ski, skate, or control a sled. Sketching the rune takes 1 minute and the effect lasts while you concentrate, up to 1 hour. + +
+ + +

A living creature with raido traced on its skin gains the benefit of water walk for 1 minute. Tracing the rune takes 1 action.

+
+ + A living creature with raido traced on its skin gains the benefit of water walk for 1 minute. Tracing the rune takes 1 action. + +
+ + +

A living creature with raido traced on its skin can undertake a forced march for an additional 4 hours before suffering exhaustion penalties. Invoking the rune takes 10 minutes, and the effect lasts 4 hours.

+
+ + A living creature with raido traced on its skin can undertake a forced march for an additional 4 hours before suffering exhaustion penalties. Invoking the rune takes 10 minutes, and the effect lasts 4 hours. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_RAIDO_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

he sun; the god Baldur

+

Rune Bonus. You gain immunity to snow blindness (see Conditions).

+

Rune Power (5th-level). When invoked on a creature, the rune grants it magical confidence and charisma, enabling it to enthrall an audience, per the spell. Tracing the rune takes 1 action, and the effect lasts 1 minute.

+

Rune Power (7th-level). Spending 1 action tracing sowilo onto an object makes it glow as if with the daylight spell for 1 hour.

+

Rune Mastery Power (13th-level). Spending 1 action invoking sowilo on the brow of a creature causes its eyes to emit a sunbeam, per the spell.T he creature is immune to blindness for the duration of the efect, which lasts while you concentrate, for up to 1 minute.

+
+ + he sun; the god Baldur + + + + + + + +
+ + +

You gain immunity to snow blindness (see Conditions).

+
+ + You gain immunity to snow blindness. + + + + +
+ + +

When invoked on a creature, the rune grants it magical confidence and charisma, enabling it to enthrall an audience, per the spell. Tracing the rune takes 1 action, and the effect lasts 1 minute.

+
+ + When invoked on a creature, the rune grants it magical confidence and charisma, enabling it to enthrall an audience, per the spell. Tracing the rune takes 1 action, and the effect lasts 1 minute. + +
+ + +

Spending 1 action tracing sowilo onto an object makes it glow as if with the daylight spell for 1 hour.

+
+ + Spending 1 action tracing sowilo onto an object makes it glow as if with the daylight spell for 1 hour. + +
+ + +

Spending 1 action invoking sowilo on the brow of a creature causes its eyes to emit a sunbeam, per the spell. The creature is immune to blindness for the duration of the efect, which lasts while you concentrate, for up to 1 minute.

+
+ + Spending 1 action invoking sowilo on the brow of a creature causes its eyes to emit a sunbeam, per the spell. The creature is immune to blindness for the duration of the efect, which lasts while you concentrate, for up to 1 minute. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_SOWILO_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Fearlessness, assemblies or councils, the god Tyr

+

Rune Bonus. You have advantage on saving throws against the frightened condition.

+

Rune Power (4th-level). Tewaz can be sketched on an object to ward of wolves, worgs, werewolves, and other lupine creatures. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour.

+

Rune Power (4th-level). If you spend 1 action tracing tewaz onto a shield, it gains the properties of a shield of missile atraction for 10 minutes.

+

Rune Power (5th-level). When tewaz is sketched somewhere clearly visible, it acts as a calm emotions spell on all creatures that can see it within a 20-foot radius. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+

Rune Mastery Power (9th-level). You learn the tyr’s peace ritual (see Rune Rituals).

+
+ + Fearlessness, assemblies or councils, the god Tyr + + + + + + + + +
+ + +

You have advantage on saving throws against the frightened condition.

+
+ + You have advantage on saving throws against the frightened condition. + +
+ + +

Tewaz can be sketched on an object to ward of wolves, worgs, werewolves, and other lupine creatures. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour.

+
+ + Tewaz can be sketched on an object to ward of wolves, worgs, werewolves, and other lupine creatures. The rune must be presented boldly toward such creatures, each of which makes a Charisma saving throw. Creatures that fail the saving throw must stay at least 5 feet away from the rune and cannot touch or make melee atacks against the creature presenting it, as long as the symbol is boldly and aggressively presented (which requires an action each round). Sketching the rune takes 1 action, and the marked object remains effective for 1 hour. + +
+ + +

If you spend 1 action tracing tewaz onto a shield, it gains the properties of a shield of missile atraction for 10 minutes.

+
+ + If you spend 1 action tracing tewaz onto a shield, it gains the properties of a shield of missile atraction for 10 minutes. + +
+ + +

When tewaz is sketched somewhere clearly visible, it acts as a calm emotions spell on all creatures that can see it within a 20-foot radius. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute.

+
+ + When tewaz is sketched somewhere clearly visible, it acts as a calm emotions spell on all creatures that can see it within a 20-foot radius. Sketching the rune takes 1 action and the effect lasts while you concentrate, for up to 1 minute. + +
+ + +

You learn the tyr’s peace ritual (see Rune Rituals).

+
+
+
+ + + You learn the tyr’s peace ritual. + + + + + + + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_TEWAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Giants; thunder and lightning

+

Rune Bonus. You gain Giant as a bonus language. If you already know this language, you have advantage on Wisdom (Insight) checks involving giants.

+

Rune Power (4th-level). A weapon marked with turisaz does an extra 1d4 lightning damage with each hit. Marking the weapon takes 1 action, and the effect lasts until it’s been triggered five times or up to 1 hour.

+

Rune Power (5th-level). Armor marked with turisaz has resistance to lightning damage and applies a +2 bonus to the wearer’s Strength score. Marking the armor takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+

Rune Mastery Power (8th-level). When inscribed on a surface, the turisaz rune acts as a glyph of warding. Sketching the rune takes 1 hour, and the effect lasts until it’s triggered or dispelled (as a 4th-level spell efect).

+
+ + Giants; thunder and lightning + + + + + + + +
+ + +

You gain Giant as a bonus language. If you already know this language, you have advantage on Wisdom (Insight) checks involving giants.

+
+ + You gain Giant as a bonus language. If you already know this language, you have advantage on (Insight checks involving giants. + + + + +
+ + +

A weapon marked with turisaz does an extra 1d4 lightning damage with each hit. Marking the weapon takes 1 action, and the effect lasts until it’s been triggered five times or up to 1 hour.

+
+ + A weapon marked with turisaz does an extra 1d4 lightning damage with each hit. Marking the weapon takes 1 action, and the effect lasts until it’s been triggered five times or up to 1 hour. + +
+ + +

Armor marked with turisaz has resistance to lightning damage and applies a +2 bonus to the wearer’s Strength score. Marking the armor takes 1 action and the effect lasts while you concentrate, for up to 1 hour.

+
+ + Armor marked with turisaz has resistance to lightning damage and applies a +2 bonus to the wearer’s Strength score. Marking the armor takes 1 action and the effect lasts while you concentrate, for up to 1 hour. + +
+ + +

When inscribed on a surface, the turisaz rune acts as a glyph of warding. Sketching the rune takes 1 hour, and the effect lasts until it’s triggered or dispelled (as a 4th-level spell efect).

+
+ + When inscribed on a surface, the turisaz rune acts as a glyph of warding. Sketching the rune takes 1 hour, and the effect lasts until it’s triggered or dispelled (as a 4th-level spell efect). + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_TURISAZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Wild ox, sacrifice to the gods, and strength

+

Rune Bonus. For the purposes of carrying capacity, treat your Strength score as if it were 2 points higher.

+

Rune Power (4th-level). The wielder of a shield that’s been inscribed with uruz gains the benefits of the Charger feat. Tracing the rune takes 1 minute, and the effect lasts 1 hour.

+

Rune Power (5th-level). When uruz is traced on the flesh of a living creature, the creature’s carrying capacity doubles and it has advantage on Strength checks. Tracing the rune takes 1 action and the effect lasts while you concentrate, up to 1 hour.

+

Rune Power (7th-level). You learn the scourge of hateful netles ritual (see Rune Rituals).

+

Rune Mastery Power (8th-level). When invoked on an appropriate sacrifice (food, a symbolic weapon, an animal), this rune assures the sacrifice will amend any ofenses the sacrifice giver has made against the gods (treat as remove curse). Drawing the gods’ atention this way isn’t always entirely beneicial; they may also place a geas or some other effect on an especially bold or interesting person, at the GM’s discretion. Tracing the rune onto a sacrifice takes 1 hour, and the sacrifice must be ofered within another hour.

+
+ + Wild ox, sacrifice to the gods, and strength + + + + + + + + +
+ + +

For the purposes of carrying capacity, treat your Strength score as if it were 2 points higher.

+
+ + For the purposes of carrying capacity, treat your Strength score as if it were 2 points higher. + + +
+ + +

The wielder of a shield that’s been inscribed with uruz gains the benefits of the Charger feat. Tracing the rune takes 1 minute, and the effect lasts 1 hour.

+
+ + The wielder of a shield that’s been inscribed with uruz gains the benefits of the Charger feat. Tracing the rune takes 1 minute, and the effect lasts 1 hour. + +
+ + +

When uruz is traced on the flesh of a living creature, the creature’s carrying capacity doubles and it has advantage on Strength checks. Tracing the rune takes 1 action and the effect lasts while you concentrate, up to 1 hour.

+
+ + When uruz is traced on the flesh of a living creature, the creature’s carrying capacity doubles and it has advantage on Strength checks. Tracing the rune takes 1 action and the effect lasts while you concentrate, up to 1 hour. + +
+ + +

You learn the scourge of hateful netles ritual (see Rune Rituals).

+
+ + You learn the scourge of hateful netles ritual. + + + + +
+ + +

When invoked on an appropriate sacrifice (food, a symbolic weapon, an animal), this rune assures the sacrifice will amend any ofenses the sacrifice giver has made against the gods (treat as remove curse). Drawing the gods’ atention this way isn’t always entirely beneicial; they may also place a geas or some other effect on an especially bold or interesting person, at the GM’s discretion. Tracing the rune onto a sacrifice takes 1 hour, and the sacrifice must be ofered within another hour.

+
+ + When invoked on an appropriate sacrifice (food, a symbolic weapon, an animal), this rune assures the sacrifice will amend any ofenses the sacrifice giver has made against the gods (treat as remove curse). Drawing the gods’ atention this way isn’t always entirely beneicial; they may also place a geas or some other effect on an especially bold or interesting person, at the GM’s discretion. Tracing the rune onto a sacrifice takes 1 hour, and the sacrifice must be ofered within another hour. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_URUZ_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + Deep Magic Rune Knowledge + +

Happiness and joy

+

Rune Bonus. Whenever you receive Inspiration, you have a 20% chance to retain it (for a second use, but no more) after using it or gifting it to another character.

+

Rune Power (4th-level). Tracing the wunjo rune on the ground or on a boulder acts as the animal friendship spell. Creating the rune takes 1 action, and the effect lasts 24 hours.

+

Rune Mastery Power (8th-level). If you spend 1 action sketching wunjo onto an object which you then hold alot, your allies within 120 feet have advantage on saving throws against effects that cause fear, charm, or domination. The effect lasts while you concentrate, for up to 10 minutes.

+
+ + Happiness and joy + + + + + + +
+ + +

Whenever you receive Inspiration, you have a 20% chance to retain it (for a second use, but no more) after using it or gifting it to another character.

+
+ + Whenever you receive Inspiration, you have a 20% chance to retain it (for a second use, but no more) after using it or gifting it to another character. + +
+ + +

Tracing the wunjo rune on the ground or on a boulder acts as the animal friendship spell. Creating the rune takes 1 action, and the effect lasts 24 hours.

+
+ + Tracing the wunjo rune on the ground or on a boulder acts as the animal friendship spell. Creating the rune takes 1 action, and the effect lasts 24 hours. + +
+ + +

If you spend 1 action sketching wunjo onto an object which you then hold alot, your allies within 120 feet have advantage on saving throws against effects that cause fear, charm, or domination.T he effect lasts while you concentrate, for up to 10 minutes.

+
+ + If you spend 1 action sketching wunjo onto an object which you then hold alot, your allies within 120 feet have advantage on saving throws against effects that cause fear, charm, or domination. The effect lasts while you concentrate, for up to 10 minutes. + +
+ + + Deep Magic Rune Mastery + ID_KBP_DMRM_FEAT_FEATURE_RUNE_KNOWLEDGE_WUNJO_RUNE + +

Once per day, you can invoke one of its Rune Mastery powers.

+
+ + + + + + +

Necromancy ritual

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  • Casting Time: 90 minutes
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  • Range: within 20 feet of an appropriate burial place
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  • Components: V, S, M (wine or mead poured onto the ground, gifts for the vaettir worth 500 gp, 2d6 hit points of the caster’s blood, and the wound can’t be healed until an agreement is reached with the vaettir)
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  • Duration: up to 28 days
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“Come forth from your mound, sleeping hero. Come forth for the honors I would bestow and the honor of those who dwell in your shadow. Come forth by the blood I spill and the gold I give you. Come forth and aid the children of your land.”

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You call for aid from a vaettir—one of the dead and undead ancestors or former occupants of the land. You must be related to the creature, must have lived nearby for at least a year, or must have a relative of the creature present at the ritual of their own free will. Entreaties can raise the vaettir from their barrows to protect, bestow blessings, or remove curses.

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The vaettir, however, are greedy and demanding allies. hey’re also difficult to send away once roused, requiring a successful Charisma (Persuasion) contest at the least, bribery or even a sacrifice at the most; the speciic price is determined by the GM.

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The ritual summons an undead creature from beneath the earth. Typically, a vaettir (Tome of Beasts) is summoned, but sometimes other undead answer the call, depending on the nature of the ancestor interred. You can ask the creature to perform one task, such as defending you against atack, bestowing or removing a curse, retrieving a stolen object, avenging an insult, providing information, or a similar favor. The undead will keep at the task until it’s completed or until 28 days have elapsed. The task must be within the undead’s power to accomplish or it simply ignores the request and returns to its repose. For example, a vaettir can’t journey to the elemental planes to retrieve something.

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Persuading the vaettir to undertake the task requires explaining why you need it done and how it also benefits the vaettir to help—blood relations are strong motivators here—followed by a successful Charisma (Persuasion) contest opposed by the vaettir’s Charisma (or a Bluf contest if the caster lies). Vaettir usually awake with an indiferent atitude; disagreeable, but not outright hostile. If the vaettir is not persuaded to help or is ofended, it’s likely to atack. It may cast bestow curse or geas on you, or rise from its mound to demand tribute, or physically atack you and any associates nearby. At no time during this process is the vaettir under your control. The ritual simply gets it to listen to you, but it makes its own decisions.

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The creature typically returns to its barrow or grave when the task is done and it’s collected its payment, tribute, or praise. If anything has been stolen during its absence, it’s certain to seek recompense or revenge against the person who called it out.

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Necromancy ritual

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  • Casting Time: 9 hours per night for 9 consecutive nights
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  • Range: Touch
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  • Components: V, S, M (tupilak construct)
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  • Duration: until destroyed, or it destroys its creator
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his infamous ritual was learned from the enigmatic skraeling of the farthest reaches of the Northlands. It creates a tupilak, a construct that tracks and kills a hated enemy, usually a rival.

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First, a body must be constructed for the tupilak from the body parts of recently-dead animals and children. The body is wrapped in seaweed or vines and then encased in an outer shell made from bone treated with icy unguents and sealing salves worth 3,000 gp. The body can’t be animated until a tupilak idol (with a material cost of 2,500 gp) is inserted, to serve as its heart. The verbal component is an ancient, hours-long song of revenge, sung over the construct’s body during each night’s ritual. This construction process consumes nine consecutive nights with a 9-hour ritual each night.

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The inal ritual captures a hungry spirit of Ginnungagap to animate the construct. hese spirits are vengeful and mercenary; many intended victims of tupilaks have saved their own lives by iguring out how to turn a resentful, murderous construct against its creator.

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Necromancy ritual

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  • Casting Time: 90 minutes
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  • Range: 25 feet
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  • Components: V, S, M (animal of the kind you wish to create, which is killed during the ritual, plus powdered silver worth at least 500 gp)
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  • Duration: Instantaneous
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You trace runes in a circle around a sacriicial animal and a bound target, chanting courtesies and praise to the old ways and the wildness hidden in all, as a lunar eclipse signals that the witching hour approaches.

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By creating a circle of arcane and wild natural glyphs from powdered silver, sacriicing an animal, and sprinkling its blood onto a target while imploring the spirits of the wild and old ways to heed your call, you transform a living creature into a lycanthrope. The type of lycanthrope matches the animal that was sacrificed (bear, wolf, boar, etc.). An unwilling target must be bound and helpless, and it still makes a Charisma saving throw; the DC equals 8 + your Charisma modiier + your proficiency bonus. If the saving throw succeeds, the intended target resists the transformation and the curse descends on you instead!

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The affected target transforms into its lycanthropic form 10 minutes after the ritual is completed.

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An unwilling target alicted with lycanthropy through this ritual is driven to hunt and slay the person who conducted the ritual. hey can control their bloodlust when in human form, but when the beast takes control, they seek the one who cursed them. Because their rational mind and memories are suppressed in animal form, the hunt isn’t organized or eicient, but sometimes they stumble onto a scent that puts them on the right trail. In their murderous rage, they’ll kill anyone related to the target of their hate. A lycanthrope created by the ritual rebounding on its caster tends to be the most savage, unreasoning of all; they’re known for slaughtering their own families, friends, and neighbors.

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Necromancy ritual

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  • Casting Time: 4 hours
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  • Range: Self
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  • Components: V, S, M (a whip made from netles; blood, hair, or other sympathetic object from the target, smeared or hung around your neck)
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  • Duration: 1 hour per check
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How much are you willing to sufer to inlict pain on your enemy? Scourge your own flesh with a whip of netles and briars, and as long as you can stand the logging, the target sufers three times the pain you do. The target’s flesh first itches uncontrollably, then turns raw and blistered, then bleeds freely. The slightest movement or weight on his back is agony.

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The target of the ritual must be within 10 miles of the caster.

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To represent the first hour of the ritual, the caster takes 1d6 psychic damage and the target and caster conduct a Constitution contest. The loser of the contest gains one level of exhaustion.

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The caster can continue the ritual for as long as he or she is willing to take the punishment. In practical terms, a caster is unlikely to continue the ritual after losing thef irst contest because exhaustion oten puts him or her at a disadvantage on subsequent Constitution checks.

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Only living creatures that feel pain and injury can cast this ritual, which lasts as long as you continue scourging yourself. For each additional hour spent scourging, the caster takes another 1d6 psychic damage and the target and caster conduct another Constitution contest, with the loser gaining one level of exhaustion. The caster can recover from exhaustion normally through rest, but the target’s exhaustion can be removed only by limited wish, remove curse, wish, or comparable magic. If the caster’s pain, damage, or exhaustion is treated in any way during the ritual, the ritual ends immediately. When the ritual ends, the caster takes another 1d6 psychic damage and gains a inal level of exhaustion.

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Necromancy ritual

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  • Casting Time: 5 hours
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  • Range: 35 feet
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  • Components: S, V (a promise of safe passage and an oath to do no unlawful violence; oaths need not be sincere but must be explicit)
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  • Duration: up to 9 days
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You call upon Tyr to ward of treachery and violence at a meeting. At least nine men and/or women must swear the oath of amity, and they must include representatives of each faction (family, clan, nation, felag, etc.) being covered by the ritual. The duration and area of effect (which can be as small as a single room or as large as 12 square miles—a radius of 2 miles around the ritual site) are set during the casting. Performing the ritual adds one level of exhaustion to the caster, and the blood oferings demanded by Tyr and the ancestors cause 1d6 slashing damage to each participant in the ritual.

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Once it takes efect, the ritual punishes anyone from an affected faction who spills blood in the area. Legal executions, religious sacrifices, and sanctioned duels of honor are exempt. The ritual’s protection covers only those factions that were invoked and swore the oath of peace in the casting, either as victims or as perpetrators. Anyone who kills or harms another is cursed (as the bestow curse spell), as is every intelligent creature complicit in the misdeed. The curse manifests as bloody hands (no amount of washing can clean away the blood) and disadvantage on Charisma checks. The curse can be lited by limited wish, wish, remove curse, or comparable magic, but the curse must be lited individually from each affected person.

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+ + + Bard,Cleric,Paladin + +

You seal an agreement between two or more willing creatures with an oath in the name of Tyr, using ritual blessings and toasts of the symbel, during which both the oath and the consequences are clearly set out. If any of the sworn break this solemn vow, they are struck by a curse. The caster can choose either an effect appropriate for bestow curse or another penalty, subject to the GM’s approval. Binding oath can’t be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath.

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Then the oath is broken or the effect removed from one of the participants, all targets are immediately aware that this has occurred, but no other details. Depending on the nature of the oath, this may or may not invalidate the oath for the other targets. If so, the spell ends for all other affected creatures, but curse effects already bestowed remain until dispelled.

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+ + rune magic + 4 + Necromancy + 10 minutes + Touch + Until dispelled + true + true + true + + false + true + +
+ + Cleric,Paladin + +

You touch a melee weapon that was used by an ally who’s now dead, and it animates and lies into combat. The weapon leaps into the air and lies to another ally (chosen by you and within 15 feet of you), where it enters that ally’s space and never leaves their side as they move. If the weapon is forced to move more than 5 feet from the chosen ally, the spell ends. Its atack modiier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon ights for up to 4 rounds, at which point it falls to the ground.

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+ + rune magic + 4 + Transmutation + 1 action + Touch + Concentration, up to 4 rounds + true + true + true + melee weapon owned by a dead ally of the target + true + false + +
+ + Druid,Wizard + +

This spell uses biting cold to make a metal or stone item britle and easy to shater. The item’s hit points are permanently reduced by a number equal to your spellcasting level, and Strength checks to shater or break the item within 1 minute of the spell’s casting are made with advantage. If the item isn’t shatered, it can be repaired as normal.

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+ + rune magic + 4 + Transmutation + 1 action + Touch + Instantaneous + true + true + true + + false + false + +
+ + Cleric,Sorcerer,Wizard + +

If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming a physically inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease and signs of life are detectable; the creature still breathes and its heart continues to beat, though both happen so slowly as to be almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state.

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Dispel magic can’t end this spell, but it can allow the target to speak (but not move or cast spells) for 1 round per the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice.

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Boreas and certain of his followers can use scrying to spy through the target’s senses, and the target receives no saving throw against this efect. Those touching a frozen target can request an audience with Boreas, and if they make a successful DC 15 Charisma check, he’ll respond to their request through the ice.

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+ + rune magic + 6 + Transmutation + 1 action + 100 feet + Permanent + true + true + true + + false + false + +
+ + Bard,Sorcerer,Wizard + +

Cursed gift imbues an object with a curse or other unwanted, harmful magical effect that the caster or another creature in physical contact with the caster is currently suffering from. If this item is given to someone who freely accepts it during the duration of the spell, then the curse temporarily transfers to them. A successful Charisma saving throw negates the transfer. If the saving throw fails, the original target of the curse no longer sufers from the aliction, which transfers to the recipient of the item for the duration of the spell. Returning, destroying, or giving away the item a second time has no efect. Remove curse and comparable magic can relieve the person who received the item, but the curse still returns to the original victim when the spell expires.

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Cursed gift can also be cast on a cursed object. This allows the object to be given away to someone who freely accepts it, but it returns to the previous owner when the spell expires.

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At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 day for each slot level beyond 4th.

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+ + rune magic + 4 + Abjuration + 1 action + Touch + 1 day + true + true + true + an object worth at least 75 gp + false + false + +
+ + Cleric,Druid,Sorcerer,Wizard + +

The recipient of this spell can breathe and function normally in thin oxygen, suffering no ill effect at altitudes up to 30,000 feet. If more than one creature is touched during casting, the duration is divided evenly among all creatures touched.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 hours for each slot level beyond 1st.

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+ + rune magic + 1 + Transmutation + 1 action + Touch + 2 hours + true + false + false + + false + false + +
+ + Druid,Ranger,Warlock + +

You have mastered the skraeling art of keeping fire under your tongue. You can consume a nonmagical fire up to the size of a normal campire. The fire is stored harmlessly in your mouth and dissipates if not used before the end of the spell’s duration. You can vomit forth the stored fire as an action. If you’re trying to hit a particular target, then treat this as a ranged atack with a range of 5 feet. Campire-sized lames cause 1d6 fire damage, while torch-sized lames cause 1 point of fire damage. Once you’ve spit it out, the fire burns normally. It goes out immediately unless it hits inflammable material and sets it alight.

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+ + rune magic + 1 + Transmutation + 1 action + Self + 24 hours + true + false + false + + false + false + +
+ + Cleric,Druid,Ranger,Warlock + +

A flurry of snow surrounds you in a 5-foot radius. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks. The same penalty applies to atack rolls into, out of, or through the area.

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+ + rune magic + 1 + Transmutation + 1 bonus action + Self + 1 round + true + true + true + + false + false + +
+ + Cleric,Druid,Sorcerer,Warlock,Wizard + +

A blue spark flies from your hand into a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The contents melt normally and are not otherwise harmed, but it’s not possible to consume them while they’re frozen (they won’t come out of the container).

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st level.

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+ + rune magic + 1 + Transmutation + 1 reaction, which you take when you see a creature within range of the spell about to use a potion + 25 feet + Instantaneous + true + true + false + + false + false + +
+ + Druid,Sorcerer,Wizard + +

The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and its area of effect is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it in one round. The fog is freezing cold, so any creature that ends its turn in the fog takes 2d6 cold damage and gains a level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.

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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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+ + rune magic + 3 + Conjuration + 1 action + 100 feet + Concentration, up to 5 minutes + true + true + false + + true + false + +
+ + Druid,Ranger + +

Provided you’re not carrying more than a normal heavy load, you can walk on the surface of snow rather than wading through it, and ignore its effect on movement. Ice also supports your weight no mater how thin it is, and you can travel on it as if you’re wearing ice skates. You still leave tracks normally under these efects.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for every slot above 1st.

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+ + rune magic + 1 + Abjuration + 1 action + Self + 10 minutes + true + true + false + + false + false + +
+ + Druid,Ranger,Sorcerer,Wizard + +

The target creature traverses craggy slopes with the surefootedness of a mountain goat. When climbing slopes and inclines (but not vertical surfaces) that normally reduce speed by half, the target moves at three-quarters normal speed instead. The target also gains a +2 bonus on checks to prevent falls, to catch a ledge or otherwise stop themselves when falling, and on Dexterity checks to move along narrow ledges.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for every slot above 1st.

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+ + rune magic + 1 + Transmutation + 1 action + Touch + 1 minute + true + true + true + a goat’s hoof + false + false + +
+ + Cleric,Warlock,Sorcerer,Wizard + +

This spell is infamous for its use among feuding wizards and witches, because it lets the caster steal one or more spell slots from the target. Grasp of the tupilak remains effective for 1 hour or until it’s triggered. When you make a successful melee atack, besides doing normal melee damage, the target takes an additional 2d4 necrotic damage and one or more of the defender’s spell slots are transferred to you, for you to use as your own. Roll 1d6; the result equals the total levels of the slots transferred. Spell slots of the highest level possible are transferred before lowerlevel slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you receive a 3rd-level slot plus a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. You can steal either arcane or divine spell slots, at your preference.

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Crucially, however, spell slots can be stolen only from casters who prepare spells in advance. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all its 1st and 2nd-level spell slots—then grasp of the tupilak has no efect, including causing no necrotic damage. If a stolen spell slot is higher than you’re able to use, treat it as your highest-level slot.

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A spellcaster who’s been affected by grasp of the tupilak can’t recover stolen spell slots until the stolen slot is used, you take a long rest, or they receive remove curse, greater restoration, or comparable magic. Unused stolen spell slots disappear from your inventory when you take a long rest or when the creature you stole them from receives restorative magic.

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+ + rune magic + 5 + Necromancy + 1 action + Self + 1 hour or until triggered + true + true + true + tupilak idol + false + false + +
+ + Ranger,Warlock + +

You reveal how the Norns have entwined the fate of nearby allies and enemies. For every ally targeted by this spell, you must also target an enemy within range. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, every target gains a +2 bonus on saving throws, atack rolls, ability checks, skill checks, and weapon damage rolls made against targets also affected by the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above checks against a non-subject, it has a –2 penalty on that check.

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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is increased by 1 round for every slot above 2nd.

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+ + rune magic + 2 + Evocation + 1 action + 100 feet + 1 round + true + true + false + + false + false + +
+ + Druid,Ranger,Warlock + +

This spell makes lammable material burn twice as long as normal.

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+ + rune magic + 1 + Transmutation + 1 action + 25 feet + 24 hours + true + true + false + + false + false + +
+ + Bard,Cleric,Ranger,Paladin + +

You infuse the metal of a melee weapon with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidate) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on the saving throw is immune to this effect on the same weapon for 24 hours.

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+ + rune magic + 3 + Transmutation + 1 action + Touch + 1 minute + true + true + true + + false + false + +
+ + Cleric,Sorcerer,Wizard + +

The target gains blindsight to a range of 60 feet.

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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.

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+ + rune magic + 5 + Transmutation + 1 action + Touch + 1 hour + true + true + true + + false + false + +
+ + Bard,Sorcerer,Warlock,Wizard + +

Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and efects) and returns to normal size when the spell ends.

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+ + rune magic + 4 + Transmutation + 1 action + 25 feet + 1 minute + true + true + false + + false + false + +
+ + Bard,Cleric,Warlock + +

Loki’s gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you’re currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly atitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tal, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.

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+ + rune magic + 1 + Enchantment + 1 action + Self + 1 minute + true + false + false + + false + false + +
+ + Druid,Sorcerer,Warlock,Wizard + +

This spell kills any insect or swarm with fewer than 25 hit points within 50 feet of you.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for every slot above 1st; thus, a 2nd-level slot kills up to 40 hit points of insects, a 3rd-level slot kills 55, etc., up to a maximum of 85 hit points for a 6th-level slot.

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+ + rune magic + 1 + Necromancy + 1 action + Self + Instantaneous + true + true + false + + false + false + +
+ + Cleric, Warlock + +

You mark the target’s body with a unique rune that represents their fate. The rune protects against death from either a speciic damage type (slashing, poison, fire, radiant, etc.) or a category of creature (giant, beast, elemental, monstrosity, etc.) that must be named when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or creature, including death saving throws if the atack that dropped the target to 0 hit points is covered by this spell. A character can be under the effect of only a single not this day! rune at one time; a second casting on the same target cancels the preexisting protection.

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+ + rune magic + 5 + Abjuration + 1 action + Touch + 24 hours + true + true + true + + false + false + +
+ + Druid,Ranger,Warlock + +

You bestow lupine traits on a group of living creatures within range. Choose one of the following to be gained by all targets for the duration. All targets receive the same efect.

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Thick Fur. Targets sprout fur over their entire bodies, raising their armor class by 2 points.

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Keen Hearing and Smell. Targets have advantage on Wisdom (Perception) checks that rely on hearing or smell.

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Pack Tactics. Affected creatures have advantage on atack rolls against a target if at least one of the atacker’s allies (also under the same effect of this spell) is within 5 feet of the creature and the ally isn’t incapacitated.

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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for every level above 3rd.

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+ + rune magic + 3 + Transmutation + 1 action + 25 feet + 1 minute + true + true + true + a few hairs from a wolf + false + false + +
+ + Sorcerer,Wizard + +

A ray of shiting color springs from your hand. Make a ranged spell atack against a single target. The ray’s effect depends on which color happens to be dominant when the beam strikes its target, determined by rolling 1d8.

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d8ColorEfectSaving Throw
1Red1d6 fire damage per caster levelDexterity
2Orange1d6 acid damage per caster levelDexterity
3Yellow1d6 lightning damage per caster levelDexterity
4GreenTarget PoisonedConstitution
5BlueTarget DeafenedConstitution
6IndigoTarget FrightenedWisdom
7VioletTarget StunnedConstitution
8Shiting RayTarget BlindedConstitution
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A successful Dexterity saving throw reduces damage to half. A successful Constitution or Wisdom saving throw negates the efect; an affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. Maximum damage is 15d6. On a critical hit, the spell causes no additional damage but the caster can choose the color of the beam that hits the target.

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+ + rune magic + 5 + Evocation + 1 action + 100 feet + Instantaneous, or 5 rounds + true + true + false + + false + false + +
+ + Cleric, Paladin + +

You call down a rain of swords, spears, and axes, thrown to earth by the sacred dead of Asgard. The blades ill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other patern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d8 slashing damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw.

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Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter.

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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.

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+ + rune magic + 5 + Conjuration + 1 action + 25 feet + 4 rounds + true + true + true + shard of metal from a weapon + false + false + +
+ + Druid, Ranger + +

A ball of snow forms within 5 feet of you and rolls in the direction you point, growing larger as it moves. As a bonus action, you can move the sphere up to 30 feet. If you roll the boulder into a creature, that creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below.

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Each round the snow boulder increases in size and effectiveness. Hiting a creature doesn’t stop the snow boulder’s movement or impede its growth.

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RoundSizeDamage
1Small1d6 bludgeoning
2Medium2d6 bludgeoning
3Large4d6 bludgeoning
4Huge6d6 bludgeoning
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+ + rune magic + 4 + Transmutation + 1 action + 90 feet + Concentration, up to 4 rounds + true + true + true + handful of snow + true + false + +
+ + Cleric,Druid,Sorcerer,Wizard + +

Your eyes burn with a bright, cold light that inlicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it sufers the first stage of snow blindness (see Conditions, below), or the second stage of snow blindness if it already has the first stage. The target recovers as described in Conditions.

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+ + rune magic + 2 + Necromancy + 1 action + Self + Concentration, up to 2 rounds + true + true + false + + false + false + +
+ + Cleric,Ranger,Sorcerer,Warlock,Wizard + +

You create a connection between the target of the spell (“target”), a creature that atacked and injured the target in the last 24 hours (“atacker”), and a melee weapon that was used successfully in the atack (“weapon”), all of which must be within the spell’s range of you when the spell is cast. For the duration of the spell, whenever the atacker takes damage while holding the weapon, the target takes the same amount and type of damage; a successful Charisma saving throw by the target halves the damage it takes, with each atack calling for a new saving throw. The atacker can even turn the weapon against himself or herself and cause identical damage to the target. Selfinlicted wounds hit automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the atacker receives any healing.

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At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast with a 5th-level slot.

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+ + rune magic + 3 + Necromancy + 1 action + 25 feet + Concentration, up to 5 rounds + true + true + true + a melee weapon that has injured the target + true + false + +
+ + Cleric,Sorcerer,Wizard + +

You clap your hands, emiting a peal of thunder. All creatures within 20 feet of you take 8d4 thunder damage and are deafened for 1d8 rounds, or take half damage and aren’t deafened with a successful Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round.

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This spell doesn’t function in an area under the effect of a silence spell. Very britle material such as crystal may be shatered if it’s within range, at the GM’s discretion; the GM can allow a character holding such an object to protect it with a successful Dexterity saving throw.

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+ + rune magic + 3 + Evocation + 1 action + Self + Instantaneous + false + true + false + + false + false + +
+ + Druid,Sorcerer,Wizard + +

You transform one of the four elements into ice or snow. The area of effect is a sphere with a radius of 100 feet, centered on you. The speciic effect varies depending on the element targeted.

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Air. Vapor condenses into snowfall. If cast on a fog cloud, stinking cloud, or a similar magic efect, this spell negates it. Creatures of elemental air who are targeted take 8d6 cold damage, and if airborne must make a successful Constitution saving throw to avoid being knocked prone (no falling damage).

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Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. Creatures in the water at its surface must make successful Dexterity saving throws to avoid being immobilized in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. Creatures of elemental water take no damage from the spell but are paralyzed for 1d6 rounds unless they make a successful Constitution saving throw, and they pay double for movement in the affected area.

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Earth. Soil freezes into permafrost to a depth of 10 feet. Creatures burrowing through the area have their speed halved until the area thaws, unless they can burrow through solid rock. Creatures of elemental earth who fail a Constitution saving throw take 8d6 cold damage from stress fractures in their bodies.

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Fire. Flames transform into shards of ice and their area becomes difficult terrain. Creatures in the burning area take 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet they move through the area unless they are unhindered by icy terrain; a successful Dexterity saving throw halves the slashing damage. Lava cools into a solid crust 4 inches thick. Creatures of elemental fire must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.

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+ + rune magic + 7 + Transmutation + 1 action + Self + Concentration, up to 1 minute + true + true + true + + true + false + +
+ + Bard,Sorcerer,Warlock,Wizard + +

Cast this spell when a target makes an atack roll, a saving throw, or an ability or skill check. With a swift curse (“Unluck on that!”), you bring misfortune to the target’s endeavor; the fafected creature has disadvantage on the roll.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st.

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+ + rune magic + 2 + Enchantment + 1 action + 25 feet + Instantaneous + true + false + false + + false + false + +
+ + Druid,Ranger + +

You let out a howl that can be heard up to 5 miles away outdoors. The howl can convey a message of up to nine words, and it will be understood by all canine creatures within hearing and up to one speciic creature that you name during the casting. The range of hearing is 3 miles for creatures that are indoors or 1 mile underground. No creature is compelled to do anything by the message; beasts with low intelligence are unlikely to take any action unless they’re innately curious or feel threatened.

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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another speciic recipient for every slot above 3rd.

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+ + rune magic + 1 + Transmutation + 1 action + Self + Instantaneous + true + false + false + + false + false + +
+ + Bard,Cleric,Warlock + +

You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM’s discretion, this spell can instead provide a piece of general advice equivalent to an augury.

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At Higher Levels. When casting Wotan’s rede with a spell slot of 4th level, it provides advice equivalent to divination. When casting with a 5th-level spell slot, the spell provides advice equivalent to a single answer from commune. When casting with a 6th-level spell slot, Wotan’s rede provides advice equivalent to three answers from contact other plane.

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+ + rune magic + 2 + Divination + 1 action + Touch + Instantaneous + true + true + false + + false + true + +
+ + + +

This wand is fashioned from elk or reindeer horn and marked with the algiz rune.

+

As an action, its wielder can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including him/herself. The bonus lasts 1 round. If the elk horn wand is held when performing the somatic component of dispel magic or comparable magic, it grants a +1 bonus on the caster’s spellcasting ability check.

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+ + Wands + 0 + 1 lb. + onehand + Wand + Rare + true + +
+ + +

A nithing pole is crated to exact retribution for an act of cowardice or dishonor. It’s a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the stave’s curse. The carved shat is draped in horsehide, topped with a horse’s skull, and placed where its target is expected to pass by; typically the pole is driven into the ground or wedged into a rocky clet in a remote spot where the intended victim won’t see it until it’s too late.

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A pole is created to punish a speciic person for a speciic crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn’t precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with range 333 feet instead of touch) on the target.

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The DC for the target’s Wisdom saving throw is 15; if the target’s saving throw succeeds, the pole recasts the spell every round until the saving throw fails, the target retreats out of range, or the nithing pole is destroyed. Anyone other than the pole’s creator who tries to destroy or knock down a nithing pole is also targeted by a bestow curse spell, but only once.

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The effect of the curse is set when the pole is created. The pole becomes nonmagical once it has laid its curse on its intended target; an untriggered and forgoten nithing pole remains dangerous for centuries. The curse lasts 8 hours and doesn’t require concentration.

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+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Rare + +
+ + + +

Northerners believe that snow blindness is caused by light glitering on snow or ice, and sometimes by malevolent spirits. The real cause is intense ultraviolet rays burning the eye.

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Snow blindness becomes a danger after 4 hours of exposure to a brightly sunlit snowscape. Starting at the end of the 4th hour of exposure, a character must make a Constitution saving throw at the end of every hour; the DC equals 10 + hours exposed beyond 3 (or, for simplicity, 7 + hours of exposure).

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Travelers have devised effective precautions. Characters can avoid making a check by taking a short rest after 3 hours, or by wearing dark goggles or snow visors (similar to goggles but made from an opaque material such as bone with a narrow, horizontal slit instead of tinted lenses). Monsters native to the environment are immune, as are constructs and undead.

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Failing the saving throw imposes the first stage of snow blindness: the character has disadvantage on Wisdom (Perception) checks that rely on sight, weapon and spell ranges (for visually targeted spells) are halved, and all atack rolls are made with a –2 penalty. A second failed saving throw brings on the second stage of snow blindness: severe pain in the eyes, sight range is limited to 15 feet, and disadvantage on atack rolls and Wisdom (Perception) checks that rely on sight. Spending two days in a dimly-lit environment reduces snow blindness by one stage. Sight is restored completely by lesser restoration or comparable magic.

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+ + + Immunity + + + \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/03-void-magic.xml b/third-party/kobold-press/deep-magic/03-void-magic.xml new file mode 100644 index 000000000..8b0e00462 --- /dev/null +++ b/third-party/kobold-press/deep-magic/03-void-magic.xml @@ -0,0 +1,410 @@ + + + + Deep Magic: Void Magic + + + + + + + +

Speak Not the Words. Read Not the Glyphs!

+

The speech of the void is oblivion given form. It corrupts and degrades physical reality. The Great Old Ones murmur it to their followers in nightmares, and it is whispered by creatures that dwell in the silent, cold expanses between the stars. Void magic is anathema to existence itself. Only the mad, desperate, or power-hungry seek to wield it—and you are one of them.

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Deep Magic: Void Magic brings the secrets of these dark conjurations into your 5e campaign, featuring:

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  • A Void school of wizard magic, with two new feats: Void Channeler, and Void Scribe
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  • A Void Speaker arcane tradition, with new abilities including Whispers of the Void, Rebuke from Beyond, and Powerful Echo
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  • 13 new spells, including conjure voidborn, life drain, maddening whispers, word of misfortune, and more!
  • +
+

Who can say what drives you to master the magic of the void, casting spells that threaten to unmake the universe itself? Yet it may be that someday, when all seems lost, you will be the one who has the power to save the world.

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+ + DMVM + https://koboldpress.com/kpstore/product/deep-magic-void-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM3-Void-Magic-Cover.png + Kobold Press + true + 20160830 + +
+ + + +

Void magic comprises a dangerous school of wizardry that exists alongside, but in the shadows of, the more well-known practices. his magic is anathema to existence itself, making it diicult to master and dangerous even to study. Dabblers rarely produce efects more profound than minor injury, property damage, and psychological scars to themselves and those around them. More serious investigations into void magic can spell disaster. Only alien creatures whose psychology and physiology defy human understanding seem capable of commanding void magic with relative ease; even beings as anomalous as aboleths respect and fear the power of void magic.

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Void magic spells can never be added to a wizard’s spellbook as part of the two spells learned automatically for gaining a level (with the exception of void savants; see below). To learn a void magic spell, a wizard must find an NPC void speaker who’s willing to impart the knowledge or discover the spell writen as a spell scroll, in a captured spellbook, carved on a temple wall, or some other form of recorded lore. Alternatively, if the GM allows it, a character who sees and hears a void magic spell being cast can add it to his or her spell book, using the same rules as transcribing a spell from a scroll.

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Despite void magic’s strange origins, it still functions similarly to other arcane magic on a fundamental level. Void magic follows all the normal rules for spellcasting and is susceptible to dispelling, countermagic, and antimagic as normal. Void magic spells always have a verbal component and can’t, under any circumstance, be cast without it.

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+ + + +

As an action, you can speak aloud a word or short phrase in void speech. One creature of your choice within 10 feet that can hear you must succeed on a Wisdom saving throw against this magic (DC 8 + your proiciency bonus + your Charisma modiier) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of its turn, ending the efect on itself on a success.

+

Other creatures who can hear you sufer minor reactions to the void speech such as spontaneous nosebleeds, headaches, bits of hair falling out, and other unsetling efects. The first time you use this ability, you sufer no adverse efect. If you use it again before completing a short or long rest, you take 1d4 necrotic damage. Each additional time you use it before finishing a rest, the necrotic damage increases by 1d4.

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+ + You can speak aloud a word or short phrase in void speech. One creature of your choice within 10 feet that can hear you must succeed on a DC{{void channeler:dc}} Wisdom saving throw or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of its turn, ending the efect on itself on a success. + Other creatures who can hear you sufer minor reactions to the void speech such as spontaneous nosebleeds, headaches, bits of hair falling out, and other unsetling efects. The first time you use this ability, you sufer no adverse efect. If you use it again before completing a short or long rest, you take 1d4 necrotic damage. Each additional time you use it before finishing a rest, the necrotic damage increases by 1d4. + + + + + + +
+ + +

As an action, you can use a writing medium to inscribe a magical void glyph on an unatended object within reach. As long as the glyph remains intact, the object is vulnerable to necrotic damage and it takes 1d6 necrotic damage at the end of your turn.

+

For the glyph to remain intact, you must concentrate on it as if concentrating on a spell. In addition to the normal demands of concentration, you must also make a successful DC 10 Constitution saving throw at the start of your turn or the glyph crumbles away and ceases to function.

+
+ + You can use a writing medium to inscribe a magical void glyph on an unatended object within reach. As long as the glyph remains intact, the object is vulnerable to necrotic damage and it takes 1d6 necrotic damage at the end of your turn. + For the glyph to remain intact, you must concentrate on it as if concentrating on a spell. In addition to the normal demands of concentration, you must also make a successful DC 10 Constitution saving throw at the start of your turn or the glyph crumbles away and ceases to function. + +
+ + + Arcane Tradition + +

Given the nature of void magic, it comes as no surprise that a tradition of wizards sprang up from the study of void speech. Void speakers are a standoish and secretive lot, prone to delving into crumbling, monster-prowled ruins and the dark corners of moldering libraries with equal caution; carelessly reading a text that may be sprinkled with void glyphs can be just as deadly as stumbling into a den of trolls. As you focus your study on void speech, you learn to properly invoke the words and glyphs to empower your magic and to tap the vast potential of the void.

+

Some void speakers risk the darkness for the sake of knowledge or defense against that which lies beyond. Others succumb to the madness and corruption that void magic touches and become living conduits for the horror seeking entry into the mortal world.

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+
+
+
+
+
+
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+ + + You learn to properly invoke the words and glyphs to empower your magic and to tap the vast potential of the void. + + + + + + + + + + + +

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a void spell into your spellbook is halved.

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When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it.

+
+ + The gold and time you must spend to copy a void spell into your spellbook is halved. + When you gain a level, one of the two spells you learn for gaining a level can be a void magic spell, even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be a void magic cantrip, even if you’ve never previously encountered it. + + + Void Magic + +
+ + +

Starting at 2nd level, as a bonus action immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell afects when you cast it. The creature has disadvantage on the next atack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak.

+
+ + Immediately before you cast a spell of 1st level or higher, you can utter a few words of void speech and weave its dark magic into your spell. The tainted spell disorients one creature you can see that the spell afects when you cast it. The creature has disadvantage on the next atack roll or ability check it makes before the start of your next turn. You can’t use this feature if you are unable to speak. + +
+ + +

Beginning at 6th level, when you are damaged by a creature within 60 feet, you can use your reaction to bark a destructive word of void speech. If the creature can hear you, it takes necrotic damage equal to half your wizard level plus your Intelligence modiier. You can use this ability a number of times equal to your Intelligence modiier (minimum of 1), and you regain all expended uses when you finish a long rest. You can’t use this ability if you are unable to speak.

+
+ + When you are damaged by a creature within 60 feet, you can use your reaction to bark a destructive word of void speech. If the creature can hear you, it takes {{rebuke from beyond:damage}} necrotic damage. You can’t use this ability if you are unable to speak. + + + + + + + +
+ + +

Starting at 10th level, when you cast a void magic spell that targets only one creature, you can have it target a second creature. Additionally, you have advantage on Constitution saving throws made to maintain concentration on void spells.

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+ + When you cast a void magic spell that targets only one creature, you can have it target a second creature. Additionally, you have advantage on Constitution saving throws made to maintain concentration on void spells. + +
+ + +

At 14th level, you can use your action to pronounce a complicated phrase in void speech. Choose a point you can see within 60 feet. The area within 20 feet of that point is shrouded in dim light for one minute. Any creature hostile to you within the area is vulnerable to necrotic damage and has disadvantage on Wisdom checks. An afected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half damage with a successful Constitution saving throw (using your spell save DC). Once you use this ability, you can’t use it again until you finish a short or long rest. You can’t use this feature if you’re unable to speak.

+
+ + You can pronounce a complicated phrase in void speech. Choose a point you can see within 60 feet. The area within 20 feet of that point is shrouded in dim light for one minute. Any creature hostile to you within the area is vulnerable to necrotic damage and has disadvantage on Wisdom checks. An afected creature that starts its turn in the area or that enters the area for the first time on its turn takes 3d6 necrotic damage, or half damage with a successful DC{{intelligence:modifier}} Constitution saving throw. You can’t use this feature if you’re unable to speak. + +
+ + + +

You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears:

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    +
  • One creature of challenge rating 2 or lower
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  • Two creatures of challenge rating 1 or lower
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  • Four creatures of challenge rating 1/2 or lower
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  • Eight creatures of challenge rating 1/4 or lower
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+

Summoned creatures disappear when they drop to 0 hit points or when the spell ends.

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The summoned creatures do not directly atack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They atack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary efects (but not direct atacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands for that turn, and you take 1d6 psychic damage at the end of the turn.

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If your concentration is broken, the creatures don’t disappear. Instead, you can no longer command them and they become hostile to you and your companions. They will atack you and your allies if they believe they have a chance to win the ight or to inlict meaningful harm, but they won’t ight if they fear it would mean their own death. The creatures can’t be dismissed by you, but they disappear 1 hour ater being summoned.

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At Higher Levels. When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.

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+ + void magic + 5 + Void Magic + 1 minute + 90 feet + Concentration, up to 1 hour + true + true + false + + true + false + +
+ + +

You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.

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Roll initiative for the creature, which takes its own turns. It atacks the nearest creature on its turn. At the start of the iend’s turn, you can use your reaction to command the creature by speaking in void speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.

+

If your concentration is broken, the creature doesn’t disappear. Instead you can no longer issue commands to the iend, and it becomes hostile to you and your companions. It will atack you and your allies if it believes it has a chance to win the ight or to inlict meaningful harm, but it won’t ight if it fears it would mean its own death. The creature can’t be dismissed by you, but it disappears 1 hour ater you summoned it.

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At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.

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+ + void magic + 7 + Void Magic + 1 action + 90 feet + Concentration, up to 1 hour + true + true + false + + true + false + +
+ + +

You speak a word of void speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear void speech.

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This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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+ + void magic + 0 + Void Magic + 1 action + 60 feet + Instantaneous + true + true + false + + false + false + +
+ + +

You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can’t take reactions until the start of their next turn.

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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.

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+ + void magic + 2 + Void Magic + 1 action + Self (15-foot cone) + Instantaneous + true + true + false + + false + false + +
+ + +

Mutering void speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.

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+ + void magic + 8 + Void Magic + 1 action + 120 feet + Instantaneous + true + true + true + a scrap of parchment with void glyph scrawlings + false + false + +
+ + +

With a snarled word of void speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you rolled.

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At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.

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+ + void magic + 6 + Void Magic + 1 action + 120 feet + Instantaneous + true + true + false + + false + false + +
+ + +

You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.

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A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

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+ + void magic + 5 + Void Magic + 1 action + 120 feet + 1 minute + true + true + false + + false + false + +
+ + +

You whisper a string of void speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0 and it can’t beneit from increases to its speed. To maintain the efect, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.

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+ + void magic + 2 + Void Magic + 1 action + 30 feet + 1 minute + true + true + false + + false + false + +
+ + +

You whisper in void speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn’t before, and it does 2d6 necrotic damage in addition to its normal damage on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.

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hen you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

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+ + void magic + 4 + Void Magic + 1 action + Touch + Concentration, up to 1 hour + true + true + true + ink, chalk, or some other writing medium + true + false + +
+ + +

Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against void spells.

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+ + void magic + 1 + Void Magic + 1 action + Touch + Concentration, up to 10 minutes + true + true + true + a small bar of silver worth 15 sp, which the spell consumes + true + false + +
+ + +

You speak a hideous string of void speech that leaves your mouth bloodied, causing a rit into absolute nothingness to tear open. The rit takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes diicult terrain as the void tries to draw everything into itself. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rit. Creatures that start their turn in contact with the rit or that come into contact with it for the first time on their turn take 8d10 necrotic damage. Creatures inside the rit are blinded and deafened. Unatended objects within 40 feet of the rit are drawn 15 feet toward it at the start of your turn, and take damage as creatures.

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hile concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.

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+ + void magic + 9 + Void Magic + 1 action + 300 feet + Concentration, up to 1 minute + true + true + false + a black opal carved with a void glyph worth 500 gp + true + false + +
+ + +

With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell atack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.

+

At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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+ + void magic + 3 + Void Magic + 1 action + 90 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + +

You hiss a word of void speech. Choose one creature you can see within range. The next time the creature makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.

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+ + void magic + 0 + Void Magic + 1 action + 60 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/04-illumination-magic.xml b/third-party/kobold-press/deep-magic/04-illumination-magic.xml new file mode 100644 index 000000000..a8bc8af5b --- /dev/null +++ b/third-party/kobold-press/deep-magic/04-illumination-magic.xml @@ -0,0 +1,584 @@ + + + + Deep Magic: Illumination Magic + + + + + + + +

Masters of Starlight and Shadow

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As you gaze up at the night sky, you hear your companions whisper—some of them anxious, some mocking, yet none comprehending. For in the shifting patterns of the stars, you read the fate of gods and mortals. And out of the shadow between them, you shape spells to ravage and destroy your foes.

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Deep Magic: Illumination brings the secrets of illumination magic into your 5e campaign, featuring:

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  • An Illumination school of wizard magic, with new abilities including Omen of Warning, Master of the Endless Night, and Comprehension of the Starry Sky
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  • 21 new spells, including compelling fate, icy grasp of the ether, shadow trove, summon star, and more
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  • A new Star and Shadow feat that grants darkvision, the ability to ignore resistance to necrotic or radiant damage, and free use of augury between long rests
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  • An enigmatic new NPC, the illuminator Talithe Val’Shiar
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In the slow, majestic movements of the heavens, you see a future fraught with terrible danger—but also, great opportunity. Use this knowledge well, illuminator, for it may be your greatest weapon…

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+ + DMIM + https://koboldpress.com/kpstore/product/deep-magic-illumination-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM4-Illumination-Cover.png + Kobold Press + true + 20160920 + +
+ + + Arcane Tradition + +

Members of the School of Illumination, called illuminators, use the stars to predict when danger is near, and draw on the power of darkness to atack their foes. This school is popular with delvers into the underworld, because its spells work best where light is dim or absent.

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+ + + Illuminators, use the stars to predict when danger is near, and draw on the power of darkness to atack their foes. + + + + + + + + + + Illumination Magic + + + + +

Beginning when you select this school at 2nd level, the gold and time needed to copy illumination spells into your spellbook is halved.

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+ + The gold and time needed to copy illumination spells into your spellbook is halved. + +
+ + +

Starting at 2nd level, you can forecast danger for the next 24 hours by studying the stars for one hour. The stars must be visible to you for you to use this ability. Studying the stars this way gives you advantage on up to two initiative checks. The bonus remains available for 24 hours or until the end of your next long rest. Instead of using an omen yourself, you can grant advantage on an initiative check to one other creature you can see when initiative checks are being made, but this prevents you from using the beneit yourself in that combat. You can choose whether to use an omen at the moment when initiative is rolled, but you must make the decision before rolling the die.

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+ + You can forecast danger for the next 24 hours by studying the stars for one hour. The stars must be visible to you for you to use this ability. Studying the stars this way gives you advantage on up to two initiative checks. The bonus remains available for 24 hours or until the end of your next long rest. Instead of using an omen yourself, you can grant advantage on an initiative check to one other creature you can see when initiative checks are being made, but this prevents you from using the beneit yourself in that combat. You can choose whether to use an omen at the moment when initiative is rolled, but you must make the decision before rolling the die. + +
+ + +

At 6th level, the spell atack modifier and spell save DC for cantrips you cast in dim light or darkness increases by 1.

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+ + The spell atack modifier and spell save DC for cantrips you cast in dim light or darkness increases by 1. + +
+ + +

Beginning at 10th level, illusions cast by you that require concentration last for 1 round after you lose concentration or stop concentrating, provided the spell hasn’t exceeded its maximum duration.

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+ + Illusions cast by you that require concentration last for 1 round after you lose concentration or stop concentrating, provided the spell hasn’t exceeded its maximum duration. + +
+ + +

Starting at 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or astrolabe is commonly used, but any item that can be held in your hand will suice. When the item is in your hand, you can consume that stored magic as a bonus action to invoke one of the following effects. The insight is expended by one use, and it’s lost if it hasn’t been used within 24 hours or by the start of your next long rest.

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Comet. Comets are the harbingers of change and instability. You can change your appearance as if you’d cast an alter self spell, but the effect doesn’t require concentration and lasts until you take a long rest.

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Conjunction. Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you.

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Eclipse. Eclipses plunge the world into darkness and strengthen connections to the shadow plane. Then you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

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Nova. The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.

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+ + During a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or astrolabe is commonly used, but any item that can be held in your hand will suice. When the item is in your hand, you can consume that stored magic as a bonus action to invoke one of the following effects. The insight is expended by one use, and it’s lost if it hasn’t been used within 24 hours or by the start of your next long rest. + Comet. Comets are the harbingers of change and instability. You can change your appearance as if you’d cast an alter self spell, but the effect doesn’t require concentration and lasts until you take a long rest. + Conjunction. Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. + Eclipse. Eclipses plunge the world into darkness and strengthen connections to the shadow plane. Then you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. + Nova. The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used. + +
+ + + +

Prerequisite: The ability to cast at least one spell.

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By tracking the movements of the heavens, you gain the following benefits:

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    +
  • When you gain this feat, choose either radiant or necrotic damage. Spells you cast ignore resistance (but not vulnerability) to the type of damage you chose.
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  • You can cast augury once between each of your long rests without expending a spell slot.
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  • You gain darkvision to a distance of 15 feet. If you already have darkvision, increase its range by 15 feet.
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+ + Spells you cast ignore {{star and shadow reader:damage type}} resistance, but not vulnerability. + You can cast augury once between each of your long rests without expending a spell slot. + You gain darkvision to a distance of {{star and shadow reader:darkvision}} feet. + + + + + + + + + +
+ + +

You instinctively feel the flow of ley line energy and draw insight from it. You gain the following benefits:

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  • Increase your Wisdom score by 1, to a maximum of 20.
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  • You have advantage on Wisdom (Survival) checks made to track a creature overland or to forage for food and water.
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  • When you finish a long rest within 1 mile of a ley line, you gain inspiration. If unused, this inspiration fades away after your next long rest.
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  • When you finish a long rest within 1 mile of a ley line, you can infuse ley energy into a token in your possession. If you make a saving throw while you have the infused token in your possession, you can use your reaction to roll a d4 and add the result to your saving throw. You can trigger this ability after rolling the d20 but before success or failure is revealed. You can’t use this ability again until you finish a long rest.
  • +
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+ + You have advantage on Survival checks made to track a creature overland or to forage for food and water. + When you finish a long rest within 1 mile of a ley line, you gain inspiration. If unused, this inspiration fades away after your next long rest. + When you finish a long rest within 1 mile of a ley line, you can infuse ley energy into a token in your possession. If you make a saving throw while you have the infused token in your possession, you can use your reaction to roll a d4 and add the result to your saving throw. You can trigger this ability after rolling the d20 but before success or failure is revealed. You can’t use this ability again until you finish a long rest. + + + + +
+ + + Arcane Tradition + +

While any spellcaster can tap the potential coursing through ley lines, the tradition of geomancy teaches the art of becoming like a ley line and bonding with the great flow of power. Geomancy is sometimes looked down on by adherents of traditions that focus on individual magic schools because it eschews specialization in favor of molding any form of magic through the focused power of ley lines.

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Geomancers have an increased facility for tapping into any ley line, but they also learn to bind themselves to a specific ley line. While other spellcasters must be within a ley line’s area of influence to use it, the geomancer becomes a tributary of his or her chosen river of power, capable of siphoning its power anywhere.

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+ + + Geomancy teaches the art of becoming like a ley line and bonding with the great flow of power. + + + + + + + + + + + +

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a ley line spell into your spellbook is halved.

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When you gain a level, one of the two spells you learn for gaining a level can be a ley line magic spell, even if you’ve never encountered it before.

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Additionally, you can sense the presence of ley lines within 1 mile. As an action, you can discern the intensity of the nearest ley line and the direction and distance to it.

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+ + The gold and time you must spend to copy a ley line spell into your spellbook is halved. + When you gain a level, one of the two spells you learn for gaining a level can be a ley line magic spell, even if you’ve never encountered it before. + Additionally, you can sense the presence of ley lines within 1 mile. As an action, you can discern the intensity of the nearest ley line and the direction and distance to it. + + + Ley Magic + +
+ + +

Starting at 2nd level, you learn to tap the power of ley lines to augment your spellcasting, as described under “Using Ley Lines.”

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Additionally, when you finish a short or long rest within 1 mile of a weak ley line, you can bind yourself to that ley line. You can be bound to only one ley line at a time. If you later bind yourself to a second ley line, you lose your connection to the previous one.

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While you are bound to a ley line, you can channel the power of the line into your spellcasting from any distance, as long as you are on the same plane as the ley line. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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+ + You learn to tap the power of ley lines to augment your spellcasting, as described under “Using Ley Lines.” + When you finish a short or long rest within 1 mile of a weak ley line, you can bind yourself to that ley line. You can be bound to only one ley line at a time. If you later bind yourself to a second ley line, you lose your connection to the previous one. + While you are bound to a ley line, you can channel the power of the line {{channel ley line:usage}} times per long rest into your spellcasting from any distance, as long as you are on the same plane as the ley line. + + + + + +
+ + +

Beginning at 6th level, when you augment your magic with power from a ley line, you can reroll the effect of an unlocked ley line or the result of a backlash. You must use the rerolled result. After rerolling, you can’t use a reaction until the end of your next turn.

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+ + When you augment your magic with power from a ley line, you can reroll the effect of an unlocked ley line or the result of a backlash. You must use the rerolled result. After rerolling, you can’t use a reaction until the end of your next turn. + +
+ + +

Starting at 10th level, you can bind yourself to weak or strong ley lines with your Channel Ley Line feature. In addition, you add your proficiency bonus to the ability check when tapping a ley line for power.

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+ + You can bind yourself to weak or strong ley lines with your Channel Ley Line feature. In addition, you add your proficiency bonus to the ability check when tapping a ley line for power. + +
+ + +

At 14th level, you can bind yourself to weak, strong, or titanic ley lines with your Channel Ley Line feature, and you have advantage on the ability check to tap the ley line.

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As an action, you can lock or unlock a ley line within 30 feet of you. When you lock a ley line, choose one of its effects; the ley line will always have that effect for you while it remains locked. Once you use this feature to lock or unlock a ley line, you can’t do so again until you finish a number of long rests depending on the intensity of the line: one for a weak ley line, two for strong, and three for titanic.

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+ + You can bind yourself to weak, strong, or titanic ley lines with your Channel Ley Line feature, and you have advantage on the ability check to tap the ley line. + As an action, you can lock or unlock a ley line within 30 feet of you. When you lock a ley line, choose one of its effects; the ley line will always have that effect for you while it remains locked. Once you use this feature to lock or unlock a ley line, you can’t do so again until you finish a number of long rests depending on the intensity of the line: one for a weak ley line, two for strong, and three for titanic. + +
+ + + +

Spellcasters can tap ley lines to fill their spells with sudden bursts of power. While this can be dangerous, a skilled caster can create fantastic effects with extra power.

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Ley lines vary in intensity from weak trickles to titanic torrents of mystical power. In general, the more intense the ley line, the more potent its effect on magic and the more difficult it is to tap into.

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They are also classified as either unlocked or locked. These two categories are subjective; a ley line is locked only to individual spellcasters who’ve locked it, while it remains unlocked to all others. Locked ley lines produce predictable, repeatable benefits when worked into magic. Unlocked ley lines are no more difficult to tap into than locked ones (of the same intensity), but they are unpredictable and dangerous to use. They also bleed magical energy into the surrounding environment, which sometimes causes strange, unnatural effects in the neighborhood.

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To tap the potential of a ley line requires specialized knowledge, represented by either the Ley Initiate feat or the Geomancy arcane tradition. If your game doesn’t utilize optional feats, you can instead allow a spellcaster who has a geomancer tutor or who has access to ample research material to learn the technique for tapping ley lines via training as a downtime activity.

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Once a spellcaster understands how to access the energy of a ley line, the procedure is straightforward. When a spell is cast within 30 feet of a ley line, the spellcaster can tap the line’s power to augment his or her magic. This requires a successful ability check using the caster’s spellcasting ability but without including any proficiency bonus. The DC of the check equals 10 + the level of the spell being cast. A successful check harnesses the power of the ley line, and the spell is modified according to the line’s intensity (weak, strong, or titanic). If the check fails but the result is within 4 of the DC, the spell is cast normally with no bonus effect and no penalty. If the check fails by 5 or more, the spell is cast normally but the spellcaster suffers backlash (see below).

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When a ley line is tapped successfully, the effect depends on whether the line is locked or unlocked. A locked ley line always has the same effect for the spellcaster who locked it. An unlocked ley line is unpredictable; every time it’s tapped, the player rolls 1d10 and consults the table corresponding to the ley line’s intensity (weak, strong, or titanic).

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WEAK LEY LINE EFFECTS
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d10Effect
1If your spell attack misses or if the target makes a successful saving throw, you can choose a new target within 10 feet of the original target and within range. Make a new attack roll with disadvantage, or the new target makes a saving throw with advantage.
2You can delay the effect of your spell for up to 5 rounds. Choose how many rounds you want the spell to delay at the moment it’s cast. The spell takes effect at the start of your turn that many rounds later. All parameters regarding the spell’s targeting, area, color, etc., must be set when the spell is cast, not when it takes effect.
3If your spell deals acid, cold, fire, lightning, or thunder damage, you can change the damage to one of the other listed types.
4If your spell affects multiple creatures, choose one. That creature has disadvantage on any saving throw it makes against the spell.
5Double the range of your spell.
6A creature that takes cold damage from your spell is restrained until the end of its next turn.
7Creatures damaged by your spell are also deafened for 1 minute. A deafened creature makes a Constitution saving throw at the end of its turn to end the deafness effect.
8Cast your spell without verbal components.
9A creature damaged by your spell is also knocked prone unless it makes a successful Strength saving throw.
10Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Strong Ley Line Effects table.
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STRONG LEY LINE EFFECTS
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d10Effect
1You can reroll a number of damage dice up to your spellcasting ability modifier (minimum of 1).
2Treat your spell as if it were cast with a spell slot one level higher.
3Creatures damaged by your spell are also poisoned for 1 minute. A poisoned creature makes a Constitution saving throw at the end of its turn to end the poisoning effect.
4You regain 1d6 hit points per level of the spell.
5Your spell ignores damage resistance.
6A creature that takes acid or fire damage from your spell takes an additional 3d6 damage of the same type at the start of its next turn.
7Targets of your spell have disadvantage on their saving throws against it.
8You can choose to exclude any creature you can see from the area of your spell.
9If your spell has a range of self, you can cast it as a touch spell instead.
10Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Titanic Ley Line Effects table.
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TITANIC LEY LINE EFFECTS
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d10Effect
1If your spell affects only one target, it instead affects up to six targets of your choice.
2If your spell affects an area, double the area’s size.
3Creatures affected by your spell are incapacitated for 1 minute. An incapacitated creature makes a Wisdom saving throw at the end of its turn to end the incapacitation effect.
4You gain a +5 bonus to your AC until the start of your next turn.
5Casting your spell this turn uses only a bonus action; you still have an action to use.
6Creatures immune to the damage of your spell take half damage instead.
7Treat your spell as if it were cast with a spell slot two levels higher.
8Concentration on your spell can’t be broken by damage.
9A creature damaged by your spell is pushed 10 feet away from you and knocked prone. Its speed is reduced to 0 until it makes a successful Constitution saving throw at the start of its turn.
10Choose one effect listed above.
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LEY LINE BACKLASH
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d10Effect
1The spell produces only a harmless display of bright color and loud noise.
2You are incapacitated until the end of your next turn.
3You fall unconscious for 1 minute. You awake if you take damage or if another creature uses an action to shake you awake.
4The next spell you cast fails, and the spell slot is wasted.
5Targets have advantage on saving throws against your spells for 1 hour.
6For 1 hour, you must make a DC 10 Constitution saving throw every time you cast a spell. If the saving throw fails, the spell fails and the spell slot is wasted.
7You take 2d6 force damage per level of the spell that caused the backlash (cantrips cause 1d6 damage).
8You lose one spell slot of your highest available level, and all charged magic items in your possession lose 1d4 charges.
9Your spell fails, and you unleash a random burst of magic as if you’d used a wand of wonder.
10You lose all your remaining spell slots, the ley line disappears for 24 hours, and all charged magic items in your possession fully recharge. You must make a successful DC 20 Charisma saving throw or fall unconscious; you awaken after 1 hour, if you take damage, or if another creature uses an action to shake you awake.
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+ + + Ley Magic + +

You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you’re able to draw on increases from weak to strong, or from strong to titanic.

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If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.

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+ + ley magic, ley line + 5 + Evocation + 1 action + Self (10-foot-radius sphere) + Concentration, up to 10 minutes + true + true + false + + true + false + +
+ + Ley Magic + +

Warping, prismatic auras surround and outline each creature inside a 10-foot cube within range. The auras shed dim light to 10 feet, and the outlines reveal hidden and invisible creatures. If an affected creature casts a spell or activates a magic item, it must make a Wisdom saving throw. On a success, the spell or magic item functions normally. On a failure, the magic effect is suppressed for the duration of the aura. Time spent suppressed counts fully against the duration of the spell or magic item effect.

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At Higher Levels. When you cast this spell using a spell slot of 9th level, the size of the cube increases to 20 feet per side.

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+ + ley magic, ley line + 8 + Evocation + 1 action + 150 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Ley Magic + +

For the duration, a willing creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage.

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If the spell is used against an unwilling creature, you must make a melee spell attack with a range of 5 feet. If it hits, then for the duration of the spell, the affected creature must make a saving throw with its spellcasting ability whenever it casts a spell that causes one of the listed damage types. If the saving throw fails, the spell fails and its slot is wasted; if the saving throw succeeds, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, etc.

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+ + ley magic, ley line + 5 + Abjuration + 1 action + Touch + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Ley Magic + +

You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.

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At Higher Levels. When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.

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+ + ley magic, ley line + 7 + Transmutation + 1 action + 60 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Ley Magic + +

You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.

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+ + ley magic, ley line + 1 + Transmutation + 1 action + Touch + 1 hour + true + true + true + soil taken from a ley-influenced area + false + false + +
+ + Ley Magic + +

You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.

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At Higher Levels. When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.

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+ + ley magic, ley line + 5 + Transmutation + 1 action + 30 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Ley Magic + +

You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature that starts its turn in the area or enters the area for the first time on a turn must succeed on a Strength saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect.

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Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.

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+ + ley magic, ley line + 2 + Evocation + 1 action + 50 feet + Concentration, up to 1 minute + true + true + true + a chip of broken crystal infused with ley energy + true + false + +
+ + Ley Magic + +

You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw.

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The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.

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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.

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+ + ley magic, ley line + 3 + Evocation + 1 action + Self (100-foot line) + Instantaneous + true + false + true + a ley-infused pebble + false + false + +
+ + Ley Magic + +

You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.

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This spell has no effect against constructs or undead.

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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.

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+ + ley magic, ley line + 5 + Necromancy + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Ley Magic + +

You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.

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+ + ley magic, ley line + 3 + Divination + 1 action + Self + Concentration, up to 10 minutes + true + true + false + + false + false + +
+ + Ley Magic + +

A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it’s created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is deafened for 5 minutes; a successful Constitution saving throw negates both effects.

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Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

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Round 2. Ley-infused pebbles rain from the cloud, causing 1d6 bludgeoning damage to everything beneath it (no saving throw).

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Round 3. Up to six bolts of ley energy leap from the cloud to strike creatures or objects of your choice beneath the cloud. No creature or object can be struck by more than one bolt. A creature struck takes 8d8 force damage, or half damage with a successful Dexterity saving throw.

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Round 4. A burst of prismatic light fills a 20-foot sphere centered on a point beneath the cloud. All creatures in the sphere are affected as if targeted by a disruptive aura spell.

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Round 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw).

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Special. A geomancer who casts this spell regains 4d10 hit points.

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+ + ley magic, ley line + 9 + Conjuration + 1 action + Sight + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Ley Magic + +

You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

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Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.

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+ + ley magic, ley line + 9 + Evocation + 1 action + 150 feet + Instantaneous + true + true + false + + false + false + +
+ + Ley Magic + +

You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn’t interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction.

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Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.

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+ + ley magic, ley line + 6 + Evocation + 1 bonus action + Self + 1 minute + true + true + false + + false + false + +
+ + Ley Magic + +

You launch a swirling ray of disruptive ley energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or benefits from a greater restoration spell or comparable magic.

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This spell has no effect on constructs or undead.

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+ + ley magic, ley line + 4 + Necromancy + 1 action + 60 feet + Instantaneous + true + true + false + + false + false + +
+ + Ley Magic + +

You touch a willing creature and create a shimmering shield of ley energy to protect it. The shield grants the target a +5 AC bonus and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration.

+

In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes its new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and suffers all effects the spell normally causes.

+
+ + ley magic, ley line + 7 + Abjuration + 1 action + Touch + Concentration, up to 1 minute + false + true + false + + true + false + +
+ + \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/06-angelic-seals.xml b/third-party/kobold-press/deep-magic/06-angelic-seals.xml new file mode 100644 index 000000000..2f2a7e345 --- /dev/null +++ b/third-party/kobold-press/deep-magic/06-angelic-seals.xml @@ -0,0 +1,518 @@ + + + + Deep Magic: Angelic Seals + + + + + + + +

Call Down the Deep Magic of the Heavens!

+

The heavenly planes shine with light and power, where deities both benevolent and stern look down from their thrones. The most powerful of their servants are mighty beyond mortal ken, and their very names seethe with the essence of creation. The secrets of harnessing the power of the angels is hidden within those names—and you have learned to tap that potential!

+

Deep Magic: Angelic Seals brings the secrets of angelic magic into your 5e campaign, featuring:

+
    +
  • A new Angelic Scribe arcane tradition, with 10 angelic seals that bind the power of celestial messengers through their names
  • +
  • New angelic magic feats: Heavenly Scribe and Heaven’s Chosen
  • +
  • 10 new spells, including angelic guardian, blade of wrath, seal of sanctuary, and more!
  • +
+

In the ages since the first angelic names were carved into earthly forms, the battles between light and darkness have tested the limits of the heavenly host. Will you join the struggle to protect the righteous? Or tempt angelic wrath with your pursuit of power?

+
+ + DMAS + https://koboldpress.com/kpstore/product/deep-magic-angelic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM6-Angelic-Seals-Cover.png + Kobold Press + true + 20161026 + +
+ + + [int:13] + Intelligence 13 + +

Prerequisite: Intelligence 13

+

You have discovered the name of an angel and deciphered the means to invoke a sliver of its power. You gain the following benefits:

+
    +
  • You learn the Celestial language if you don’t already know it.
  • +
  • You learn one angelic seal of your choice from among those available to the Angelic Scribe arcane tradition. If it requires a saving throw, your DC equals 8 + your proficiency bonus + your Intelligence modifier.
  • +
+
+ + You learn one angelic seal from among those available to the Angelic Scribe arcane tradition. If it requires a saving throw, use DC{{heavenly scribe angelic seal:dc}}. + + + + + + + + + + +
+ + +

Also at 3rd level, you learn to borrow a little bit of other people’s luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge.

+
+ + When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge. + +
+ + +

At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.

+
+ + When you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. + +
+ + +

Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard’s next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge.

+
+ + The luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard’s next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge. + +
+ + + + Bard,Sorcerer,Wizard + +

Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure.

+
+ + chaos magic + 1 + Divination + 1 reaction + 30 feet + Instantaneous + true + false + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target fails a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.

+
+ + chaos magic + 2 + Divination + 1 action + 60 feet + Instantaneous + true + false + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.

+

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the wild surge can be 1 minute longer for each slot level above 3rd.

+
+ + chaos magic + 3 + Abjuration + 1 action + Touch + Instantaneous + true + true + true + an amethyst worth 250 gp which the spell consumes + false + false + +
+ + Bard,Sorcerer,Wizard + +

You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size category smaller than itself. The target’s movement is halved while it’s affected by chaotic form.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.

+
+ + chaos magic + 4 + Transformation + 1 action + Touch + 10 minutes + true + true + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round/caster level.

+

For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster’s case, 5 of those hp are temporary and will last 3 rounds.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum hit dice of the affected creature increases by 2 for each slot level above 2nd.

+

HIT POINT FLUX

+ + + + + + + + + + + +
d%Each Creatures’ Current Hit Points =
01-090
10-391
40-6925% of combined total
70-8450% of combined total
85-9475% of combined total
95-99100% of combined total
100200% of combined total and both creatures gain the effect of a haste spell
+
+ + chaos magic + 2 + Conjuration + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. All enemies within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone. They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell’s area of effect.

+
+ + chaos magic + 6 + Illusion + 1 action + 60 feet + Concentration, up to 1 minute + true + false + true + seven irregular pieces of colored cloth that you throw into the air + true + false + +
+ + Bard,Sorcerer,Wizard + +

By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell’s effect on that creature. Creatures that approach to within 60 feet of you after the spell was cast are affected.

+
+ + chaos magic + 3 + Transmutation + 1 action + 60 feet + Concentration, up to 1 minute + true + true + true + a silver wire + true + false + +
+ + Bard,Sorcerer,Wizard + +

You channel the force of chaos to taint your target’s mind. A target that fails to make a successful Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll anew every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not, in and of themselves, make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.

+

ALIGNMENT FLUCTUATION

+ + + + + + + + + + + + + +
d10Alignment
1-2Chaotic good
3-4Chaotic neutral
5-7Chaotic evil
8-9Neutral evil
10-11Lawful evil
12-14Lawful good
15-16Lawful neutral
17-18Neutral good
19-20Neutral
+
+ + chaos magic + 4 + Enchantment + 1 action + 120 feet + Concentration, up to 10 minutes + true + true + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

You direct a bolt of rainbow colors toward a creature of your choice within range. If it hits, the target takes 3d8 damage of a random type (determined by rolling on the Damage Type table; see Twisted Arcana). If your attack roll was odd (the roll itself, not the adjusted result), the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack, miss a target, or run out of potential targets. All targets must be within range from you. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by the spell, not once per bolt.

+
+ + chaos magic + 2 + Evocation + 1 action + 120 feet + Instantaneous + true + true + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

You call out a distracting curse to a creature, altering its chance to succeed at whatever it’s currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made; the target uses the lowered result to determine the outcome of its roll.

+
+ + chaos magic + 1 + Divination + 1 reaction + 30 feet + Instantaneous + true + false + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. The protected creatures gain a saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or they get advantage on a normally allowed saving throw. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.

+
+ + chaos magic + 5 + Abjuration + 1 action + 30 feet + 1 minute, until expended + true + true + false + + false + true + +
+ + Bard,Sorcerer,Wizard + +

You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.

+

Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster.

+
+ + chaos magic + 8 + Transmutation + 1 action + Touch + Concentration, up to 1 minute + true + false + false + + true + false + +
+ + Bard,Sorcerer,Wizard + +

By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.

+
+ + chaos magic + 2 + Divination + 1 bonus action + Touch + Instantaneous + true + false + false + + false + false + +
+ + Bard,Sorcerer,Wizard + +

Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of chaos magic surges. The protected creature gains a saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell’s effect ends for that creature.

+
+ + chaos magic + 3 + Abjuration + 1 action + Touch + 1 minute, until expended + true + true + false + + false + true + +
+ + Bard,Sorcerer,Wizard + +

You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 1d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form.

+

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.

+

UNCONTROLLABLE TRANSFORMATION

+ + + + + + + + + + + + + + +
d10Mutation
1A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools.
2Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table).
3A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you a fly speed of 30. You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier.
4A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself.
5You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons.
6Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying capacity becomes your Strength score multiplied by 20.
7You become incorporeal can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage.
9Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover.
+
+ + chaos magic + 7 + Transmutation + 1 action + Self + 1 hour + true + true + true + the bill of a platypus + false + true + +
+ + Bard,Sorcerer,Wizard + +

You unravel the bonds of reality that hold a suit of armor together. A target that’s wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the creature’s AC by 2.

+

This spell has no effect on creatures that aren’t wearing armor separate from their bodies.

+
+ + chaos magic + 1 + Transmutation + 1 action + 30 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Bard,Sorcerer,Wizard + +

You surround yourself with the forces of chaos. Wild lights and strange sounds surround you, making stealth impossible. While wild shield is active, you can spend a reaction to absorb a spell that targets you or whose area of effect you are within. An absorbed spell has no effect, but absorbing a spell causes a chaos magic surge as if you had cast a spell, with you as the caster for all magic surge effects.

+

Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to absorb a spell whose level exceeds the spell levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the levels wild shield can still absorb. If the check succeeds, the spell is absorbed; if the check fails, the spell takes its full effect. The chaos magic surge happens regardless of whether the spell is absorbed.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can absorb 1 additional spell level for each slot level above 4th.

+
+ + chaos magic + 4 + Abjuration + 1 action + Self + 1 minute + true + true + false + + false + false + +
+
\ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/08-battle-magic.xml b/third-party/kobold-press/deep-magic/08-battle-magic.xml new file mode 100644 index 000000000..accee8174 --- /dev/null +++ b/third-party/kobold-press/deep-magic/08-battle-magic.xml @@ -0,0 +1,721 @@ + + + + Deep Magic: Battle Magic + + + + + + + +

Shape the Battle to your Will!

+

You combine a talent for magic with a study of the art of war. As a battle mage, you know that fire and lightning can decimate an enemy’s forces; but a well-placed defense, the quick movement of allies, and a curse that crushes the enemy’s will to fight can be even more devastating. Battle magic is not just about killing your enemy: your true power is in controlling the flow of combat.

+

Deep Magic: Battle Magic brings the secrets of battle magic into your 5th Edition campaign, featuring:

+
    +
  • 8 new feats, including Battlecaster, Eldritch Lifesaver, Elemental Trapper, and Merciful Caster
  • +
  • 25 new spells, including hobble mount, instant fortification, outflanking boon, and thunderous wave
  • +
+

The wind is rising, and the enemy approaches. They’ve come ready for battle; but what they don’t know is that you are the master of the battlefield…

+
+ + DMBM + https://koboldpress.com/kpstore/product/deep-magic-battle-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM-8-Battle-Magic-COVER.png + Kobold Press + true + + 20170117 + +
+ + + The ability to cast at least one cantrip. + [type:spell] + + +

Prerequisite: The ability to cast at least one cantrip.

+

When you use your action to Dash, you can cast a cantrip with a range of touch by using your bonus action. If you move at least 10 feet in a straight line and hit with your cantrip, you can either add a +5 bonus to the spell’s damage roll or push the target 10 feet away from you.

+
+ + When you use your action to Dash, you can cast a cantrip with a range of touch. If you move at least 10 feet in a straight line and hit with your cantrip, you can either add a +5 bonus to the spell’s damage roll or push the target 10 feet away from you. + +
+ + The ability to cast at least one spell. + [type:spell] + +

Prerequisite: The ability to cast at least one spell.

+

You can channel the power of your spells into an ally’s weapon. By touching a weapon and expending a spell slot of 1st level or higher as an action, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended. The weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration.

+

You must complete a short or long rest before you can use arcane infusion again.

+
+ + By touching a weapon and expending a spell slot of 1st level or higher, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended. The weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration. + +
+ + The ability to cast at least one spell. + [type:spell] + +

Prerequisite: The ability to cast at least one spell.

+

You are skilled at casting spells with a weapon in hand.

+
    +
  • You can use a weapon that you’re proficient with as a spellcasting focus.
  • +
  • When wielding a magical weapon that you’re proficient with and that provides a bonus to hit and damage, you can also add that weapon’s bonus to damage rolls for spells you cast.
  • +
  • You gain proficiency with a simple or martial weapon of your choice.
  • +
+
+ + You can use a weapon that you’re proficient with as a spellcasting focus. + When wielding a magical weapon that you’re proficient with and that provides a bonus to hit and damage, you can also add that weapon’s bonus to damage rolls for spells you cast. + + + + + +
+ + + Elemental Trapper Damage Type + ID_KBP_DMBM_FEAT_ELEMENTAL_TRAPPER + +

Your spells that do acid damage leave a lingering danger on the battlefield.

+
+ + + + +
+ + + Elemental Trapper Damage Type + ID_KBP_DMBM_FEAT_ELEMENTAL_TRAPPER + +

Your spells that do cold damage leave a lingering danger on the battlefield.

+
+ + + + +
+ + + Elemental Trapper Damage Type + ID_KBP_DMBM_FEAT_ELEMENTAL_TRAPPER + +

Your spells that do fire damage leave a lingering danger on the battlefield.

+
+ + + + +
+ + + Elemental Trapper Damage Type + ID_KBP_DMBM_FEAT_ELEMENTAL_TRAPPER + +

Your spells that do lightning damage leave a lingering danger on the battlefield.

+
+ + + + +
+ + + Elemental Trapper Damage Type + ID_KBP_DMBM_FEAT_ELEMENTAL_TRAPPER + +

Your spells that do thunder damage leave a lingering danger on the battlefield.

+
+ + + + +
+ + The ability to cast at least one spell and Charisma 13 or higher. + [type:spell],[cha:13] + +

Prerequisite: The ability to cast at least one spell and Charisma 13 or higher.

+

Your impressive and inspiring spells rally allies to your cause.

+
    +
  • You gain proficiency in your choice of Intimidation or Persuasion.
  • +
  • If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell.
  • +
+
+ + If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for {{charisma:modifier}} rounds, in addition to the normal effect of the spell. + + + + +
+ + +

You have acquired a ring-magic-imbued ring as a token of respect. You gain the following benefits.

+
    +
  • You have advantage on saving throws against transmutation spells.
  • +
  • You can physically bind your ring token to a weapon with 1 hour of work that can be completed during a short rest. While the ring is attached to the weapon, you can use a bonus action to make the weapon magical until the start of your next turn. After activating this ability twice, you must complete a short or long rest before using it again.
  • +
  • Ring wardens and others who respect the traditions of ring magic are favorably disposed toward you. Their starting attitude toward you automatically improves by one step, and you have advantage on Charisma checks related to social interaction with such creatures.
  • +
+
+
+
+ + + You have advantage on saving throws against transmutation spells. + You can physically bind your ring token to a weapon with 1 hour of work that can be completed during a short rest. While the ring is attached to the weapon, you can use a bonus action to make the weapon magical until the start of your next turn. After activating this ability twice, you must complete a short or long rest before using it again. + Ring wardens and others who respect the traditions of ring magic are favorably disposed toward you. Their starting attitude toward you automatically improves by one step, and you have advantage on Charisma checks related to social interaction with such creatures. + + + + + Arcane Tradition + +

The dwarves long ago discovered the means to imbue magic into metal rings, and the ring wardens were born. With a focus on the school of transmutation, they blend dwarven craftsmanship with arcane might. The ring wardens are rare outside dwarven nations, but they are easy to recognize thanks to their signature ring-staves.

+
+
+
+
+
+
+ + + The dwarves long ago discovered the means to imbue magic into metal rings, and the ring wardens were born. + + + + + + + + + + + + +

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

+
+ + The gold and time you must spend to copy a transmutation spell into your spellbook is halved. + +
+ + +

At 2nd level, you gain proficiency in your choice of blacksmith’s or jeweler’s tools.

+
+ + You gain proficiency in your choice of blacksmith’s or jeweler’s tools. + + + + + +
+ + + + Elemental Heritage + ID_KBP_DMEM_ARCHETYPE_FEATURE_ESSENCE_ELEMENTAL_HERITAGE + +

You can speak, read, and write Auran, and the lightning or thunder damage type is used by features you gain later.

+
+ + + + + + + +
+ + Expanded Pact Boons + ID_KBP_DMEM_ARCHETYPE_THE_GENIE_LORD,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_CHAIN + +

When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead.

+
+ + When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead. + +
+ + Expanded Pact Boons + ID_KBP_DMEM_ARCHETYPE_THE_GENIE_LORD,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_BLADE + +

Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, or lightning. You can change the damage type by repeating the ceremony.

+
+ + Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, or lightning. You can change the damage type by repeating the ceremony. + +
+ + Expanded Pact Boons + ID_KBP_DMEM_ARCHETYPE_THE_GENIE_LORD,ID_WOTC_PHB_CLASS_FEATURE_WARLOCK_PACT_BOON_PACT_OF_THE_TOME + +

Your Book of Shadows is immune to damage or wear caused by the elements. This immunity includes something as simple as being immersed in water, as well as acid, fire, cold, lighting, or thunder damage.

+
+ + Your Book of Shadows is immune to damage or wear caused by the elements. This immunity includes something as simple as being immersed in water, as well as acid, fire, cold, lighting, or thunder damage. + +
+ + + + + Eldritch Invocation + 9th level + [level:9] + +

Prerequisite: 9th level

+

You can cast planar binding once using a warlock spell slot. You can’t do so again until you finish a long rest.

+
+
+
+ + + You can cast planar binding once using a warlock spell slot. + + + + + Arcane Tradition + +

You focus your arcane studies on the power inherent to one of the Elemental Planes. Sometimes mistaken for evokers, Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are often secluded researchers, or they sign on with groups who appreciate their singular talents.

+
+
+
+
+
+ + + You focus your arcane studies on the power inherent to one of the Elemental Planes. + + + + + + + + + + + +

Beginning when you select this tradition at 2nd level, choose one element from the Elemental Focus table. That element becomes the focus of your study. You can speak, read, and write the language associated with your focus, and the associated damage type is used by features you gain later.

+

ELEMENTAL FOCUS

+ + + + + + + + +
ElementLanguageDamage Type
AirAuranLightning or Thunder (choose one)
EarthTerranBludgeoning
FireIgnanFire
WaterAquanCold
+

Some spells resonate with your focus element. They might deal the associated damage type, manipulate the element in question, or otherwise embody an elemental theme. Work with your GM to determine whether a given spell resonates with your focus. The gold and time you must spend to copy a spell resonant with your chosen element into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you’ve never encountered it.

+
+ + The gold and time you must spend to copy a spell resonant with your chosen element into your spellbook is halved. When you gain a level, one of the two spells you learn for gaining a level can be an elemental magic spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an elemental magic cantrip even if you’ve never encountered it. + + + + + + +
+ + + Elemental Focus Air Damage Type + ID_KBP_DMEM_ARCHETYPE_FEATURE_ELEMENTAL_SAVANT_AIR + +

The lightning damage type is used by features you gain later.

+
+ +
+ + + Elemental Focus Air Damage Type + ID_KBP_DMEM_ARCHETYPE_FEATURE_ELEMENTAL_SAVANT_AIR + +

The thunder damage type is used by features you gain later.

+
+ +
+ + + Elemental Savant + ID_KBP_DMEM_ARCHETYPE_FEATURE_ELEMENTALISM_ELEMENTAL_SAVANT + +

You can speak, read, and write Terran, and the bludgeoning damage type is used by features you gain later.

+
+ + + + + + +
+ + + Elemental Savant + ID_KBP_DMEM_ARCHETYPE_FEATURE_ELEMENTALISM_ELEMENTAL_SAVANT + +

You can speak, read, and write Ignan, and the fire damage type is used by features you gain later.

+
+ + + + + + +
+ + + Elemental Savant + ID_KBP_DMEM_ARCHETYPE_FEATURE_ELEMENTALISM_ELEMENTAL_SAVANT + +

You can speak, read, and write Aquan, and the cold damage type is used by features you gain later.

+
+ + + + + + +
+ + + + Elementalism Elemental Mastery + 14th level + [level:14] + +

Prerequisite: 14th level

+

You add plane shift to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot.

+

When you cast plane shift using this mastery, you can only travel to the elemental plane associated with your elemental focus or to the Material Plane. While on that elemental plane, you can survive there with no fear of the hostile natural environment. You don’t take damage from the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane (flying for air, burrowing for earth, or swimming for water). You regain the ability to cast plane shift with this mastery when you finish a long rest.

+
+ + You can cast plane shift once with without expending a spell slot. When you cast plane shift using this mastery, you can only travel to the elemental plane associated with your elemental focus or to the Material Plane. While on that elemental plane, you can survive there with no fear of the hostile natural environment. You don’t take damage from the normal conditions of the plane, you can breathe normally, and you can use your speed to move in a manner appropriate to the plane. + + + + +
+ + Elementalism Elemental Mastery + 10th level + [level:10] + +

Prerequisite: 10th level

+

You add planar binding to your spellbook if you don’t already have it, and you can cast it once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains temporary hit points equal to your wizard level. You regain the ability to cast planar binding with this mastery when you finish a long rest.

+
+ + You can cast planar binding once with this mastery without expending a spell slot. When you cast the spell in this way, you must target an elemental creature associated with your elemental focus. If the elemental fails its saving throw, it gains {{level:wizard}} temporary hp. + + + + +
+ + Elementalism Elemental Mastery + 6th level + [level:6] + +

Prerequisite: 6th level

+

You gain resistance to the damage type associated with your elemental focus, and you have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus.

+
+ + You have advantage on Constitution saving throws made to maintain concentration on spells that resonate with your elemental focus. + + + + + + + + +
+ + Elementalism Elemental Mastery + +

As an action, you can target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be charmed for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the charmed elemental or take harmful actions against it, the charmed condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours.

+
+ + You can target an elemental creature that you can see within 30 feet. The elemental must succeed on a Wisdom saving throw or be charmed for up to one hour as long as you maintain concentration as if concentrating on a spell. If you or your companions damage the charmed elemental or take harmful actions against it, the charmed condition ends immediately. A creature that succeeds on its saving throw, or if this ability ends for it, is immune to being charmed by you for 24 hours. + +
+ + Elementalism Elemental Mastery + 10th level + [level:10] + +

Prerequisite: 10th level

+

After you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. You can use this ability twice. You regain all expended uses when you finish a short or long rest.

+
+ + After you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, the target becomes vulnerable to that damage type until the end of your next turn. + +
+ + Elementalism Elemental Mastery + +

When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire.

+
+ + When you deal fire damage to a target with a spell of 1st level or higher, you can use a bonus action to cause the target to catch fire. Unless a creature takes an action to douse the flames, at the start of its next turn, the target takes half the damage it originally took from the spell and the flames go out. If you damage more than one target with the spell, choose a target to catch fire. + +
+ + Elementalism Elemental Mastery + +

When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type.

+
+ + When you damage a target with a spell that deals the damage type associated with your elemental focus, you ignore any resistance the target has to that damage type. + +
+ + Elementalism Elemental Mastery + 14th level + [level:14] + +

Prerequisite: 14th level

+

When you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, you can weave a lingering aura of elemental energy around it. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is stunned until the start of its next turn, or half as much damage and the effect ends on a successful one.

+

You can use this ability twice. You regain all expended uses when you finish a short or long rest.

+
+ + When you damage a target with a spell of 1st level or higher that deals the damage type associated with your elemental focus, you can weave a lingering aura of elemental energy around it. At the start of its turn, the creature must make a Constitution saving throw. On a failed save, it takes 4d6 damage of the type dealt by the spell and is stunned until the start of its next turn, or half as much damage and the effect ends on a successful one. + +
+ + Elementalism Elemental Mastery + +

When you cast a spell of 1st level or higher, you can use a bonus action to create a slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover against the chosen creature.

+
+ + When you cast a spell of 1st level or higher, you can use a bonus action to create a slab of stone that interposes itself between you and one creature of your choice. Until the end of your next turn, the slab provides half cover against the chosen creature. + +
+ + Elementalism Elemental Mastery + +

When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice and knocked prone.

+
+ + When you cast a spell of 1st level or higher, you can use a bonus action to create a sweeping wave of water to push a target you can see within 20 feet. The creature must succeed on a Strength saving throw or be pushed 5 feet in the direction of your choice and knocked prone. + +
+ + Elementalism Elemental Mastery + +

When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20-foot long and 5-foot wide. Each creature in the line must make a Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line.

+
+ + When you cast a spell of 1st level or higher, you can use a bonus action to create a line of wind that is 20-foot long and 5-foot wide. Each creature in the line must make a Strength saving throw or take 1d6 slashing damage and be pushed 10 feet away from you in the direction of the line. + +
+ + + Sorcerer,Warlock,Wizard + +

You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.

+

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.

+
+ + elemental magic + 5 + Conjuration + 1 action + 150 feet + Concentration, up to 1 minute + true + true + true + a drop of acid + true + false + +
+ + Sorcerer,Warlock,Wizard + +

A howling storm of thick snow and ice crystals appears in a 40-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save when it enters the area for the first time or ends its turn there.

+

A creature who takes cold damage from this spell has disadvantage on Constitution saving throws made to maintain concentration until the start of its next turn.

+
+ + elemental magic + 7 + Conjuration + 1 action + 100 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Sorcerer,Warlock,Wizard + +

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.

+
+ + elemental magic + 8 + Conjuration + 1 action + Self (60-foot line) + Instantaneous + true + true + true + a chip of bone pitted by acid + false + false + +
+ + Sorcerer,Warlock,Wizard + +

Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected.

+

An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by this spell.

+
+ + elemental magic + 6 + Conjuration + 1 action + 30 feet + Concentration, up to 1 minute + true + true + true + water from the lungs of a drowned creature + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.

+

When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.

+
+ + elemental magic + 4 + Transmutation + 1 action + Self + Instantaneous + true + true + true + a piece of shale or slate + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.

+

The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

+
+ + elemental magic + 6 + Transmutation + 1 action + 90 feet + 8 hours + true + true + true + a chip of granite + false + false + +
+ + Sorcerer,Warlock,Wizard + +

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

+
+ + elemental magic + 4 + Evocation + 1 action + Self (40-foot cone) + Instantaneous + true + true + true + a drop of tar, pitch, or oil + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell.

+

For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.

+

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.

+
+ + elemental magic + 5 + Evocation + 1 action + 90 feet + Concentration, up to 1 minute + true + true + true + a strip of dried flesh that has been frozen at least once + true + false + +
+ + Sorcerer,Warlock,Wizard + +

Razor sharp blades of ice erupt out of the ground or another surface in a 20-foot cube, centered on a point you can see within range. For the duration, the area is lightly obscured and difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.

+

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

+
+ + elemental magic + 3 + Evocation + 1 action + 90 feet + Concentration, up to 1 minute + true + true + true + water from a melted icicle + true + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check.

+

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

+
+ + elemental magic + 0 + Conjuration + 1 action + 60 feet + Instantaneous + true + true + true + a pebble + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You point toward an area of ground or similar surface within range. A geyser of lava erupts from the spot you choose, creating a 5-foot wide, 40-foot high cylinder of lava centered on a point you can see. When it erupts, any creature either in the area or that starts its turn there must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.

+

At the start of your turn, the lava spreads in a pool centered at the base of the geyser. The first time it spreads, it creates a 10-foot radius of lava, and the radius increases by 10 feet each subsequent round to a maximum radius of 50 feet. Creatures who start their turn in the pool take 5d8 fire damage.

+

Lava clings to a creature when it leaves the area, and it hardens into stone. The creature is reduced to half speed and has disadvantage on Dexterity saving throws until a creature uses an action to break the hardened lava off. If you maintain your concentration for the full minute, the lava geyser and pool permanently harden into nonmagical stone. A creature in the hardened stone is restrained. The stone has an AC 17, 25 hit points, is resistant to all damage except thunder, and is immune to poison and psychic damage. A restrained creature can break free as an action with a successful DC 27 Strength (Athletics) check.

+
+ + elemental magic + 9 + Evocation + 1 action + 500 feet + Concentration, up to 1 minute + true + true + true + a shard of obsidian + true + false + +
+ + Sorcerer,Warlock,Wizard + +

With a sweeping gesture, you cause a great swell of water to rise up in a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the area must make a Strength saving throw. On a failed save, a creature is restrained and suspended in the cylinder or moves to the nearest edge of cylinder on a successful one. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:

+

Riptide. The water in the cylinder flows in a direction you choose, sweeping each creature in the area to the edge of the cylinder. A creature takes 3d8 bludgeoning damage and is pushed up to 40 feet in the chosen direction, or to the edge of the cylinder, landing prone.

+

Undertow. The water rushes downward, pulling each creature in the area into an unoccupied space at the center. The creatures are knocked prone and must make a Constitution saving throw. On a failed save a creature is stunned until the start of your next turn.

+
+ + elemental magic + 3 + Conjuration + 1 action + 60 feet + 1 round + true + true + false + + false + false + +
+ + Sorcerer,Warlock,Wizard + +

A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30- foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell. While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.

+
+ + elemental magic + 2 + Evocation + 1 action + Self (30-foot line) + Instantaneous + true + true + true + a sliver of metal from a gong + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone.

+

As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.

+
+ + elemental magic + 2 + Conjuration + 1 action + Self + Concentration, up to 10 minutes + true + true + true + a small basalt cylinder + true + false + +
+ + Sorcerer,Warlock,Wizard + +

A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn in or enters the area must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you, and its speed is reduced to 0 until the start of its next turn.

+
+ + elemental magic + 1 + Abjuration + 1 action + Self (10-foot radius) + Concentration, up to 1 minute + true + true + true + a piece of driftwood + true + false + +
+ + Sorcerer,Warlock,Wizard + +

Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.

+

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

+
+ + elemental magic + 0 + Evocation + 1 action + 20 feet + Instantaneous + true + true + false + + false + false + +
+ + Sorcerer,Warlock,Wizard + +

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60-foot long and 10-foot wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind adds 10 feet to its speed, and ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range. Creatures in the line moving against the wind spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks fired through the line against the wind are made with disadvantage.

+

The wind tunnel disperses gases and vapors, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

+
+ + elemental magic + 1 + Evocation + 1 action + Self (60-foot line) + Concentration, up to 1 minute + true + true + true + a hollow reed or paper tube + true + false + +
+ + + +

This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. By touching the brass clasp and speaking the command word, you can transform the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or strikes you with a melee attack takes 3d6 fire damage. Additionally, for the duration you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Rare + misc + true + + + + +
+ + \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/15-hieroglyph-magic.xml b/third-party/kobold-press/deep-magic/15-hieroglyph-magic.xml new file mode 100644 index 000000000..a4f0fbc78 --- /dev/null +++ b/third-party/kobold-press/deep-magic/15-hieroglyph-magic.xml @@ -0,0 +1,1896 @@ + + + + Deep Magic: Hieroglyph Magic + + + + + + + +

Deep Magic of the Shifting Sands!

+

For countless ages, the deserts have held secrets that fascinate, delight, and terrify. Ancient knowledge can be found here by those who know how and where to look. But beware, seeker—for this knowledge is difficult to learn, and dangerous to the unschooled…

+

Deep Magic: Hieroglyph Magic brings the secrets of hieroglyph magic into your 5e campaign, featuring:

+
    +
  • New Script Carver and Script Sage feats
  • +
  • 21 hieroglyphs whose powers are unlocked by level, and by gaining greater mastery over hieroglyph magic
  • +
  • 18 new hieroglyph spells, including bless the dead, conjure scarab swarm, curse of dust, and form of the gods
  • +
  • New magic items: Coffer of Memory, Eye of Tetsu, and Nurian Stone
  • +
+

Though the sky darkens and the jackals howl, your tread is resolute, O sage—for you have mastered the weret hekau, the words of truth. Let those who dwell in ignorance tremble at your approach!

+
+ + DMHM + https://koboldpress.com/kpstore/product/deep-magic-hieroglyph-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM15-Heiroglyph-COVER.jpg + Kobold Press + true + 20181204 + +
+ + + Intelligence 12 or higher + [int:12] + +

Prerequisite: Intelligence 12 or higher

+

You have unlocked the secrets of two hieroglyphs of your choice, and you gain the benefits associated with the hieroglyphs. In addition, once per day you can invoke one power for each hieroglyph you’ve unlocked, provided you meet the hieroglyph requirements.

+

You can take this feat multiple times. Each time you do, you gain the bonuses and powers of two additional hieroglyphs of your choice.

+
+ + Once per day you can invoke one power for each hieroglyph you’ve unlocked, provided you meet the hieroglyph requirements. + + + + +
+ + + Intelligence 12 or higher + [int:12],ID_KBP_DMHM_FEAT_SCRIPT_CARVER_2 + +

Prerequisite: Intelligence 12 or higher

+

You have unlocked the secrets of two hieroglyphs of your choice, and you gain the benefits associated with the hieroglyphs. In addition, once per day you can invoke one power for each hieroglyph you’ve unlocked, provided you meet the hieroglyph requirements.

+

You can take this feat multiple times. Each time you do, you gain the bonuses and powers of two additional hieroglyphs of your choice.

+
+ + Once per day you can invoke one power for each hieroglyph you’ve unlocked, provided you meet the hieroglyph requirements. + + + + +
+ + + Script Carver feat + ID_KBP_DMHM_FEAT_SCRIPT_CARVER,ID_KBP_DMHM_FEAT_SCRIPT_SAGE + +

Prerequisite: Script Carver feat

+

Through dedicated study, you’ve unlocked a new level of understanding of the meaning and power of hieroglyphs. You’ve mastered one hieroglyph of your choice. You can choose one hieroglyph you know from Script Carver and gain access to its mastery power once per day.

+

You can select this feat multiple times. Each time, you gain access to the mastery power of a different hieroglyph.

+
+ + You can choose one hieroglyph you know from Script Carver and gain access to its mastery power once per day. + + + + +
+ + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents the fertility and abundance of animal life and every being’s place in the chain of life.

+

Hieroglyph Bonus: You have advantage when making ability or skill checks to identify creatures.

+

Hieroglyph Power: You can quickly trace this glyph into the air (1 action) and stare down a beast or monstrosity. The targeted creature must make a Wisdom saving throw. If it fails, the creature is frightened of you for as long as you continue staring at it. While frightened of you, the creature must move its full movement away from you on each of its turns until you can’t see it anymore or it makes a successful saving throw. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. When the creature makes a successful saving throw (regardless of whether it failed previously), it has disadvantage on its attacks against you until the end of its next turn.

+

Hieroglyph Mastery Power: By carving this glyph into the bone of an animal and crushing the bone, you can grant yourself a measure of the animal’s power. You gain one of the following: a climb or swim speed of 30 feet, or a fly or burrow speed of 20 feet, whichever is most appropriate to the type of animal the bone came from. The effect lasts for 1 hour, so long as you maintain concentration.

+
+ + This symbol represents the fertility and abundance of animal life and every being’s place in the chain of life. + + + + + + +
+ + +

You have advantage when making ability or skill checks to identify creatures.

+
+ + You have advantage when making ability or skill checks to identify creatures. + +
+ + +

You can quickly trace this glyph into the air (1 action) and stare down a beast or monstrosity. The targeted creature must make a Wisdom saving throw. If it fails, the creature is frightened of you for as long as you continue staring at it. While frightened of you, the creature must move its full movement away from you on each of its turns until you can’t see it anymore or it makes a successful saving throw. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. When the creature makes a successful saving throw (regardless of whether it failed previously), it has disadvantage on its attacks against you until the end of its next turn.

+
+ + You can quickly trace this glyph into the air and stare down a beast or monstrosity. The targeted creature must make a Wisdom saving throw. If it fails, the creature is frightened of you for as long as you continue staring at it. While frightened of you, the creature must move its full movement away from you on each of its turns until you can’t see it anymore or it makes a successful saving throw. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. When the creature makes a successful saving throw (regardless of whether it failed previously), it has disadvantage on its attacks against you until the end of its next turn. + +
+ + +

By carving this glyph into the bone of an animal and crushing the bone, you can grant yourself a measure of the animal’s power. You gain one of the following: a climb or swim speed of 30 feet, or a fly or burrow speed of 20 feet, whichever is most appropriate to the type of animal the bone came from. The effect lasts for 1 hour, so long as you maintain concentration.

+
+ + By carving this glyph into the bone of an animal and crushing the bone, you can grant yourself a measure of the animal’s power. You gain one of the following: a climb or swim speed of 30 feet, or a fly or burrow speed of 20 feet, whichever is most appropriate to the type of animal the bone came from. The effect lasts for 1 hour, so long as you maintain concentration. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_GODBIRDFISHWORM_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents sweet scents, perfumes, allure, and pleasant feelings. This can also be taken as influencing or changing the mind of another.

+

Hieroglyph Bonus: You gain a +1 bonus when making Charisma (Persuasion) checks.

+

Hieroglyph Power: By tracing this glyph on your body in cologne or perfume (1 action), you have advantage on Charisma ability checks involving the opposite sex or NPCs that may be attracted to you.

+

Hieroglyph Power (3rd-level): By tracing this hieroglyph into the ground with dust or ink made from the petals of flowers (1 action), every creature within 10 feet of you must make a successful Charisma saving throw or be charmed by you for 1 minute.

+

Hieroglyph Power (5th-level): You spend an action contemplating flower petals as they drift in the breeze, and cast a gust of wind spell.

+

Hieroglyph Mastery Power: By spending an hour in preparation, you create a special bottle of perfume. When you anoint yourself with this perfume (1 action), for the next 10 minutes you have advantage on Charisma checks to influence people or a crowd within 50 feet.

+
+ + This symbol represents sweet scents, perfumes, allure, and pleasant feelings. This can also be taken as influencing or changing the mind of another. + + + + + + + + +
+ + +

You gain a +1 bonus when making Charisma (Persuasion) checks.

+
+ + You gain a +1 bonus when making Persuasion checks. + + + + +
+ + +

By tracing this glyph on your body in cologne or perfume (1 action), you have advantage on Charisma ability checks involving the opposite sex or NPCs that may be attracted to you.

+
+ + By tracing this glyph on your body in cologne or perfume, you have advantage on Charisma ability checks involving the opposite sex or NPCs that may be attracted to you. + +
+ + +

By tracing this hieroglyph into the ground with dust or ink made from the petals of flowers (1 action), every creature within 10 feet of you must make a successful Charisma saving throw or be charmed by you for 1 minute.

+
+ + By tracing this hieroglyph into the ground with dust or ink made from the petals of flowers, every creature within 10 feet of you must make a successful Charisma saving throw or be charmed by you for 1 minute. + +
+ + +

You spend an action contemplating flower petals as they drift in the breeze, and cast a gust of wind spell.

+
+ + You can cast the gust of wind spell. + +
+ + +

By spending an hour in preparation, you create a special bottle of perfume. When you anoint yourself with this perfume (1 action), for the next 10 minutes you have advantage on Charisma checks to influence people or a crowd within 50 feet.

+
+ + By spending an hour in preparation, you create a special bottle of perfume. When you anoint yourself with this perfume (1 action), for the next 10 minutes you have advantage on Charisma checks to influence people or a crowd within 50 feet. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_CLOYINGFAIR_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This hieroglyph represents ley lines and the flow of magic through the land, as well as the actual flow of rivers.

+

Hieroglyph Bonus: You learn (and gain the ability to cast, if you don’t already have the ability) one cantrip from the wizard’s spell list. Your spellcasting ability is Intelligence when casting this cantrip.

+

Hieroglyph Power (2nd Level): You trace this hieroglyph over a creature’s eyes using secretions from a toad in a ritual lasting 10 minutes. When the ritual is complete, it has the effect of casting detect magic on the creature. The effect lasts for 1 minute while you maintain concentration.

+

Hieroglyph Power (8th Level): By spending a continuous month of work crafting the hieroglyph into material form, you create a brooch called a Nurian stone (see “Magic Items”).

+

Hieroglyph Mastery Power: You take dirt from near a ley line, tracing out the sign of this hieroglyph over the course of an hour. At the end of the hour, you dispel a magical effect of up to 4th level. If the effect is higher than 4th level, you dispel it if you make a successful Intelligence (Arcana) check against a DC = (10 + the spell level of the effect).

+
+ + This hieroglyph represents ley lines and the flow of magic through the land, as well as the actual flow of rivers. + + + + + + + +
+ + +

You learn (and gain the ability to cast, if you don’t already have the ability) one cantrip from the wizard’s spell list. Your spellcasting ability is Intelligence when casting this cantrip.

+
+ + You learn (and gain the ability to cast, if you don’t already have the ability) one cantrip from the wizard’s spell list. Your spellcasting ability is Intelligence when casting this cantrip. + + + + +
+ + +

By meditating on this hieroglyph for 10 minutes, you cast comprehend languages.

+
+ + By meditating on this hieroglyph for 10 minutes, you cast comprehend languages. + +
+ + +

By tracing this symbol onto your forehead or that of another creature (1 action), that creature gains advantage on Intelligence checks for 1 minute.

+
+ + By tracing this symbol onto your forehead or that of another creature, that creature gains advantage on Intelligence checks for 1 minute. + +
+ + +

By inhaling incense and powders over the course of an hour, you call upon the wisdom of your ancestors to reveal a bit of knowledge from the past. This allows you to gain your ancestors’ assistance with a problem immediately before you. The precise implementation of this is up to the GM; you might gain a specific clue that helps you to solve the problem, or you might gain temporary proficiency (lasting 1 hour) with a skill or tool set, or advantage on a single type of skill check for the same length of time.

+
+ + By inhaling incense and powders over the course of an hour, you call upon the wisdom of your ancestors to reveal a bit of knowledge from the past. This allows you to gain your ancestors’ assistance with a problem immediately before you. The precise implementation of this is up to the GM; you might gain a specific clue that helps you to solve the problem, or you might gain temporary proficiency (lasting 1 hour) with a skill or tool set, or advantage on a single type of skill check for the same length of time. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_GODSCOMPANY_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents the judgment of the dead, ever watchful and weighing the actions of the living in expectation of the moment when they eventually pass on from the world.

+

Hieroglyph Bonus: You gain a +1 bonus when making Intelligence (Investigation) checks.

+

Hieroglyph Power: You trace this hieroglyph in ash on the body of a willing creature. For the next hour, the creature has advantage on Wisdom ability checks.

+

Hieroglyph Power (3rd Level): By tracing the hieroglyph into the air with your fingers (1 action), you force a creature you can see to make a Wisdom saving throw. If it fails, you can immediately give it one command, either verbally or in writing, which can be completed in the next minute. The creature must try to complete the command to the best of its ability, provided doing so won’t directly harm the creature. If the task isn’t completed within 1 minute, the glyph’s power wears off and the creature is freed from the compulsion.

+

Hieroglyph Mastery Power (9th Level): You spend an hour enchanting a piece of paper with this hieroglyph using specially prepared inks. By burning the paper (1 action), you cast a geas spell on one target. You and the target must have a language in common for the effect to work.

+
+ + This symbol represents the judgment of the dead, ever watchful and weighing the actions of the living in expectation of the moment when they eventually pass on from the world. + + + + + + + +
+ + +

You gain a +1 bonus when making Intelligence (Investigation) checks.

+
+ + You gain a +1 bonus when making Investigation checks. + + + + +
+ + +

You trace this hieroglyph in ash on the body of a willing creature. For the next hour, the creature has advantage on Wisdom ability checks.

+
+ + You trace this hieroglyph in ash on the body of a willing creature. For the next hour, the creature has advantage on Wisdom ability checks. + +
+ + +

By tracing the hieroglyph into the air with your fingers (1 action), you force a creature you can see to make a Wisdom saving throw. If it fails, you can immediately give it one command, either verbally or in writing, which can be completed in the next minute. The creature must try to complete the command to the best of its ability, provided doing so won’t directly harm the creature. If the task isn’t completed within 1 minute, the glyph’s power wears off and the creature is freed from the compulsion.

+
+ + By tracing the hieroglyph into the air with your fingers, you force a creature you can see to make a Wisdom saving throw. If it fails, you can immediately give it one command, either verbally or in writing, which can be completed in the next minute. The creature must try to complete the command to the best of its ability, provided doing so won’t directly harm the creature. If the task isn’t completed within 1 minute, the glyph’s power wears off and the creature is freed from the compulsion. + +
+ + +

You spend an hour enchanting a piece of paper with this hieroglyph using specially prepared inks. By burning the paper (1 action), you cast a geas spell on one target. You and the target must have a language in common for the effect to work.

+
+ + You spend an hour enchanting a piece of paper with this hieroglyph using specially prepared inks. By burning the paper (1 action), you cast a geas spell on one target. You and the target must have a language in common for the effect to work. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_GRASPINGARMS_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents the prevention of harm, usually through the protection of devoted soldiers or bodyguards.

+

Hieroglyph Bonus: When unarmored, your Armor Class = (10 + your Wisdom modifier + your Dexterity modifier).

+

Hieroglyph Power (3rd Level): By drawing this hieroglyph with powdered metal on a creature (1 action), you grant that creature resistance to bludgeoning, piercing, or slashing damage (your choice) for 1 minute.

+

Hieroglyph Power (5th Level): By burning a specially crafted scroll (1 action), you conjure a squad of soldiers. These soldiers can appear different to different creatures, and even have different numbers (one person might see five soldiers while another sees eight). They appear standing inside a 10-foot square within 10 feet of you, and they can’t leave that space. Within that square area, they behave like a swarm; other creatures can enter the space and end their turn there. Whenever one of your enemies enters the soldiers’ space or starts its turn in the space or within 5 feet of it, the soldiers attack that creature. Their attack bonus = (your Wisdom modifier + your proficiency modifier), and a successful attack causes 7 (2d6) force damage. The soldiers remain for 1 minute, provided you maintain concentration on them. They never take damage and can’t be dispelled except by breaking your concentration.

+

Hieroglyph Mastery Power (8th Level): By tracing this hieroglyph into the air and then limning it with a handful of magically-charged sand (1 action), you cast banishment.

+
+ + This symbol represents the prevention of harm, usually through the protection of devoted soldiers or bodyguards. + + + + + + + +
+ + +

When unarmored, your Armor Class = (10 + your Wisdom modifier + your Dexterity modifier).

+
+ + When unarmored, your AC is {{ac:repulsed the friends hieroglyph}}. + + + + + + + +
+ + +

By drawing this hieroglyph with powdered metal on a creature (1 action), you grant that creature resistance to bludgeoning, piercing, or slashing damage (your choice) for 1 minute.

+
+ + By drawing this hieroglyph with powdered metal on a creature, you grant that creature resistance to bludgeoning, piercing, or slashing damage for 1 minute. + +
+ + +

By burning a specially crafted scroll (1 action), you conjure a squad of soldiers. These soldiers can appear different to different creatures, and even have different numbers (one person might see five soldiers while another sees eight). They appear standing inside a 10-foot square within 10 feet of you, and they can’t leave that space. Within that square area, they behave like a swarm; other creatures can enter the space and end their turn there. Whenever one of your enemies enters the soldiers’ space or starts its turn in the space or within 5 feet of it, the soldiers attack that creature. Their attack bonus = (your Wisdom modifier + your proficiency modifier), and a successful attack causes 7 (2d6) force damage. The soldiers remain for 1 minute, provided you maintain concentration on them. They never take damage and can’t be dispelled except by breaking your concentration.

+
+ + By burning a specially crafted scroll, you conjure a squad of soldiers. These soldiers can appear different to different creatures, and even have different numbers. They appear standing inside a 10-foot square within 10 feet of you, and they can’t leave that space. Within that square area, they behave like a swarm; other creatures can enter the space and end their turn there. Whenever one of your enemies enters the soldiers’ space or starts its turn in the space or within 5 feet of it, the soldiers attack that creature. Their attack bonus = {{repulsed the fiends:attack bonus}}, and a successful attack causes 7 (2d6) force damage. The soldiers remain for 1 minute, provided you maintain concentration on them. They never take damage and can’t be dispelled except by breaking your concentration. + + + + + +
+ + +

By tracing this hieroglyph into the air and then limning it with a handful of magically-charged sand (1 action), you cast banishment.

+
+ + By tracing this hieroglyph into the air and then limning it with a handful of magically-charged sand, you cast banishment. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_REPULSEDFIENDS_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents the power of storms and wind and the effect they can have on the world.

+

Hieroglyph Bonus: Any effects or attacks that would push you, push you 5 feet less than they would otherwise.

+

Hieroglyph Power (1st Level): By spending an hour in meditation with burning incense before tracing this hieroglyph into the air, you cast control weather. Unlike the spell, the hieroglyph affects an area only a quarter-mile in radius and the change lasts just 20 minutes (while you concentrate) before the weather returns to what it was before.

+

Hieroglyph Power (3rd Level): By chanting this hieroglyph for 3 rounds, you cast wind wall.

+

Hieroglyph Mastery Power: Immediately after performing a 10-minute ritual with special incense, you cast wind walk. Unlike the spell, the hieroglyph affects up to 5 creatures and the effect lasts only 2 hours and requires your concentration.

+
+ + This symbol represents the power of storms and wind and the effect they can have on the world. + + + + + + + +
+ + +

Any effects or attacks that would push you, push you 5 feet less than they would otherwise.

+
+ + Any effects or attacks that would push you, push you 5 feet less than they would otherwise. + +
+ + +

By spending an hour in meditation with burning incense before tracing this hieroglyph into the air, you cast control weather. Unlike the spell, the hieroglyph affects an area only a quarter-mile in radius and the change lasts just 20 minutes (while you concentrate) before the weather returns to what it was before.

+
+ + By spending an hour in meditation with burning incense before tracing this hieroglyph into the air, you cast control weather. Unlike the spell, the hieroglyph affects an area only a quarter-mile in radius and the change lasts just 20 minutes (while you concentrate) before the weather returns to what it was before. + +
+ + +

By chanting this hieroglyph for 3 rounds, you cast wind wall.

+
+ + By chanting this hieroglyph for 3 rounds, you cast wind wall. + +
+ + +

Immediately after performing a 10-minute ritual with special incense, you cast wind walk. Unlike the spell, the hieroglyph affects up to 5 creatures and the effect lasts only 2 hours and requires your concentration.

+
+ + Immediately after performing a 10-minute ritual with special incense, you cast wind walk. Unlike the spell, the hieroglyph affects up to 5 creatures and the effect lasts only 2 hours and requires your concentration. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_STORMWIND_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents travel, persistence, and not giving up in the face of challenge.

+

Hieroglyph Bonus: You gain a +1 bonus on saving throws to resist exhaustion.

+

Hieroglyph Power (3rd Level): By tracing this symbol onto the body of a willing creature (1 action), you increase that creature’s speed by 15 feet for 1 hour. This affects all forms of movement the creature can use.

+

Hieroglyph Mastery Power: By drawing this hieroglyph into the ground over the course of 10 minutes, you create a temporary portal to another place you’re familiar with, within 1 mile. You can step through the portal once, then it disappears. You can bring along a number of other creatures equal to (your level ÷ 4, rounded up), provided all of them are your size category or smaller and they’re all willing or helpless.

+
+ + This symbol represents travel, persistence, and not giving up in the face of challenge. + + + + + + +
+ + +

You gain a +1 bonus on saving throws to resist exhaustion.

+
+ + You gain a +1 bonus on saving throws to resist exhaustion. + +
+ + +

By tracing this symbol onto the body of a willing creature (1 action), you increase that creature’s speed by 15 feet for 1 hour. This affects all forms of movement the creature can use.

+
+ + By tracing this symbol onto the body of a willing creature, you increase that creature’s speed by 15 feet for 1 hour. This affects all forms of movement the creature can use. + +
+ + +

By drawing this hieroglyph into the ground over the course of 10 minutes, you create a temporary portal to another place you’re familiar with, within 1 mile. You can step through the portal once, then it disappears. You can bring along a number of other creatures equal to (your level ÷ 4, rounded up), provided all of them are your size category or smaller and they’re all willing or helpless.

+
+ + By drawing this hieroglyph into the ground over the course of 10 minutes, you create a temporary portal to another place you’re familiar with, within 1 mile. You can step through the portal once, then it disappears. You can bring along {{jackal moves on tirelessly:mastery power:creatures}} other creatures, provided all of them are your size category or smaller and they’re all willing or helpless. + + + + + + + + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_JACKALTIRELESSLY_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents triumph over your enemies, victory, and celebration of those victories.

+

Hieroglyph Bonus: You gain a +1 bonus when making Charisma (Intimidation) checks.

+

Hieroglyph Power (3rd Level): To trigger this hieroglyph, you must trace the symbol on yourself with a knife or other sharp object (pressing hard enough to leave a mark on the skin but not hard enough to cause damage or draw blood) and emit a loud battle cry. All creatures within 10 feet of you that hear the battle cry must make a successful Charisma saving throw or be frightened of you for 1 minute.

+

Hieroglyph Mastery Power: By hosting a great feast for your army on the eve of battle, everyone who partakes in the feast gains temporary hit points equal to your Charisma modifier (minimum of 1) and has advantage on the same number of their next attacks. At least 500 gp worth of gold shavings must be cooked into the food. The effects fade when used or at sunset of the next day.

+
+ + This symbol represents triumph over your enemies, victory, and celebration of those victories. + + + + + + +
+ + +

You gain a +1 bonus when making Charisma (Intimidation) checks.

+
+ + You gain a +1 bonus when making Intimidation checks. + + + + +
+ + +

To trigger this hieroglyph, you must trace the symbol on yourself with a knife or other sharp object (pressing hard enough to leave a mark on the skin but not hard enough to cause damage or draw blood) and emit a loud battle cry. All creatures within 10 feet of you that hear the battle cry must make a successful Charisma saving throw or be frightened of you for 1 minute.

+
+ + To trigger this hieroglyph, you must trace the symbol on yourself with a knife or other sharp object (pressing hard enough to leave a mark on the skin but not hard enough to cause damage or draw blood) and emit a loud battle cry. All creatures within 10 feet of you that hear the battle cry must make a successful Charisma saving throw or be frightened of you for 1 minute. + +
+ + +

By hosting a great feast for your army on the eve of battle, everyone who partakes in the feast gains temporary hit points equal to your Charisma modifier (minimum of 1) and has advantage on the same number of their next attacks. At least 500 gp worth of gold shavings must be cooked into the food. The effects fade when used or at sunset of the next day.

+
+ + By hosting a great feast for your army on the eve of battle, everyone who partakes in the feast gains {{destruction of the fiends:temp hp}} temporary hp and has advantage on the same number of their next attacks. At least 500 gp worth of gold shavings must be cooked into the food. The effects fade when used or at sunset of the next day. + + + + + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_DESTRUCTION_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents casting off chains, putting down oppression, and opening pathways.

+

Hieroglyph Bonus: You get a +1 bonus when making Dexterity (Sleight of Hand) checks.

+

Hieroglyph Power: By tracing this hieroglyph (1 action) onto a rope, chain, or other implement that’s holding you in place, you gain advantage on Dexterity checks made to free yourself. This doesn’t apply to checks made to escape a grapple unless you’re grappled by an inanimate object.

+

Hieroglyph Mastery Power: Using whatever is on hand for marking, you can trace this hieroglyph (1 action) onto the skin of a creature to cast blink on that creature.

+
+ + This symbol represents casting off chains, putting down oppression, and opening pathways. + + + + + + +
+ + +

You get a +1 bonus when making Dexterity (Sleight of Hand) checks.

+
+ + You get a +1 bonus when making Sleight of Hand checks. + + + + +
+ + +

By tracing this hieroglyph (1 action) onto a rope, chain, or other implement that’s holding you in place, you gain advantage on Dexterity checks made to free yourself. This doesn’t apply to checks made to escape a grapple unless you’re grappled by an inanimate object.

+
+ + By tracing this hieroglyph onto a rope, chain, or other implement that’s holding you in place, you gain advantage on Dexterity checks made to free yourself. This doesn’t apply to checks made to escape a grapple unless you’re grappled by an inanimate object. + +
+ + +

Using whatever is on hand for marking, you can trace this hieroglyph (1 action) onto the skin of a creature to cast blink on that creature.

+
+ + Using whatever is on hand for marking, you can trace this hieroglyph onto the skin of a creature to cast blink on that creature. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_HIDDENSPRINGS_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents robust and vigorous health and the favor of the gods.

+

Hieroglyph Bonus: Your maximum number of hit points increases by 1 per hit die.

+

Hieroglyph Power: When you trace this hieroglyph on a creature’s skin with blood (1 action), that creature gains temporary hit points equal to your hit dice.

+

Hieroglyph Mastery Power: By spending an hour repeatedly tracing this hieroglyph again and again on the body of an afflicted creature, you cast lesser restoration on that creature.

+
+ + This symbol represents robust and vigorous health and the favor of the gods. + + + + + + +
+ + +

Your maximum number of hit points increases by 1 per hit die.

+
+ + Your maximum number of hit points increases by 1 per hit die. + + + + +
+ + +

When you trace this hieroglyph on a creature’s skin with blood (1 action), that creature gains temporary hit points equal to your hit dice.

+
+ + When you trace this hieroglyph on a creature’s skin with blood, that creature gains temporary hp equal to your hit dice. + +
+ + +

By spending an hour repeatedly tracing this hieroglyph again and again on the body of an afflicted creature, you cast lesser restoration on that creature.

+
+ + By spending an hour repeatedly tracing this hieroglyph again and again on the body of an afflicted creature, you cast lesser restoration on that creature. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_COMPANYGODS_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents physical and mental strength, overcoming weakness, and surpassing limits.

+

Hieroglyph Bonus: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

+

Hieroglyph Power: By tracing this hieroglyph on a creature (1 action), you double that creature’s Strength bonus for the purpose of determining damage from its next successful attack.

+

Hieroglyph Power (3rd Level): By crushing a previously-prepared clay semblance of this hieroglyph (1 action), you gain advantage on Strength checks for 1 minute. You can also give the clay hieroglyph to another creature so that creature can gain the bonus from crushing it.

+

Hieroglyph Mastery Power: Tracing this hieroglyph onto a creature (1 action) frees that creature from the need for sleep and makes the creature immune to exhaustion for 24 hours.

+
+ + This symbol represents physical and mental strength, overcoming weakness, and surpassing limits. + + + + + + + +
+ + +

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

+
+ + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + +
+ + +

By tracing this hieroglyph on a creature (1 action), you double that creature’s Strength bonus for the purpose of determining damage from its next successful attack.

+
+ + By tracing this hieroglyph on a creature, you double that creature’s Strength bonus for the purpose of determining damage from its next successful attack. + +
+ + +

By crushing a previously-prepared clay semblance of this hieroglyph (1 action), you gain advantage on Strength checks for 1 minute. You can also give the clay hieroglyph to another creature so that creature can gain the bonus from crushing it.

+
+ + By crushing a previously-prepared clay semblance of this hieroglyph, you gain advantage on Strength checks for 1 minute. You can also give the clay hieroglyph to another creature so that creature can gain the bonus from crushing it. + +
+ + +

Tracing this hieroglyph onto a creature (1 action) frees that creature from the need for sleep and makes the creature immune to exhaustion for 24 hours.

+
+ + Tracing this hieroglyph onto a creature frees that creature from the need for sleep and makes the creature immune to exhaustion for 24 hours. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_MONUMENTMIGHTY_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents moral rightness, dominance, rulership, and ego.

+

Hieroglyph Bonus: You have advantage on Charisma saving throws.

+

Hieroglyph Power (3rd Level): By tracing this hieroglyph on your clothing, you rally your allies and improve their morale. For the next minute, your allies gain +1 on attack rolls, saving throws against fear effects, and skill checks while they’re within 10 feet of you.

+

Hieroglyph Mastery Power: You trace this hieroglyph on a willing creature using dust made from powdered gems worth at least 200 gp. The creature the hieroglyph was bestowed on gains the power to overawe the mind of one other creature within 60 feet for a minute. The awed creature must make a successful Charisma saving throw or prostrate itself before the creature bearing the hieroglyph. An awed creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. The effect also ends if the awed creature takes damage, is attacked, or after 1 minute.

+
+ + This symbol represents moral rightness, dominance, rulership, and ego. + + + + + + +
+ + +

You have advantage on Charisma saving throws.

+
+ + You have advantage on Charisma saving throws. + +
+ + +

By tracing this hieroglyph on your clothing, you rally your allies and improve their morale. For the next minute, your allies gain +1 on attack rolls, saving throws against fear effects, and skill checks while they’re within 10 feet of you.

+
+ + By tracing this hieroglyph on your clothing, you rally your allies and improve their morale. For the next minute, your allies gain +1 on attack rolls, saving throws against fear effects, and skill checks while they’re within 10 feet of you. + +
+ + +

You trace this hieroglyph on a willing creature using dust made from powdered gems worth at least 200 gp. The creature the hieroglyph was bestowed on gains the power to overawe the mind of one other creature within 60 feet for a minute. The awed creature must make a successful Charisma saving throw or prostrate itself before the creature bearing the hieroglyph. An awed creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. The effect also ends if the awed creature takes damage, is attacked, or after 1 minute.

+
+ + You trace this hieroglyph on a willing creature using dust made from powdered gems worth at least 200 gp. The creature the hieroglyph was bestowed on gains the power to overawe the mind of one other creature within 60 feet for a minute. The awed creature must make a successful Charisma saving throw or prostrate itself before the creature bearing the hieroglyph. An awed creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. The effect also ends if the awed creature takes damage, is attacked, or after 1 minute. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_STANDABOVEALL_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents vision, sight, and perceiving from great distances.

+

Hieroglyph Bonus: You gain a +1 bonus when making Wisdom (Perception) checks. In addition, you can make an eye of Tsetsu (see “Magic Items”) with 6 hours of crafting.

+

Hieroglyph Power: By drawing this glyph with the feather of an owl, you cast enhance ability to gain the owl’s wisdom effect.

+

Hieroglyph Mastery Power: By tracing this glyph over and over in a 10-minute ritual while using a rock that fell from the sky as a material component, you cast clairvoyance.

+
+ + This symbol represents vision, sight, and perceiving from great distances. + + + + + + +
+ + +

You gain a +1 bonus when making Wisdom (Perception) checks. In addition, you can make an eye of Tsetsu (see “Magic Items”) with 6 hours of crafting.

+
+ + In addition, you can make an eye of Tsetsu (see “Magic Items”) with 6 hours of crafting. + + + + +
+ + +

By drawing this glyph with the feather of an owl, you cast enhance ability to gain the owl’s wisdom effect.

+
+ + By drawing this glyph with the feather of an owl, you cast enhance ability to gain the owl’s wisdom effect. + +
+ + +

By tracing this glyph over and over in a 10-minute ritual while using a rock that fell from the sky as a material component, you cast clairvoyance.

+
+ + By tracing this glyph over and over in a 10-minute ritual while using a rock that fell from the sky as a material component, you cast clairvoyance. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_STARSBIRDS_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents looking beyond the surface to see the world differently or to question the way things are done.

+

Hieroglyph Bonus: You gain a +1 bonus when making Wisdom (Insight) checks.

+

Hieroglyph Power (3rd Level): By spending 5 minutes tracing the hieroglyph on a creature, you imbue that creature with the ability to cast detect evil and good once in the next 24 hours. The hieroglyph can also be created on a small object instead of directly on a creature; in that case, detect evil and good can be cast once by a creature holding the object.

+

Hieroglyph Power (6th Level): After spending 10 minutes inking this hieroglyph in the middle of your forehead, you gain the benefits of casting detect thoughts for as long as you concentrate, up to 1 minute.

+

Hieroglyph Mastery Power: By drawing this hieroglyph with ink containing blood from an aberration (1 action), you cast arcane eye.

+
+ + This symbol represents looking beyond the surface to see the world differently or to question the way things are done. + + + + + + + +
+ + +

You gain a +1 bonus when making Wisdom (Insight) checks.

+
+ + You gain a +1 bonus when making Insight checks. + + + + +
+ + +

By spending 5 minutes tracing the hieroglyph on a creature, you imbue that creature with the ability to cast detect evil and good once in the next 24 hours. The hieroglyph can also be created on a small object instead of directly on a creature; in that case, detect evil and good can be cast once by a creature holding the object.

+
+ + By spending 5 minutes tracing the hieroglyph on a creature, you imbue that creature with the ability to cast detect evil and good once in the next 24 hours. The hieroglyph can also be created on a small object instead of directly on a creature; in that case, detect evil and good can be cast once by a creature holding the object. + +
+ + +

After spending 10 minutes inking this hieroglyph in the middle of your forehead, you gain the benefits of casting detect thoughts for as long as you concentrate, up to 1 minute.

+
+ + After spending 10 minutes inking this hieroglyph in the middle of your forehead, you gain the benefits of casting detect thoughts for as long as you concentrate, up to 1 minute. + +
+ + +

By drawing this hieroglyph with ink containing blood from an aberration (1 action), you cast arcane eye.

+
+ + By drawing this hieroglyph with ink containing blood from an aberration, you cast arcane eye. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_EYESHIDDEN_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol represents unity, community, common purpose and goals, and protecting one another.

+

Hieroglyph Bonus: You have advantage on saving throws that are also being made by at least one of your allies.

+

Hieroglyph Power (3rd Level): By using ash to draw this hieroglyph on a rope that you use to bind your wrist to another creature (1 action), you can absorb the damage and other effects from the next attack that hits the other creature. The attack must hit the other creature, but it affects you instead; the other creature is unaffected. The rope can be no more than 30 feet long.

+

Hieroglyph Mastery Power: By invoking this hieroglyph during a 10-minute ritual, you temporarily grant telepathy to up to 10 creatures that are within 60 feet of you. The telepathy works only among the affected creatures; they can’t use it to communicate with other creatures outside the group. The creatures also have advantage on Wisdom saving throws. Both effects last for 1 hour.

+
+ + This symbol represents unity, community, common purpose and goals, and protecting one another. + + + + + + +
+ + +

You have advantage on saving throws that are also being made by at least one of your allies.

+
+ + You have advantage on saving throws that are also being made by at least one of your allies. + +
+ + +

By using ash to draw this hieroglyph on a rope that you use to bind your wrist to another creature (1 action), you can absorb the damage and other effects from the next attack that hits the other creature. The attack must hit the other creature, but it affects you instead; the other creature is unaffected. The rope can be no more than 30 feet long.

+
+ + By using ash to draw this hieroglyph on a rope that you use to bind your wrist to another creature, you can absorb the damage and other effects from the next attack that hits the other creature. The attack must hit the other creature, but it affects you instead; the other creature is unaffected. The rope can be no more than 30 feet long. + +
+ + +

By invoking this hieroglyph during a 10-minute ritual, you temporarily grant telepathy to up to 10 creatures that are within 60 feet of you. The telepathy works only among the affected creatures; they can’t use it to communicate with other creatures outside the group. The creatures also have advantage on Wisdom saving throws. Both effects last for 1 hour.

+
+ + By invoking this hieroglyph during a 10-minute ritual, you temporarily grant telepathy to up to 10 creatures that are within 60 feet of you. The telepathy works only among the affected creatures; they can’t use it to communicate with other creatures outside the group. The creatures also have advantage on Wisdom saving throws. Both effects last for 1 hour. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_HEARTVOICE_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Deep Magic Hieroglyph + +

Meaning: This symbol is associated with strength, speed, honor, and heroism.

+

Hieroglyph Bonus: You gain a +1 bonus on initiative rolls.

+

Hieroglyph Power (4th Level): As an action, you can use ink to trace this hieroglyph onto a creature, granting it advantage on Strength checks and Constitution checks for the next hour, so long as you maintain concentration.

+

Hieroglyph Power (6th Level): By spending one round in intense concentration to summon power from the sky, you target one creature that has the hieroglyph emblazoned on its forehead. The creature gains the effects of the enlarge spell, and its head takes on the appearance of a hawk for the duration of the spell.

+

Hieroglyph Mastery Power (8th Level): You trace this symbol into the air (1 action), granting the speed of the air to an ally within 60 feet. The affected ally gains the effect of a haste spell lasting 1 minute.

+
+ + This symbol is associated with strength, speed, honor, and heroism. + + + + + + + +
+ + +

You gain a +1 bonus on initiative rolls.

+
+ + You gain a +1 bonus on initiative rolls. + + + + +
+ + +

As an action, you can use ink to trace this hieroglyph onto a creature, granting it advantage on Strength checks and Constitution checks for the next hour, so long as you maintain concentration.

+
+ + You can use ink to trace this hieroglyph onto a creature, granting it advantage on Strength checks and Constitution checks for the next hour, so long as you maintain concentration. + +
+ + +

By spending one round in intense concentration to summon power from the sky, you target one creature that has the hieroglyph emblazoned on its forehead. The creature gains the effects of the enlarge spell, and its head takes on the appearance of a hawk for the duration of the spell.

+
+ + By spending one round in intense concentration to summon power from the sky, you target one creature that has the hieroglyph emblazoned on its forehead. The creature gains the effects of the enlarge spell, and its head takes on the appearance of a hawk for the duration of the spell. + +
+ + +

You trace this symbol into the air (1 action), granting the speed of the air to an ally within 60 feet. The affected ally gains the effect of a haste spell lasting 1 minute.

+
+ + You trace this symbol into the air, granting the speed of the air to an ally within 60 feet. The affected ally gains the effect of a haste spell lasting 1 minute. + +
+ + + Deep Magic Hieroglyph Mastery + ID_KBP_DMHM_FEAT_FEATURE_HIEROGLYPH_TALONSHAWK_HIEROGLYPH + +

Once per day, you can invoke one of its Hieroglyph Mastery powers.

+
+ + + + + + Sorcerer, Warlock, Wizard + +

The recipient of this spell gains the benefits of both true seeing and detect magic for 1 hour, and also knows the name and effect of every spell he or she witnesses during arcane sight’s duration.

+
+ + hieroglyph magic + 8 + Divination + 1 round + Touch + Concentration, up to 1 hour + true + true + true + a piece of clear quartz + true + false + +
+ + Bard, Cleric, Druid, Sorcerer, Warlock, Wizard + +

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it’s meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they’re under no compulsion to continue using the object or even to keep it.

+
+ + hieroglyph magic + 1 + Enchantment + 1 action + Touch + Instantaneous + false + true + false + + false + false + +
+ + Cleric, Druid, Warlock + +

You grant a blessing to one deceased creature, allowing it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can’t become undead. The spell has no effect on either the living or the undead.

+
+ + hieroglyph magic + 0 + Abjuration + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Cleric, Druid, Wizard + +

You summon swarms of scarab beetles to attack your foes. Two swarms of beetles appear in unoccupied spaces that you can see within range.

+

Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

+
+ + hieroglyph magic + 2 + Conjuration + 1 action + 60 feet + Instantaneous + true + true + true + a beetle carapace + true + false + +
+ + Cleric, Druid, Warlock + +

You cast a curse on a creature that you’re familiar with, causing them to be unsatiated by food no matter how much they eat. This isn’t merely an issue of perception; the target physically can’t draw sustenance from food and is in real danger of starving to death. Within minutes after the spell is cast, the target feels constant hunger no matter how much food is consumed. The target must make a Constitution saving throw against the spell after every 24 hours during the spell’s duration. Each time the saving throw fails, the target gains one level of exhaustion. The effect ends after 1 week or when the target’s Constitution saving throw succeeds for a second day in a row.

+
+ + hieroglyph magic + 7 + Necromancy + 10 minutes + 500 feet + 1 week + true + true + true + a piece of spoiled food + false + false + +
+ + Cleric, Druid, Sorcerer, Wizard + +

You spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 22 (4d10) necrotic damage, or half damage with a successful Constitution saving throw. The damage is 33 (6d10) against plants and plant creatures, halved with a successful Constitution saving throw.

+
+ + hieroglyph magic + 4 + Evocation + 1 action + Self (30-foot cone) + Instantaneous + true + true + true + a clump of dried clay + false + false + +
+ + Bard, Cleric, Druid, Wizard + +

When you cast this spell, you remember everything you’ve ever read or heard in the past. This grants you a +10 bonus when making Intelligence checks.

+
+ + hieroglyph magic + 5 + Transmutation + 1 action + Self + Concentration, up to 1 hour + true + true + true + a string tied in a knot + true + true + +
+ + Bard, Cleric, Sorcerer, Warlock, Wizard + +

By touching a written message or book, you can hide its contents. All creatures who try to read it see the page markings as nothing but gibberish. The effect ends when encrypt/decrypt is cast on the material again or when dispel magic is cast on the affected script.

+
+ + hieroglyph magic + 0 + Transmutation + + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Warlock, Wizard + +

By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than a sentence—and very specific to the framed question. The corpse doesn’t need a functioning mouth to speak its answer; you receive the information telepathically. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.

+
+ + hieroglyph magic + 6 + Necromancy + 1 action + Touch + Instantaneous + true + true + true + a blank page + false + true + +
+ + Cleric + +

By drawing on the energy of the gods, you temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and makes the following changes (summarized below and in the avatar form monster stat block).

+
    +
  • You become Large size, if you weren’t already at least that big.
  • +
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
  • +
  • You gain multiattack, allowing you to make two slam attacks and a bite.
  • +
  • Your ability scores change to reflect your new form, as shown below.
  • +
+

You remain in this form for 1 hour, until you stop concentrating on it, or until you drop to 0 hit points, at which time you revert to your natural form.

+
+ + hieroglyph magic + 9 + Transmutation + 1 action + Touch + Concentration, up to 1 hour + true + true + true + a holy symbol + true + false + +
+ + Cleric, Sorcerer, Warlock, Wizard + +

When you cast this spell, you erect a barrier of energy from the realm of death and shadow. This creates a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall lightly obscures vision through it from one side of your choice but is transparent from the other side. A creature that tries to move through the wall must make a successful Wisdom saving throw or become frightened of the wall until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it’s immune to being frightened of this gloomwrought barrier.

+
+ + hieroglyph magic + 3 + Conjuration + 1 action + 100 feet + Instantaneous + true + true + true + a piece of obsidian + false + false + +
+ + Cleric, Druid, Warlock, Wizard + +

When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts exactly as quicksand (see the GM’s rules), but the DC for Strength checks to escape from the quicksand is your spell save DC. A character outside the mire trying to pull another creature free receives a +5 bonus on their Strength check against that DC.

+
+ + hieroglyph magic + 3 + Transmutation + 1 action + 100 feet + 1 hour + true + true + false + a vial of sand mixed with water + false + false + +
+ + Bard, Cleric, Sorcerer, Warlock, Wizard + +

When you shout this power word, creatures within 20 feet of a point you specify are compelled to kneel down facing you. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself with a success. A kneeling creature is treated as prone. The effect ends immediately on any creature that takes damage while kneeling.

+
+ + hieroglyph magic + 2 + Enchantment + 1 action + 60 feet + Instantaneous + true + true + true + an emerald worth at least 100 gp + false + false + +
+ + Cleric, Sorcerer, Warlock, Wizard + +

When you utter the power word for pain, one creature within 60 feet takes 22 (4d10) force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take another 22 (4d10) force damage. The effect ends when the creature’s Constitution saving throw succeeds.

+
+ + hieroglyph magic + 4 + Enchantment + 1 action + 60 feet + Instantaneous + true + true + true + a quill jabbed into your own body + false + false + +
+ + Bard, Cleric, Wizard + +

This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren’t reproduced, so you can’t use scribe to make usable copies of spell scrolls or magic books.

+
+ + hieroglyph magic + 0 + Transmutation + 1 action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Cleric, Wizard + +

You awaken a spirit that resides inside an inanimate object such as a rock, sign, or table, and can ask it questions. The spirit is neutral toward you unless you’ve done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations.

+
+ + hieroglyph magic + 1 + Divination + 1 action + Touch + 1 minute + true + true + false + + false + true + +
+ + Sorcerer, Warlock, Wizard + +

This arcane symbol is drawn onto an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the hieroglyph, it triggers in an arcane explosion. All creatures in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. After this symbol explodes once, its power is spent and the spell ends.

+
+ + hieroglyph magic + 7 + Evocation + 10 minutes + Touch + 8 hours + true + true + true + specially prepared ink charged with magic + false + true + +
+ + Bard, Druid, Sorcerer, Warlock, Wizard + +

You phrase a question in a way that can be answered by one word, to a target that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the spell ends, the target knows that you used magic to compel an answer.

+
+ + hieroglyph magic + 1 + Enchantment + 1 action + 30 feet + Instantaneous + true + true + false + + false + false + +
+ + + +

This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than a minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer’s point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it.

+

If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 14 Charisma check.

+
+ + Wondrous Items + Wondrous Item + Rare + true + +
+ + +

This pendant bearing the hieroglyph the stars and birds perceive all allows its owner to summon a tiny spirit in the form of a hawk, falcon, or owl. This bird flies up to 500 feet in front of you, and you perceive through its eyes. While doing this, your body is effectively blind, as your sight is entirely from the bird’s perspective.

+

A summoned spirit stays for 10 minutes or until dismissed by you (no action required). Summoning a spirit uses 1 charge from the amulet. The amulet has 4 charges, and regains 1d4 expended charges each day at dawn.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Uncommon + neck + 4 + true + +
+ + +

This amulet bearing the hieroglyph drink deep of the river’s power improves its owner’s magical ability. Spells cast while you’re attuned to and carrying a nurian stone have the DC of any associated saving throw increased by 1.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Rare + neck + true + +
+ + \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/16-time-magic.xml.xml b/third-party/kobold-press/deep-magic/16-time-magic.xml.xml new file mode 100644 index 000000000..c72579d6c --- /dev/null +++ b/third-party/kobold-press/deep-magic/16-time-magic.xml.xml @@ -0,0 +1,562 @@ + + + + Deep Magic: Time Magic + + + + + + + +

Magic Measured in Moments—and Eternities!

+

The control and manipulation of time is an esoteric and mysterious branch of magic. Spellcasters who seek to alter time have the potential to perform incredible deeds. That potential is tempered by the great danger of intervening with time, which resists mortal interference. Deep Magic: Time Magicbrings the secrets of temporal magic into your 5e campaign, featuring:

+
    +
  • A divine option for the Time Domain and a Timekeeper arcane tradition for wizards
  • +
  • A Lost Traveller Background for those who wander in time
  • +
  • 12 new spells, including accelerate, chronal lance, time loop, and wall of time
  • +
+

Mastery of time itself brings immense power to the caster, but runs enormous risks--not least attracting the attention of archmages and the gods themselves for your meddling! Seize this power boldly, and with respect for the dangers it contains!

+
+ + DMTM + https://koboldpress.com/kpstore/product/deep-magic-time-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM15_Time_Magic.jpg + Kobold Press + true + + 20181205 + +
+ + + Divine Domain + +

Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration. As might be expected, those of Good alignment typically try to protect time from those who seek to make significant changes or bend time to their will, while those of Evil alignment try to change what’s passed for their own selfish purposes.

+
+
+
+
+
+
+ + + Most spellcasters and sages agree that significant alterations to time are undesirable, but they disagree strongly on what constitutes a significant alteration. + + + + + + + + + + + + +

You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

+
TIME DOMAIN SPELLS
+ + + + + + + + + +
Cleric LevelSpells
1stexpeditious retreat, withered sight
3rddecelerate, time step
5thhaste, slow
7threset, time vortex
9thlegend lore, wall of time
+
+ + + + + + + + + + + + + +
+ + +

At 1st level, you learn two of the following languages: Ankeshelian, Illyrian, Morphoi, Northern Tongue, or Vos’Ghaen. You become proficient in the History skill. In addition, you learn the quicken cantrip, which does not count against the number of cleric cantrips you know.

+
+ + You learn two of the following languages: Ankeshelian, Illyrian, Morphoi, Northern Tongue, or Vos’Ghaen. You become proficient in the History skill. In addition, you learn the quicken cantrip, which does not count against the number of cleric cantrips you know. + + + + + + + + + +
+ + +

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, or some other race. You apply double your proficiency bonus on History checks when the check is related to knowledge from ancient times. You either lived in those times or they were recent history to you.

+
+ + When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, or some other race. You apply double your proficiency bonus on History checks when the check is related to knowledge from ancient times. You either lived in those times or they were recent history to you. + +
+ + + Bard,Cleric,Druid,Sorcerer,Wizard, Temporal Magic + +

Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target’s movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.

+

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.

+
+ + time magic + 3 + Transmutation + 1 action + Touch + Concentration, up to 1 minute + true + true + true + a toy top + true + false + +
+ + Wizard, Temporal Magic + +

By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.

+
+ + time magic + 7 + Conjuration + 1 action + Touch + Concentration, up to 1 minute + true + true + true + an hourglass + false + false + +
+ + Sorcerer,Wizard, Temporal Magic + +

You send glowing lances of temporal energy streaking toward three separate targets. Each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

+

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an additional lance to target one additional creature for each slot level above 1st.

+
+ + time magic + 1 + Transmutation + 1 action + 60 feet + 1 minute + true + true + true + a gear spring + false + false + +
+ + Druid,Paladin,Ranger,Sorcerer,Warlock,Wizard, Temporal Magic + +

You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.

+

When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

+
+ + time magic + 2 + Transmutation + 1 action + 60 feet + 1 minute + true + true + true + a toy top + false + false + +
+ + Bard,Sorcerer,Wizard, Temporal Magic + +

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to its next initiative roll or Dexterity saving throw. The target can roll the die before or after the d20 roll. The spell then ends.

+
+ + time magic + 0 + Transmutation + 1 action + Touch + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Bard,Cleric,Druid,Paladin,Wizard, Temporal Magic + +

Temporal energy bursts from you to bathe the battlefield. Choose up to four creatures within range. If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers. If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer. New initiative results go into effect at the start of the next round.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

+
+ + time magic + 4 + Transmutation + 1 action + 60 feet + Instantaneous + true + true + true + + false + false + +
+ + Bard,Cleric,Druid,Sorcerer,Warlock,Wizard, Temporal Magic + +

You capture the target in a loop of time. The creature is teleported to the space where it began its previous turn. The target then makes a Wisdom saving throw. If it succeeds, the spell’s effect ends. If it fails, the creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved, then attacked, on its previous turn, its only option is to move, then attack, this turn. If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated.

+

An affected target repeats the saving throw at the end of its turn, ending the effect on itself on a success. For as long as the duration lasts, the target teleports back to its starting point at the start of each of its turns and it must repeat the same sequence of moves and actions.

+
+ + time magic + 6 + Transmutation + 1 action + 30 feet + Concentration, up to 1 minute + true + true + true + a metal loop + true + false + +
+ + Bard,Cleric,Ranger,Warlock,Wizard, Temporal Magic + +

You briefly step forward in time. You disappear from your location and reappear at the beginning of your next turn in a location within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the interval you’re missing, and you aren’t aware of anything that happens during that time.

+
+ + time magic + 2 + Conjuration + 1 action + Self + Instantaneous + true + false + false + + false + false + +
+ + Sorcerer,Warlock,Wizard, Temporal Magic + +

This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion with a 10-foot radius. Each creature within the sphere when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a Wisdom saving throw or be affected. Once a creature’s Wisdom saving throw succeeds, it is immune to this time vortex.

+

An affected creature can’t take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.

+ + + + + + + + +
d10Roll Effect
1-2The creature is affected as if by slow until the start of its next turn.
3-5The creature is stunned until the start of its next turn.
6-8The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10The creature’s speed is halved until the start of its next turn.
+

You can move the temporal vortex 10 feet each round as a bonus action. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

+
+ + time magic + 4 + Evocation + 1 action + 90 feet + Concentration, up to 1 minute + true + true + true + a clockwork butterfly + true + false + +
+ + Cleric,Sorcerer,Wizard, Temporal Magic + +

You create a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet high, 1 foot thick, and forming a closed circle 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the slow spell.

+
+ + time magic + 5 + Abjuration + 1 action + 120 feet + Concentration, up to 1 minute + true + true + true + an hourglass + true + false + +
+ + Bard,Cleric,Druid,Ranger,Warlock,Wizard, Temporal Magic + +

You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.

+

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

+
+ + time magic + 1 + Necromancy + 1 action + Touch + Instantaneous + true + true + true + a dried lizard’s eye + false + false + +
+ \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/17-mythos-magic.xml b/third-party/kobold-press/deep-magic/17-mythos-magic.xml new file mode 100644 index 000000000..39df0d812 --- /dev/null +++ b/third-party/kobold-press/deep-magic/17-mythos-magic.xml @@ -0,0 +1,554 @@ + + + + Deep Magic: Mythos Magic + + + + + + + +

Unnameable Secrets of the Great Old Ones!

+

Some warlocks, wizards, and clerics deal with creatures far worse than demons and devils—malevolent alien beings from beyond space and time. These entities’ minds are immeasurably superior to our own. Their sinister, loathsome agendas challenge not only our sanity, but our very existence. And yet, and yet…the revelations they offer…

+

The 20 scrawled and creeping pages of Deep Magic: Mythos Magic bring the magic of classic cosmic horror tales into your 5e campaign, featuring:

+
    +
  • Grimoires of the Cthulhu Mythos, including the Necronomicon
  • +
  • Rules for tracking the mental and physical corruption that result from learning Mythos spells
  • +
  • 20 new spells, including black goat’s blessing, emanation of Yoth, sleep of the deep, yellow sign, and more
  • +
+

As a Mythos caster you have the power to summon sanity-shattering servitors, warp reality, and even make the stars right again through force of will. The cost is too terrible to contemplate, but you will follow this path wherever it takes you, and face whatever doom awaits you at the end.

+
+ + DMMM + https://koboldpress.com/kpstore/product/deep-magic-mythos-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM17-Mythos-COVER.jpg + Kobold Press + true + 20190108 + +
+ + + +

This fragmentary black book is reputed to descend from forgotten realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel.

+

The book contains the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, the yellow sign*, eldritch communion*, create undead, arcane gate, harm, right the stars*, astral projection, Void rift**, and any additional spells of the GM’s choosing.

+

If you attune to this item, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.

+
+ + Wondrous Items + Wondrous Item + Legendary + true + +
+ + +

This dubious old book, which is bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the conversation of a maniac, filled with fluctuating moments of vagueness and clarity and illustrated with unsettling hieroglyphs.

+

The tome contains all mythos magic spells in this supplement, plus any additional spells of the GM’s design or choosing.

+

You can reference Nameless Cults whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When you do so, double your proficiency bonus on that check.

+
+ + Wondrous Items + Wondrous Item + Legendary + true + +
+ + +

This monstrous tome bound in humanoid skin seethes with dread. A grotesque and ghoulish face is stretched across its loathsome cover.

+

The Necronomicon is replete with fantastic legends of elder magic and abhorred secrets from beyond the Void. Its author, the mad poet-philosopher Alhazred, is said to have been seized by an invisible monster in broad daylight and devoured horribly before a large number of horror-stricken witnesses. Throughout unknown centuries, The Necronomicon was rigidly suppressed by civil authorities and by all branches of organised ecclesiasticism. Reading this dreaded tome always leads to terrible consequences.

+

Among its hideous contents, the Necronomicon details abstract formulae on the properties of space and the linkage of dimensions both known and unknown. It describes the presence of forbidden cults among human beings who serve elder, primordial races and who worship unseen entities with alien‑tongued names such as Yog-Sothoth and Cthulhu.

+

Despite centuries of repression, an unknown handful of copies of this horrible artifact still exist. Each and every one is a closely guarded secret of its owner, and not all their owners are human or even humanoid.

+

To reap the “benefits” of The Necronomicon, a creature must become attuned to it and then spend another 19 hours reading and studying its blasphemous text. The creature can then add to and copy the book’s contents, provided any additions advance Chaos or Evil and expand the lore already contained within. (Because of this, no two copies of The Necronomicon are identical, and no one knows precisely what’s been added to or excised from Alhazred’s original text.)

+

When a non-Evil creature attunes to The Necronomicon, that creature must make a successful DC 18 Charisma saving throw or its alignment changes to Neutral Evil.

+

Unseen forces of Evil will pursue you as long as you possess The Necronomicon, hoping to steal it away for themselves or for a more powerful master. Once every three days while you are attuned to the book, you have a 19% chance to encounter or be attacked by a mythos entity or occult adversary of the GM’s choosing. If you die while attuned to the book, a Great Old One claims your soul, and you can’t be restored to life by any means while it bends your soul to its own purposes.

+

Random Properties. The Necronomicon has the following random properties:

+
    +
  • 2 minor beneficial properties
  • +
  • 1 major beneficial property
  • +
  • 1 minor detrimental property
  • +
  • 2 major detrimental properties
  • +
+

Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, your Intelligence score increases by 2, to a maximum of 24, and your Wisdom score decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again.

+

Abstract Formulae. The Necronomicon contains a multitude of spells of mind-shattering evil, including all mythos spells contained in this supplement, all Void magic spells from Deep Magic 3: Void Magic or the Midgard Heroes Handbook, all standard necromancy spells, and any additional spells of the GM’s design or choosing.

+

Eldritch Magic. Once you’ve read and studied the book, any spell slot you expend to cast a warlock or wizard spell counts as a spell slot one level higher when determining the spell’s effect.

+

Eldritch Lore. You can reference The Necronomicon whenever you make an Intelligence check to recall information about any aspect of evil or secrets of the multidimensional universe, such as lore about Great Old Ones or the properties of disquieting technology. When you do so, double your proficiency bonus on that check.

+

Eldritch Guise. While you carry The Necronomicon and are attuned to it, you can speak, read, and write Void Speech, and you can cast semblance of dread* as a bonus action.

+

Voidmarked. After you spend the requisite amount of time reading and studying the book, you acquire mental and physical disfigurements as hideous signs of your blasphemous devotion to the Great Old Ones. You gain one flesh warp and one indefinite madness. The voidmark grants you advantage on Charisma (Persuasion) checks made to interact with aberrations and on Charisma (Intimidation) checks made to interact with non-aberrations.

+

Thought Control. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on a target creature within range (save DC 18). You can’t use this property again until the next dawn.

+

Destroying the Book. The Necronomicon allows pages to be torn from it, but any eldritch lore contained on those pages finds its way back into the book eventually, usually when a new author or translator adds pages to the tome. It is rumored that The Necronomicon can’t be destroyed as long as a spawn of Great Old One Azathoth exists in the multiverse. However, casting the book into the fire of a dying star scorches all writing and imagery from its pages and renders the book powerless for 6d6 + 6 years.

+
+ + Wondrous Items + Wondrous Item + Artifact + true + + + + +
+ + + Void Magic + +

You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.

+
+ + mythos,void magic + 0 + Enchantment + 1 action + 30 feet + 1 round + true + true + false + + false + false + +
+ + Void Magic + +

This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig (Creature Codex). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success.

+

The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s stats, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature becomes Neutral Evil, and it’s both friendly to you and reverent toward the Father of Serpents. Only its equipment is unchanged. The transformed creature can opt to make a Wisdom saving throw at the end of its turn. If it succeeds, the creature’s alignment and personality return to normal for the duration and it regains its former attitude toward you and toward Yig.

+

When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

+
+ + mythos,void magic + 5 + Transmutation + 1 action + 60 feet + Concentration, up to 1 hour + true + true + true + a drop of snake venom + true + true + +
+ + Void Magic + +

You call forth a Medium-sized ectoplasmic manifestation that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half damage with a successful Wisdom saving throw.

+

As a bonus action, you can move the manifestation up to 30 feet. It can move through one creature’s space but can’t remain in the same space as that creature. If the ectoplasm enters a creature’s space, that creature takes 2d6 psychic damage, or half damage with a successful Wisdom saving throw. If the saving throw fails, the creature also has disadvantage on Dexterity checks until the end of its next turn.

+

When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates one round later.

+

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.

+
+ + mythos,void magic + 2 + Necromancy + 1 action + 60 feet + Concentration, up to 1 minute + true + true + true + a pinch of bone dust + true + false + +
+ + Void Magic + +

You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance the answer contains a falsehood or is misleading in some way (the GM determines this secretly).

+

Great Old Ones have vast knowledge but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry “I don’t know.”

+

This contact also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.

+

If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with shortterm madness.

+
+ + mythos,void magic + 5 + Divination + 1 action + Self + Instantaneous + true + true + true + corvid entrails, a dried opium poppy, and a glass dagger + false + true + +
+ + Void Magic + +

You call forth a ghost that takes the form of a spectral serpentfolk assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.

+

The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.

+

You are immune to the ghost’s horrifying visage but can willingly become the target of the ghost’s possession. You can end this possession as a bonus action.

+

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.

+
+ + mythos,void magic + 4 + Necromancy + 1 action + 90 feet + Concentration, up to 1 hour + true + true + true + a fistful of grave earth and a vial of child’s blood + true + true + +
+ + Void Magic + +

A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.

+

At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.

+
+ + mythos,void magic + 2 + Enchantment + 1 action + Touch + 24 hours or until the target attempts a third death saving throw + true + true + false + + false + false + +
+ + Void Magic + +

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.

+

You lose Concentration on this spell if you can’t see the target at the end of your turn.

+

Green Decay. The creature’s flesh is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it is vulnerable to acid, fire, and necrotic damage. The affected creature must make a Constitution saving throw at the end of each of its turns. If the saving throw fails, the creature takes 1d6 necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature succeeds at three of these saving throws before it fails at three of them, the disease ends immediately (but damage and maximum hit point reductions remain in effect). If the creature fails at three of these saving throws before succeeding at three of them, the disease lasts for the duration of the spell with no further saving throws against it needed or allowed.

+
+ + mythos,void magic + 4 + Necromancy + 1 action + Touch + Concentration, up to 1 hour + true + true + false + + false + true + +
+ + Void Magic + +

You curse one creature that you can see within range with an insatiable ghoulish appetite. If the target has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures.

+

The affected creature gains the two traits described below: a bite attack and blood frenzy. On its turns, the creature must use the bite attack against the closest living creature it can see. If no living creature is within its line of sight, the creature inflicts 2d4 + (its Strength modifier) piercing damage on itself with an automatic critical hit from the bite attack.

+

An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. If this saving throw is failed twice before succeeding once, hunger of Leng lasts its full duration with no further saving throws.

+

Bite. Melee Weapon Attack: (Strength modifier + proficiency bonus) to hit, reach 5 ft., one creature. Hit: 1d4 + (Strength modifier) piercing damage. If the affected creature is larger than Medium, add an additional 1d4 damage per size category above Medium.

+

Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

+
+ + mythos,void magic + 4 + Enchantment + 1 action + 90 feet + 1 minute + true + true + false + a pinch of salt and a drop of the caster’s blood + false + false + +
+ + Void Magic + +

One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target's statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.

+

The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the mind exchange ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.

+

The effects of the exchange can be made permanent with a wish spell or comparable magic.

+
+ + mythos,void magic + 3 + Transmutation + 1 action + 60 feet + Concentration, up to 8 hours + true + true + true + a labradorite prism and a silver talisman or coin + true + true + +
+ + Void Magic + +

You subtly warp the flow of space and time to enhance your conjurations with accursed cosmic potency. Until the spell ends, the duration of your conjuration spells are doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on concentration checks, Charisma checks, and Charisma saving throws.

+
+ + mythos,void magic + 6 + Divination + 10 minutes + Self + 1 hour + true + true + true + seven black candles and a circle of powdered charred bone or basalt + false + true + +
+ + Void Magic + +

This spell impregnates a living creature with a rapidly‑gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds the embryo takes to mature.

+

During those rounds when the embryo is gestating, the affected creature takes 12 (5d4) slashing damage at the start of its turn, or half damage with a successful Constitution saving throw.

+

When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size, Huge aberration. Nearby creatures are pushed away to clear a Huge space as the hydra grows. This is a standard hydra but with the Innate Spellcasting ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turn. It obeys verbal commands that you issue to it (no action required by you). If you don't give it a command or it can’t follow your command for some reason, the hydra attacks the nearest living creature.

+

At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.

+

The hydra disappears at the end of the spell’s duration or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before reaching maturity with a dispel magic spell under the normal rules for dispelling high-level magic.

+
+ + mythos,void magic + 8 + Enchantment + 1 action + 60 feet + 1 hour + true + true + true + five teeth from a still-living humanoid and a vial of the caster’s blood + false + true + +
+ + Void Magic + +

You adopt a chaotic and tenebrous visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can't willingly move closer to you unless it makes a successful Wisdom saving throw as it tries to approach. A creature can make only one such saving throw attempt per turn. Constructs and undead are immune to this effect.

+

For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause fright.

+
+ + mythos,void magic + 0 + Illusion + 1 action + Self (10-foot radius) + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Void Magic + +

You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-footradius, 60-foot-tall cylinder centered on a point you can touch. The only visible evidence of this field is an inky black rune that appears at the spot touched and on every doorway, window, or other portal inside the cylindrical area.

+

Choose one or more of the following types of creatures: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:

+
    +
  • Those creatures can't willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area via teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.
  • +
  • Affected creatures are deafened to all sounds that originate from inside the cylinder.
  • +
  • Affected creatures have disadvantage on attack rolls against targets inside the cylinder.
  • +
  • Affected creatures can’t charm, frighten, or possess creatures inside the cylinder.
  • +
+

Creatures that aren’t affected by the field and who take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.

+

When you cast this spell, you can choose to reverse its magic; this will prevent affected creatures from leaving the area instead of from entering it, deafen them to sounds from outside the cylinder, etc. In this case, the field provides no benefit for taking a short rest.

+

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.

+
+ + mythos,void magic + 7 + Abjuration + 1 action + Touch (60-foot radius) + Until dispelled + true + true + true + a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes + false + false + +
+ + Void Magic + +

Your magic haunts the dreams of others with hideous visions of the non-Euclidean city of R’lyeh. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from this rest and when it awakens, it gains one level of exhaustion and is afflicted with short-term madness.

+

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.

+
+ + mythos,void magic + 3 + Illusion + 1 action + 60-foot radius + 8 hours + true + true + true + a pinch of black sand, a tallow candle, and a drop of cephalopod ink + false + true + +
+ + Void Magic + +

You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:

+
    +
  • two ghasts of Leng (Creature Codex)
  • +
  • one shantak (Creature Codex)
  • +
+

When the summoned creatures appear, you must make a Charisma saving throw. If it succeeds, the creatures are friendly to you and your allies. If it fails, the creatures are friendly to no one and attack the nearest creatures to them, pursuing and fighting for as long as possible.

+

Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or attack the nearest living creature if they have no command.

+

Each round that you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a shortterm madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc.

+

A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the creatures become uncontrolled and hostile and don’t disappear until 1d6 rounds later or they’re killed.

+

At Higher Levels. When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a hound of Tindalos (Creature Codex). When you cast it with a 9th-level spell slot, you can summon five ghasts of Leng or a nightgaunt (Creature Codex).

+
+ + mythos,void magic + 5 + Conjuration + 10 minutes + 60 feet + Concentration, up to 1 hour + true + true + true + a vial of the caster’s blood and a silver dagger + true + true + +
+ + Void Magic + +

You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows):

+
    +
  • Avatar of Cthulhu. The Void speaker is a deep one (Tome of Beasts) with the ability to cast command and sleep of the deep at will.
  • +
  • Avatar of Nyarlathotep. The Void speaker is a dark voice (Creature Codex) with the ability to cast bane and semblance of dread at will.
  • +
  • Avatar of Shub-Niggurath. The Void speaker is a goat-man (Tome of Beasts) with the ability to cast black goat’s blessing and unseen strangler at will.
  • +
  • Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will.
  • +
+

When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible.

+

Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature.

+

Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc.

+

The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn’t disappear until 1d6 rounds later or it’s killed.

+
+ + mythos,void magic + 9 + Conjuration + 10 minutes + 60 feet + Concentration, up to 1 hour + true + true + true + a vial of the caster’s blood, a dried opium poppy, and a silver dagger + true + true + +
+ + Void Magic + +

You conjure a phantom, tentacled aberration in an unoccupied space you can see within range. The phantom remains where you conjured it until the spell elapses, until you dismiss it as an action, or until you move more than 80 feet from it.

+

The strangler is invisible to all creatures except you, and it can't be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specify when you cast this spell, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

+

If one or more creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes one melee weapon attack; its attack modifier = your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained and the strangler can’t attack another target. If this attack is a critical hit, the creature also is suffocating and can’t speak until the grapple ends.

+
+ + mythos,void magic + 3 + Conjuration + 1 action + 30 feet + 8 hours + true + true + true + a pinch of sulfur and a live rodent + false + true + +
+ + Void Magic + +

For the duration, invisible creatures and objects within range become visible, and you have advantage on saving throws against effects that cause fright.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every 2 slot levels above 1st.

+
+ + mythos,void magic + 1 + Divination + 1 action + Self (20-foot radius) + Concentration, up to 10 minutes + false + true + false + + true + false + +
+ + Void Magic + +

A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with indefinite madness.

+

Greater restoration or comparable magic ends the indefinite madness, and regeneration or comparable magic rids the creature of the flesh warp.

+
+ + mythos,void magic + 6 + Transmutation + 1 action + 30 feet + Until cured or dispelled + true + true + true + root of deadly nightshade and a drop of the caster’s blood + false + true + +
+ + Void Magic + +

You attempt to afflict a humanoid you can see within range with memories of Carcosa and the Pallid Mask. The target must make a successful Wisdom saving throw or be afflicted with long-term madness and be charmed by you for the duration or until you or one of your allies harms it in any way. While charmed this way, the creature regards you as a sacred monarch. If you or an ally of yours are fighting the creature, it has advantage on its saving throw.

+

A successful remove curse spell ends both effects.

+
+ + mythos,void magic + 4 + Enchantment + 1 action + 30 feet + 1d10 hours + true + true + false + + false + false + +
+
\ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/18-combat-divination.xml b/third-party/kobold-press/deep-magic/18-combat-divination.xml new file mode 100644 index 000000000..2e7635e7e --- /dev/null +++ b/third-party/kobold-press/deep-magic/18-combat-divination.xml @@ -0,0 +1,826 @@ + + + + Deep Magic: Combat Divination + + + + + + + +

Turn the Tide of Battle!

+

Some who follow the path of sword and shield scorn magic as a tool of the weak—but there is a kind of magic that even they respect. It enhances a warrior's ability to anticipate foes' actions, allowing them to react even before an attack takes place. Its practitioners can see subtle cues in the flow of battle that others miss, heed premonitions of victory or woe, and hone their intuition to a keenness that can save their comrades’ lives.

+

Deep Magic: Combat Divination brings the secrets of combat divination into your 5e campaign, featuring:

+
    +
  • New Farseer sorcerous origin, Sybil warlock patron, and Prescient Knight martial tradition.
  • +
  • Two new feats: Arcane Prescience and Clairvoyant Warrior.
  • +
  • 19 new spells, including insightful maneuver, litany of sure hands, sidestep arrow, and soothsayer’s shield.
  • +
+

Smoke chokes the air, and the clash of metal and screams of the fallen ring in your ears. But you have no fear, for you are shielded by powerful magic and guided by unerring visions. Today, you shall prevail!

+
+ + DMCD + https://koboldpress.com/kpstore/product/deep-magic-combat-divination-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM18_Combat_Divination_COVER.jpg + Kobold Press + true + 20190205 + +
+ + + ID_PROFICIENCY_SKILL_ARCANA + +

Prerequisite: Proficiency with Arcana

+

As part of your reaction, you can make an Intelligence (Arcana) check to discern the identity of a spell you see being cast. The DC for the check = 10 + the spell’s level. If the check succeeds, you or one ally of your choosing have advantage on the saving throw against that casting of the spell. After identifying the spell, you can move up to 10 feet or half your speed, whichever is less.

+

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain expended uses after you finish a short or long rest.

+
+ + As part of your reaction, you can make an Arcana check to discern the identity of a spell you see being cast (DC 10 + spell’s level). If the check succeeds, you or one ally of your choosing have advantage on the saving throw against that casting of the spell. After identifying the spell, you can move up to 10 feet or half your speed, whichever is less. + + + + + +
+ + +

You have a mystical connection to the ebb and flow of combat and can anticipate and even influence the actions of nearby combatants.

+

You learn one 1st-level spell of your choice from the divination school of magic. The spell must have a casting time of 1 reaction or 1 bonus action. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for this spell. You can cast the spell a number of times equal to your spellcasting ability modifier (minimum of 1). You regain expended castings after finishing a long rest.

+

This feat can be taken more than once. Choose a different spell each time the feat is taken.

+
+ + You can cast the chosen spell {{clairvoyant warrior:usage}} times. + + + + + + + + +
+ + + ID_KBP_DMCD_FEAT_CLAIRVOYANT_WARRIOR_2 + +

You have a mystical connection to the ebb and flow of combat and can anticipate and even influence the actions of nearby combatants.

+

You learn one 1st-level spell of your choice from the divination school of magic. The spell must have a casting time of 1 reaction or 1 bonus action. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for this spell. You can cast the spell a number of times equal to your spellcasting ability modifier (minimum of 1). You regain expended castings after finishing a long rest.

+

This feat can be taken more than once. Choose a different spell each time the feat is taken.

+
+ + You can cast the chosen spell {{clairvoyant warrior-3:usage}} times. + + + + + + + + + + +
+ + +

At 3rd level you can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items.

+
+ + You can cast spells having a somatic component while you are wielding a weapon and/or shield, provided you are proficient with those items. + +
+ + +

Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress. If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (for the Action Surge) in the first round of combat. Additionally, using your Action Surge this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn.

+
+ + If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (for the Action Surge) in the first round of combat. Additionally, using your Action Surge this way allows you to give sufficient warning to your allies who are within 15 feet of you so they can also start taking reactions after your turn. + +
+ + +

At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner. 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 half damage if you fail.

+
+ + 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 half damage if you fail. + +
+ + +

At 15th level, your connection to threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use an Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn.

+
+ + When you use an Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn. + +
+ + +

At 18th level, your martial mastery of combat divination is such that you are able to react to your opponent without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round.

+
+ + During combat, you can take one reaction every turn instead of one per round. + +
+ + + Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Combat Divination + +

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack (weapon or spell) that hits one of your allies, this spell causes the enemy to repeat the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

+
+ + combat divination + 1 + Divination + 1 reaction, when an enemy makes a ranged attack that hits + 100 feet + Instantaneous + true + false + false + + false + false + +
+ + Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Combat Divination + +

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.

+
+ + combat divination + 2 + Divination + 1 reaction, when you are attacked but before the attack roll is made + Self + Instantaneous + true + true + false + + false + false + +
+ + Cleric, Paladin, Sorcerer, Warlock, Wizard, Combat Divination + +

Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.

+
+ + combat divination + 3 + Divination + 1 reaction, when an enemy you can see casts a spell + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Combat Divination + +

With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense and then you strike. Upon casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

+
+ + combat divination + 1 + Divination + 1 bonus action + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Combat Divination + +

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.

+
+ + combat divination + 1 + Divination + 1 reaction, when you are struck by a critical hit + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard, Combat Divination + +

With a flash of foresight, you throw a foe off balance. Target one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

+
+ + combat divination + 2 + Divination + 1 reaction, when an ally declares an attack against an enemy you can see + 30 feet + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Sorcerer, Warlock, Wizard, Combat Divination + +

Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy attempts to cast a spell, make a melee spell attack against that enemy. If it hits, the enemy's spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.

+
+ + combat divination + 2 + Divination + 1 reaction, when an enemy attempts to cast a spell + Touch + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Sorcerer, Wizard, Combat Divination + +

When you cast energy foreknowledge, you gain resistance to every type of energy listed above that’s done by the spell hitting you. This resistance lasts until the end of your next turn.

+

At Higher Levels. When energy foreknowledge is cast with a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.

+
+ + combat divination + 4 + Divination + 1 reaction, when you are the target of a spell that does cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard, Combat Divination + +

Thanks to your foreknowledge, you know just when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed less than 10 for any other reason). This doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.

+
+ + combat divination + 1 + Divination + 1 bonus action + Self + Instantaneous + false + true + false + + false + false + +
+ + Druid, Ranger, Combat Divination + +

The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for half cover, three-quarters cover, and light obscuration when making those attacks.

+
+ + combat divination + 2 + Divination + 1 bonus action + Self + Instantaneous + true + true + true + an arrow, bolt, or other missile + false + false + +
+ + Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard, Combat Divination + +

With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.

+
+ + combat divination + 1 + Divination + 1 bonus action + Touch + Instantaneous + true + true + false + + false + false + +
+ + Paladin, Combat Divination + +

This litany allows the recipient to perform clumsy tasks with speed and alacrity. The target of the litany ignores the loading property of weapons and can drink a potion as a bonus action for the duration of the spell.

+
+ + combat divination + 1 + Divination + 1 bonus action + 30 feet + 1 minute + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard, Combat Divination + +

You foresee your foe’s attack a split second before it begins. When you cast this spell, a number of your allies equal to your spellcasting ability modifier (minimum of 1) + your proficiency bonus are not surprised. If you yourself were surprised, you must make a spellcasting check at the moment your reaction should be triggered. The DC equals the initiative number of the current turn. If the spellcasting check fails, you remain surprised and can't use a reaction to cast the spell until after your turn. If the check succeeds, you can take a reaction to cast the spell but you must be one of its targets.

+
+ + combat divination + 3 + Divination + 1 reaction, taken at the start of an enemy’s turn + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Combat Divination + +

Your foreknowledge allows you to act before others because you knew this was going to happen. When you cast this spell, reroll your Dexterity check for initiative with a +5 bonus. Your initiative equals the higher of the two results. If that number is higher than the current initiative number, take your turn immediately but switch to the higher number next round.

+
+ + combat divination + 1 + Divination + 1 reaction, at the start of any other creature's turn + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard, Combat Divination + +

With a few perfectly timed steps, you maneuver a foe between you and danger. You can cast this spell when a foe targets you with a ranged attack but before the attack roll is made, the spell is cast, etc. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to place an enemy between you and the attacker, in the direct line of attack. You must be able to move (not restrained or grappled or reduced to speed 0 for any other reason). This move does not provoke opportunity attacks. After you've moved, the ranged attack is resolved with the intervening foe as the target instead of you.

+
+ + combat divination + 3 + Divination + 1 reaction, when an enemy targets you with a ranged attack + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Combat Divination + +

You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it's currently holding unless it makes a successful Charisma saving throw. This spell can't cause magic items to be dropped.

+
+ + combat divination + 1 + Divination + 1 bonus action + 30 feet + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Combat Divination + +

This spell can be cast when you are hit by an enemy’s attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.

+
+ + combat divination + 2 + Divination + 1 reaction, when you are hit by an attack + Self + Instantaneous + true + true + false + + false + false + +
+ + Bard, Cleric, Druid, Ranger, Sorcerer, Wizard, Combat Divination + +

Twisting the knife, slapping with the butt of the spear, cutting again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you inflict an additional 2d6 damage of the weapon's type to the target. If your attack roll was a natural 19, the attack becomes a critical hit and you also add the weapon's basic damage die or dice (the normal damage boost for a critical hit) to the 2d6 bonus damage, along with any other special result you would normally cause with a critical hit.

+
+ + combat divination + 3 + Divination + 1 bonus action + Self + Instantaneous + true + false + false + + false + false + +
+ + Cleric, Warlock, Combat Divination + +

You tweak a strand of a creature’s fate as it makes an attack roll, saving throw, or skill check. Roll 1d20 – 10 to produce a number from 10 to –9. Add that number to the creature's roll, increasing or decreasing the result accordingly. This adjustment can turn a failure into a success or vice versa, or it may not change the outcome at all. The target must use the modified result regardless of whether it’s better or worse than the original.

+
+ + combat divination + 1 + Divination + 1 reaction, when a creature makes a successful or unsuccessful attack roll, saving throw, or skill check + 30 feet + Instantaneous + false + true + false + + false + false + +
+
\ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/19-winter-magic.xml b/third-party/kobold-press/deep-magic/19-winter-magic.xml new file mode 100644 index 000000000..e02ddbca7 --- /dev/null +++ b/third-party/kobold-press/deep-magic/19-winter-magic.xml @@ -0,0 +1,748 @@ + + + + Deep Magic: Winter Magic + + + + + + + +

Winter Has Come!

+

The seasons have power, and that of winter is respected by all living beings—indeed, most of their lives the rest of the year are devoted to preparing to meet it. Winter is blinding snow, and ice driven by howling winds; it is branches stripped bare and hung with icicles, landscapes buried in drifts of white. You have learned to command its power, and unleash on your foes. The 20 pages of Deep Magic: Winter Magicbring the secrets of winter magic into your 5e campaign, featuring:

+
    +
  • A new Blizzard’s Heart primal path for barbarians
  • +
  • The Frozen One, a warlock patron who is the embodiment of winter
  • +
  • Fimbulwinter’s Advent, a new rune ritual
  • +
  • 20 new spells, including clash of glaciers, ice fortress, steal warmth, and more!
  • +
+

Those who oppose you would do well to plan long and carefully. Like winter, you are a force to be reckoned with: a combination of elemental power, dangerous beauty, and the relentless nature of the storm.

+
+ + DMWM + https://koboldpress.com/kpstore/product/deep-magic-winter-magic-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/DM19-Winter-COVER.jpg + Kobold Press + true + 20190625 + +
+ + + Primal Path + +

Only the hardiest of folk can survive the near constant wintry weather that besets the Northlands. Among them, barbarians following the Path of the Blizzard’s Heart dance to the wind and swirling snow in mighty winter storms. When rage takes them, they whirl in a similar fashion to these storms. Even when they are calm, they barely conceal the danger beneath their surface, much like winter seems tranquil after a devastating snowstorm.

+
+
+
+
+ + + Only the hardiest of folk can survive the near constant wintry weather that besets the Northlands. + + + + + + + + + + +

Starting when you choose this path at 3rd level, while you rage, snow swirls around you in your space. You can see through the snow to make melee attacks without penalty, but you have disadvantage on ranged attacks. Other creatures that rely on sight have disadvantage on ranged attacks against you, and you have +2 AC against melee attacks.

+
+ + While you rage, snow swirls around you in your space. You can see through the snow to make melee attacks without penalty, but you have disadvantage on ranged attacks. Other creatures that rely on sight have disadvantage on ranged attacks against you, and you have +2 AC against melee attacks. + +
+ + +

Beginning at 6th level, you can cast sleet storm, centered on yourself, once. You are immune to the spell’s effects. The save DC for this spell equals 8 + your proficiency bonus + your Wisdom modifier. You must finish a long rest before using this ability again.

+
+ + You can cast sleet storm (DC{{omen of storms:dc}}), centered on yourself, once. You are immune to the spell’s effects. + + + + + + + +
+ + +

Beginning at 10th level, while raging, your melee weapon attacks deal additional cold damage equal to your Wisdom modifier.

+
+ + While raging, your melee weapon attacks deal an additional {{wisdom:modifier}} cold damage. + +
+ + +

Starting at 14th level, while raging, you can use your action to make a melee attack against any number of creatures within 5 feet of you. Make separate attack and damage rolls for each target.

+
+ + While raging, you can use your action to make a melee attack against any number of creatures within 5 feet of you. Make separate attack and damage rolls for each target. + +
+ + + Divine Domain + +

Nearly every part of the world must deal with a change in temperature and the coming of winter. Nowhere is this more evident than in the extreme north and extreme south, where winter is a pervasive part of life. As civilization expands into inhospitable terrain and environments, its reliance increases on divine providence to ensure survivability.

+

Good-aligned clerics appeal to winter deities such as Boreas to spare their people the worst of bitter cold, storms that last for days, and other calamities caused by weather. They couch the onset of winter as necessary for strengthening their people and as a respite from toil, pointing to the peacefulness of the frozen, snow-draped landscape. Evil clerics embrace the storms and brutal conditions and even enhance them to advance their deities’ agendas and to spread fear through their enemies.

+
+
+
+
+
+
+ + + Good-aligned clerics appeal to winter deities such as Boreas to spare their people the worst of bitter cold, storms that last for days, and other calamities caused by weather. + + + + + + + + + + + + +

You gain domain spells at the cleric levels listed in the Winter Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

+
WINTER DOMAIN SPELLS
+ + + + + + + + + +
Cleric LevelSpells
1stbreathtaking wind, icicle daggers
3rdcreeping ice, gust of wind
5thsleet storm, steal warmth
7thfusillade of ice, ice storm
9thclash of glaciers, cone of cold
+
+ + + + + + + + + + + + + +
+ + +

At 1st level, you learn the ray of frost cantrip and you gain proficiency in the skills Nature and Survival.

+
+ + You learn the ray of frost cantrip. + + + + + + +
+ + +

Starting at 2nd level, you can use your Channel Divinity to grant yourself the ability to walk on the surface of snow, ignoring any movement penalties it would normally cause. Ice supports your weight no matter how thin the ice is, and you can travel on it as if you’re wearing ice skates. You still leave tracks on snow and ice.

+

Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Dexterity (Stealth) checks to hide.

+
+ + Grant yourself the ability to walk on the surface of snow, ignoring any movement penalties it would normally cause. Ice supports your weight no matter how thin the ice is, and you can travel on it as if you’re wearing ice skates. You still leave tracks on snow and ice. + Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Stealth checks to hide. + +
+ + +

Beginning at 6th level, when you deal cold damage to a creature, it must make a successful Constitution saving throw against your spell save DC or it can't use reactions until the start of your.

+
+ + When you deal cold damage to a creature, it must make a successful DC{{spellcasting:dc:wis}} Constitution saving throw or it can't use reactions until the start of your. + +
+ + +

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

+
+ + Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. + Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 cold damage to the target. + +
+ + +

Starting at 17th level, you gain resistance to cold. Additionally, you can use your action to surround yourself with swirling snow that fills a 20-foot radius. All other creatures have disadvantage on Wisdom (Perception) checks and attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action.

+
+ + You can surround yourself with swirling snow that fills a 20-foot radius. All other creatures have disadvantage on Perception checks and attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action. + + + + +
+ + + Otherworldly Patron + +

Your patron is the embodiment of winter. This is typically a mask of Boreas, but powerful ice maidens, ice devils, and other creatures associated with the cold can serve as patrons.

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Your patron seeks to immerse the world in eternal winter or bring about some similar fate. While you may not share this goal, you have sworn fealty to this being and you act as its agent to spread winter wherever you roam.

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+
+
+
+
+
+
+
+ + + Your patron is the embodiment of winter. + + + + + + + + + + + +

The Frozen One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

+
THE FROZEN ONE EXPANDED SPELLS
+ + + + + + + + + +
Spell LevelSpells
1stcreate or destroy water, fog cloud
2ndblur, ice hammer
3rdprotection from energy (cold only), sleet storm
4thice storm, wintry glide
5thcone of cold, ice fortress
+
+ + The Frozen One lets you choose from an expanded list of spells when you learn a warlock spell. + + + ID_PHB_SPELL_CREATE_OR_DESTROY_WATER + ID_PHB_SPELL_FOG_CLOUD + ID_PHB_SPELL_BLUR + ID_KBP_DMWM_SPELL_ICE_HAMMER + ID_PHB_SPELL_PROTECTION_FROM_ENERGY + ID_PHB_SPELL_SLEET_STORM + ID_PHB_SPELL_ICE_STORM + ID_KBP_DMWM_SPELL_WINTRY_GLIDE + ID_PHB_SPELL_CONE_OF_COLD + ID_KBP_DMWM_SPELL_ICE_FORTRESS + +
+ + +

Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can’t use it again until you finish a short or long rest.

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+ + When a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. + +
+ + +

Beginning at 6th level, as part of your move for 1 turn, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful Dexterity saving throw against your spell save DC or fall prone in that space. Once you use this feature, you can’t use it again until you finish a short or long rest.

+
+ + As part of your move for 1 turn, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful DC{{spellcasting:dc:cha}} Dexterity saving throw or fall prone in that space. + +
+ + +

Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled.

+
+ + You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled. + + + + +
+ + +

Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. If it fails, it feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also restrained for 1 minute. A restrained creature repeats the saving throw at the end of its turn, ending the restraint on a success. You must complete a short or long rest before using this feature again.

+
+ + You can designate a creature you see within 60 feet of you. It must make a DC{{spellcasting:dc:cha}} Constitution saving throw. If it fails, it feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also restrained for 1 minute. A restrained creature repeats the saving throw at the end of its turn, ending the restraint on a success. + +
+ + + +

Pact of the Blade. Your pact weapon has a patina of ice and small icicles dangle from it. When you create or summon your pact weapon, you can choose whether it does its standard damage type or cold damage.

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Pact of the Chain. When you conjure your familiar or change its form, you can choose the form of an ice mephit in addition to the usual options granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead.

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Pact of the Tome. Your book is formed from rune‑etched sheets of ice that are cold to the touch to everyone but you. The book is immune to cold damage.

+
+
+ + + Eldritch Invocation + [level:3],ID_KBP_DMWM_ARCHETYPE_THE_FROZEN_ONE + 3rd level, Frozen One patron + +

Prerequisite: 3rd level, Frozen One patron

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Ice and snow cascade around you. As long as you maintain concentration, your melee attacks do an additional 1d6 cold damage. Attackers within 5 feet of you who hit you in melee take 1d6 cold damage.

+
+ + As long as you maintain concentration, your melee attacks do an additional 1d6 cold damage. Attackers within 5 feet of you who hit you in melee take 1d6 cold damage. + +
+ + Eldritch Invocation + [level:5],ID_KBP_DMWM_ARCHETYPE_THE_FROZEN_ONE + 5th level, Frozen One patron + +

Prerequisite: 5th level, Frozen One patron

+

You can cast sculpt snow once using a warlock slot. Creatures that see your sculpture for the first time must make a successful Wisdom saving throw against your spell save DC or become frightened of the sculpture for 1 round. You must finish a long rest before using this invocation again.

+
+ + You can cast sculpt snow once using a warlock slot. Creatures that see your sculpture for the first time must make a successful DC{{spellcasting:dc:cha}} Wisdom saving throw or become frightened of the sculpture for 1 round. + +
+ + + + + + Druid, Ranger, Sorcerer, Warlock, Wizard + +

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

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+ + winter magic + 1 + Evocation + 1 action + 30 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Sorcerer, Warlock, Wizard + +

You choose a phrase that freezes the blood of a target creature. The target must make a successful Wisdom saving throw when chilling words is cast. On a successful saving throw, the spell has no effect. On a failed saving throw, the target is susceptible to the phrase for the duration of the spell.

+

When a susceptible target hears the phrase, it must make a successful Constitution saving throw or take 1d6 cold damage and become restrained for 1 round. Whether the Constitution saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward. Once a creature utters the phrase to the target, that creature can’t affect the target with the phrase for the spell’s duration.

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You also have the option to make a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing the final utterance, the target takes 4d6 cold damage and is restrained for 1 minute; or, with a successful Constitution saving throw, it takes half damage and is restrained for 1 round. After this final utterance, the spell ends.

+
+ + winter magic + 3 + Enchantment + 1 action + 30 feet + Concentration, up to 8 hours + true + true + true + a frozen strip of paper with any writing on it + true + false + +
+ + Druid, Sorcerer, Warlock, Wizard + +

Ice streaks from your fingers and forms two long blocks that smash together, crushing creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half damage with a successful Dexterity saving throw.

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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die does bludgeoning or cold damage.

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+ + winter magic + 5 + Evocation + 1 action + Self (100-foot line) + Instantaneous + true + true + true + a piece of cracked glass + false + false + +
+ + Druid, Ranger, Sorcerer, Warlock, Wizard + +

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.

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A creature in the area when you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by inflicting at least 20 fire damage on the ice. The restrained creature takes half damage from fire attacks against the ice.

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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 fire damage is needed to melt it. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and a total of 60 fire damage is needed to melt it.

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+ + winter magic + 2 + Conjuration + 1 action + 30 feet + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Sorcerer, Warlock, Wizard + +

You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.

+

The spell can be ended by its caster or by dispel magic or remove curse.

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+ + winter magic + 4 + Necromancy + 1 action + 30 feet + Until dispelled + true + true + true + an insect that froze to death + false + false + +
+ + Sorcerer, Warlock, Wizard + +

When you cast freeze blood as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 4d10 cold damage at the beginning of your turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success.

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+ + winter magic + 5 + Transmutation + 1 action + Touch + Concentration, up to 1 minute + true + true + false + + true + false + +
+ + Druid, Ranger, Sorcerer, Warlock, Wizard + +

You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity and Strength checks that require the use of both hands.

+

After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.

+
+ + winter magic + 3 + Transmutation + 1 action + 30 feet + Concentration, up to 1 hour + true + true + true + a patch of frostbitten skin + true + false + +
+ + Ranger, Sorcerer, Warlock, Wizard + +

You unleash a spray of razor-sharp ice shards. Creatures in the 30-foot cone take 4d6 cold damage and 3d6 piercing damage, or half damage with a successful Dexterity saving throw.

+

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.

+
+ + winter magic + 4 + Evocation + 1 action + Self (30-foot cone) + Instantaneous + true + true + true + a dagger shaped like an icicle + false + false + +
+ + Cleric, Sorcerer, Wizard + +

A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.

+

Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).

+

The fortress catches and reflects light so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress, if it’s in an area of bright sunlight.

+

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.

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+ + winter magic + 5 + Conjuration + 1 action + 60 feet + Until dispelled or destroyed + true + true + true + a miniature keep carved from ice or glass that is consumed in the casting + false + false + +
+ + Cleric, Ranger + +

When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an additional 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.

+

The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ice warhammer for each slot level above 2nd. Alternatively, you can create half as many warhammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Creatures that aren’t proficient with warhammers have disadvantage on attack rolls with these oversized weapons.

+
+ + winter magic + 2 + Conjuration + 1 action + Self + Concentration, up to 1 hour + true + true + true + a miniature hammer carved from ice or glass + true + false + +
+ + Sorcerer, Warlock, Wizard + +

When you cast this spell, six icicles appear in your hand. Each icicle has the same properties as a dagger but deals an additional 1d4 cold damage on a hit.

+

The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. Provided the surrounding temperature is at or below freezing, the daggers last for as long as you hold them. If the temperature is above freezing, the daggers melt after an hour. They also melt instantly if they or you accumulate 10 or more fire damage.

+

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.

+
+ + winter magic + 1 + Conjuration + 1 action + Self + Instantaneous or special + true + true + true + a miniature dagger shaped like an icicle + false + false + +
+ + Cleric + +

When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.

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A creature that strikes a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.

+

If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.

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At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an additional +2 cold damage for each spell slot above 3rd.

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+ + winter magic + 3 + Abjuration + 1 action + Touch + Concentration, up to 1 hour + true + true + true + a seed encased in ice or glass + true + false + +
+ + Druid, Sorcerer, Wizard + +

When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone but the creature can be recognized. The sculptures are as durable as a typical snowman.

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Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.

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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.

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+ + winter magic + 2 + Transmutation + 1 action + 60 feet + Instantaneous + true + true + false + + false + false + +
+ + Sorcerer, Warlock, Wizard + +

A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Every creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.

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+ + winter magic + 2 + Evocation + 1 action + 60 feet + 1 minute + true + true + true + water within a glass globe + false + false + +
+ + Cleric, Sorcerer, Wizard + +

This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-forpoint basis, up to a maximum of 30 points.

+

The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.

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+ + winter magic + 2 + Conjuration + 1 action + 120 feet + Instantaneous + true + true + true + a ring carved from chalk or white stone + false + false + +
+ + Druid, Ranger + +

This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.

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When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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+ + winter magic + 1 + Transmutation + 1 action + Touch + 1 hour + true + true + false + + false + false + +
+ + Sorcerer, Warlock, Wizard + +

When you cast steal warmth after taking cold damage, you can select a living creature within 5 feet of you. That creature takes the cold damage instead, or half damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.

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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.

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+ + winter magic + 3 + Necromancy + 1 reaction, which you take when you take cold damage from magic + Self + Instantaneous + true + true + false + + false + false + +
+ + Druid, Ranger, Sorcerer, Warlock, Wizard + +

You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when you cast the spell), the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.

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+ + winter magic + 1 + Transmutation + 1 action + 60 feet + Instantaneous + true + true + true + a piece of sunstone + false + false + +
+ + Druid, Sorcerer, Warlock, Wizard + +

This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foothigh cylinder centered on a point within range, which is plunged into darkness and unbearable cold. All creatures in the area when you cast the spell and at the beginning of your turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted to cold.

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As a bonus action, you can move the center of the effect 20 feet.

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+ + winter magic + 6 + Transmutation + 1 action + 120 feet + Concentration, up to 1 hour + true + true + false + + true + false + +
+ + Druid + +

Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. You can immediately exit from that mass of ice or snow at any point within 500 feet that’s part of the contiguous mass of ice or snow, by expending another 5 feet of movement. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell or it fails.

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If the mass of ice or snow is somehow destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.

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+ + winter magic + 4 + Conjuration + 1 action + Self + Concentration, up to 1 minute + true + true + false + + true + false + +
+ \ No newline at end of file diff --git a/third-party/kobold-press/deep-magic/20-alkemancy.xml b/third-party/kobold-press/deep-magic/20-alkemancy.xml new file mode 100644 index 000000000..57d555071 --- /dev/null +++ b/third-party/kobold-press/deep-magic/20-alkemancy.xml @@ -0,0 +1,949 @@ + + + + Deep Magic: Alkemancy + + + + + + + +

Distill the Essence of Magic!

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Magical elements and potions attuned to greater forces—these are the building blocks of the perenially-underestimated alkemancers! Fusing arcane acid with pure fire, with essences of life and death, those Eastern alchemists who understand the material world can better manipulate it through arcane means. From breath and pure waters, from crucibles and flasks, you have learned to mix and master liquid power, secrets of the lab now ready to unleash on your foes. The 20 pages of Deep Magic: Alkemancy bring the secrets of alchemy into your 5e campaign, featuring:

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  • A new Alkemancy tradition for wizards, with mastery of essences and mutability of existing magical effects
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  • the 6 legendary elixirs of alkemancy, each a potion of mythic power: Black, Golden, Iron, Jade, Pearl, and Ruby elixirs
  • +
  • 18 magical items and mundane tools, from the alembic of unmaking and brain juice to swarm repellants and alchemical ice!
  • +
  • 20 new spells, including brimstone infusion, acid gate, bottled arcana, quicksilver mantle, and more!
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Your work with brimstone and salt, quicksilver and gold yields surprising results to those who think of alchemy as a matter of peddling potions. Your philosophy and understanding of life and the arcane grants you insight, and that insight can be translated into creations of vast power! Those who understand the fundamental nature of the world can change that nature to suit their will.

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+ + DMA + https://koboldpress.com/kpstore/product/deep-magic-alkemancy-pdf-5th-edition/ + https://koboldpress.com/kpstore/wp-content/uploads/Deep-Magic-5E-Alkemancy-COVER.jpg + Kobold Press + true + 20190826 + +
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The yellow of brimstone (otherwise known as sulfur) represents activity, energy, and masculinity, and it’s related to the sun, volcanoes, and elemental fire. Brimstone is a destructive essence present in small amounts in explosives, various acids, and in substances such as alchemist’s fire.

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+ + essences, alchemy + Adventuring Gear + true + +
+ + +

Also erroneously referred to as antimony (a different metal that lead is sometimes combined with), lead represents coldness and heaviness, transformation, and the removal of impurities in objects and creatures. It is associated with broader elemental metals and is often called the oldest or first metal. Lead is reactive and can be toxic in various forms over long periods of exposure— useful qualities in lingering poisons and slowacting corrosives. It’s used as a component in many alchemical creations and supplies.

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+ + essences, alchemy + Adventuring Gear + true + +
+ + +

Also known as mercury, this silvery metal represents passivity, femininity, and malleability. It’s associated with elemental water and the moon. Quicksilver is seen as a creative essence despite its passive nature. It’s also a lethal poison, being much faster-acting than lead, for example. One fluid dram of refined quicksilver is occasionally used in vials of both alchemical poisons and antitoxins.

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+ + essences, alchemy + Adventuring Gear + true + +
+ + +

One of the rarest and most mysterious of the six fundamental essences, quintessence represents thought, life, and spirit. It is distantly but usefully related to elemental air; in its commonest form, it appears as a vaporous silvery liquid. Quintessence is never used in common alchemical items, largely because it’s one of the most difficult of the essences to obtain and it tends to dissipate as soon as it’s exposed to air. Alkemancers are always keen to find viable substitutes for quintessence in their concoctions.

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+ + essences, alchemy + Adventuring Gear + true + +
+ + +

The most common of the six fundamental essences is salt, which represents matter, physicality, and the human body. It is closely related to elemental earth. Purified salt is used in many common alchemical items, and solutions of salt are used widely in mundane and supernatural formulas and rituals.

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+ + essences, alchemy + Adventuring Gear + true + +
+ + +

Formed from the blood of slain voidlings (vile monsters described in the Tome of Beasts), void salt is formed of small, dull black crystals; it takes its name from this granular appearance. Void salt is associated with dissolution, entropy, and madness. It is a dangerous substance to work with, because merely touching it with bare skin causes 1 necrotic damage. Anyone intending to work with void salt should wear gloves of metal or thick leather, and even those substances corrode soon after coming in contact with void salt unless they’re protected with an anti-necrotic energy coating. The use of void salt is reserved for rare alchemical concoctions, mainly acids, poisons, and explosives.

+
+ + essences, alchemy + Adventuring Gear + true + +
+ + + +

You are naturally adept at handling potions and getting the best use from them. You gain the following benefits.

+
    +
  • You can drink a potion (including elixirs and philters) as a bonus action. If you have a potion in your hand, you can quaff it as a reaction when you are targeted by a ranged attack or a spell.
  • +
  • When drinking a potion of healing, you regain additional hit points equal to your proficiency bonus.
  • +
  • When using alchemical supplies while identifying a potion, you have advantage on the die roll.
  • +
  • If your GM uses the optional Potion Miscibility table, and you roll a result of 1-25, you can add 25 to the roll.
  • +
+
+ + You can drink a potion as a bonus action. If you have a potion in your hand, you can quaff it as a reaction when you are targeted by a ranged attack or a spell. + When drinking a potion of healing, you regain {{proficiency}} additional hp. + When using alchemical supplies while identifying a potion, you have advantage on the die roll. + If your GM uses the optional Potion Miscibility table, and you roll a result of 1-25, you can add 25 to the roll. + +
+ + +

You are skilled at using acid, alchemist’s fire, and other alchemical explosives as weapons. You gain the following benefits.

+
    +
  • Increase your Dexterity score by 1, to a maximum of 20.
  • +
  • You gain proficiency with alchemical weapons. If you were already proficient with alchemical weapons, you don’t have disadvantage when you make ranged attacks with thrown alchemical weapons while in melee.
  • +
  • The damage die of any alchemical weapon you use increases to the next larger size. A flask of alchemist’s ice, for example, does 1d10 cold damage instead of 1d8 when thrown by you.
  • +
  • You can "shake up" an alchemical liquid as a bonus action. This destabilizes it and primes it to explode a short time later. Any creature that touches the liquid’s container within 1 minute of you priming it causes the substance to explode and deal its normal damage or otherwise have its normal effect. If the liquid does damage, it deals its standard damage instead of using the next larger die size usually granted by this feat.
  • +
+
+ + You gain proficiency with alchemical weapons. If you were already proficient with alchemical weapons, you don’t have disadvantage when you make ranged attacks with thrown alchemical weapons while in melee. + The damage die of any alchemical weapon you use increases to the next larger size. A flask of alchemist’s ice, for example, does 1d10 cold damage instead of 1d8 when thrown by you. + You can "shake up" an alchemical liquid as a bonus action. This destabilizes it and primes it to explode a short time later. Any creature that touches the liquid’s container within 1 minute of you priming it causes the substance to explode and deal its normal damage or otherwise have its normal effect. If the liquid does damage, it deals its standard damage instead of using the next larger die size usually granted by this feat. + + + + +
+ + + + + + + + Arcane Tradition + +

Wizards who combine traditional spellcasting with advanced alchemical practices and concoctions are called alkemancers. They are a mysterious breed sometimes confused with transmuters, with whom they share a complicated rivalry. Unlike the majority of transmuters, who focus on the physical transformation of objects and creatures, alkemancers are concerned with the search for human perfection and immortality and they use alchemy as a means in this pursuit. Still, there is much crossover between the two traditions. Alkemancers and transmuters can be found working toward the same goals, as both allies and rivals.

+

Alkemancy spells typically blend conjuration, necromancy, and transmutation effects. Few alkemancy spells belong to the schools of evocation or illusion, since spells of these schools summon energy out of nothingness or create things that are not real; both concepts are at odds with the precepts of alkemancy, which seeks to reduce energy and matter to its constituent parts and refine them to a more purified (or useful) state of existence.

+

Except as noted below, alkemancers function as wizards and use the wizard spell list.

+
+
+
+
+
+ + + Wizards who combine traditional spellcasting with advanced alchemical practices and concoctions are called alkemancers. + + + + + + + + + + + +

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy an alkemancy spell into your spellbook are halved.

+

When you gain a level, one of the two spells you learn for gaining a level can be an alkemancy spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an alkemancy cantrip even if you’ve never previously encountered it.

+
+ + The gold and time you must spend to copy an alkemancy spell into your spellbook are halved. + When you gain a level, one of the two spells you learn for gaining a level can be an alkemancy spell even if you’ve never encountered the spell before. Similarly, when you learn a new cantrip, it can be an alkemancy cantrip even if you’ve never previously encountered it. + + + Alkemancy Magic + +
+ + +

Beginning at 2nd level, you gain proficiency with alchemical supplies if you did not already have it and your proficiency bonus with alchemical supplies is doubled. You also halve the cost of alchemical items you create, enabling you to fashion most basic items in a single day. Finally, you gain proficiency with alchemical weapons and add your proficiency bonus to their damage rolls when you use them as weapons.

+
+ + Your proficiency bonus with alchemical supplies is doubled. You also halve the cost of alchemical items you create, enabling you to fashion most basic items in a single day. Finally, you gain proficiency with alchemical weapons and add your proficiency bonus (+{{proficiency}}) to their damage rolls when you use them as weapons. + + + + + +
+ + +

Beginning at 6th level, you can add one of the six fundamental essences to your spells as an additional material component at the cost of 1 gp per spell level. This doesn’t increase the casting time of the spell or any of its other effects except as follows.

+
    +
  • Adding brimstone to a spell that deals fire damage causes the flames to take on a bluish hue and to release irritating vapors. A creature damaged by the spell must also make a successful Constitution saving throw or become poisoned for a number of rounds equal to your Intelligence modifier (minimum of 1).
  • +
  • Adding lead to a spell that improves your armor class, such as mage armor or shield, increases the spell’s AC bonus by 2. If the spell has a duration longer than 1 round, the duration also increases by a number of additional rounds equal to your Intelligence modifier (minimum of 1). Any visible spell effect modified with lead takes on a dull gray sheen.
  • +
  • Adding quicksilver to a spell that changes the form of a creature or an object, such as alter self or polymorph, increases the spell’s duration by a number of minutes equal to your Intelligence modifier (minimum of 1). Spells with a duration briefer than 10 minutes, such as alchemical form, measure the increase in rounds instead of minutes. Any change in form modified with quicksilver is always accompanied by lustrous wisps or motes of silvery energy.
  • +
  • Adding quintessence to a necromantic spell that grants temporary hit points, such as false life or life hack, increases the temporary hit points gained by a number equal to twice your Intelligence modifier (minimum of 2). Adding quintessence to a spell doesn’t change the spell’s visible aspects.
  • +
  • Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose 1d4 points from its Strength and Dexterity scores (rolled separately). These lost points return automatically after a number of rounds equal to your Intelligence modifier (minimum of 1).
  • +
  • Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadows and must make a successful Constitution saving throw or be restrained for a number of rounds equal to your Intelligence modifier (minimum of 1).
  • +
+
+ + You can add one of the six fundamental essences to your spells as an additional material component at the cost of 1 gp per spell level. + + + + + + + + + + + + + + + +
+ + + + + Adding brimstone to a spell that deals fire damage causes the flames to take on a bluish hue and to release irritating vapors. A creature damaged by the spell must also make a successful Constitution saving throw or become poisoned for {{essence mastery:intelligence}} rounds. + + + + + + Adding lead to a spell that improves your armor class, such as mage armor or shield, increases the spell’s AC bonus by 2. If the spell has a duration longer than 1 round, the duration also increases by {{essence mastery:intelligence}} additional rounds. Any visible spell effect modified with lead takes on a dull gray sheen. + + + + + + Adding quicksilver to a spell that changes the form of a creature or an object, such as alter self or polymorph, increases the spell’s duration by {{essence mastery:intelligence}} minutes. Spells with a duration briefer than 10 minutes, such as alchemical form, measure the increase in rounds instead of minutes. Any change in form modified with quicksilver is always accompanied by lustrous wisps or motes of silvery energy. + + + + + + Adding quintessence to a necromantic spell that grants temporary hp, such as false life or life hack, increases the temporary hp gained by {{essence mastery:quintessence}}. Adding quintessence to a spell doesn’t change the spell’s visible aspects. + + + + + + Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose 1d4 points from its Strength and Dexterity scores. These lost points return automatically after {{essence mastery:intelligence}} rounds. + + + + + + Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadows and must make a successful Constitution saving throw or be restrained for {{essence mastery:intelligence}} rounds. + + + + + +

Beginning at 10th level, you automatically learn the formulas for a number of elixirs, oils, philters, or potions of your choice equal to 1 + your Intelligence modifier (minimum of 1). You do not need to spend time or gold researching these formulas.

+

When brewing an elixir, oil, philter, or potion based on one of the formulas you obtained, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion’s standard cost. If you do this, the resulting mixture is more powerful than normal: if the potion has an instantaneous effect (such as potions of healing), it automatically has its maximum effect; if the potion has a duration (such as a potion of giant strength), it lasts for twice its normal duration.

+
+ + You automatically learn the formulas for {{craft minor elixir:formulas}} elixirs, oils, philters, or potions of your choice. You do not need to spend time or gold researching these formulas. + When brewing an elixir, oil, philter, or potion based on one of the formulas you obtained, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion’s standard cost. If you do this, the resulting mixture is more powerful than normal: if the potion has an instantaneous effect, it automatically has its maximum effect; if the potion has a duration, it lasts for twice its normal duration. + + + + + + +
+ + +

Beginning at 14th level, you learn the secret formulas for brewing the Six Fabled Elixirs, magical draughts of incredible potency and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, each grants its user a permanent bonus of some sort. The six elixirs are described below (see “Magic Items”).

+

Additionally, once you reach 14th level, you become so skillful at working with dangerous chemicals and reagents that you gain resistance to acid and poison damage and are immune to the poisoned condition.

+
+ + You learn the secret formulas for brewing the Six Fabled Elixirs, magical draughts of incredible potency and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, each grants its user a permanent bonus of some sort. + You are immune to the poisoned condition. + + + + + +
+ + + Alkemancy Magic + +

You create a portal of swirling, green, acidic vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.

+

Any creature other than those selected by you when the spell was cast that tries to move through the gate takes 10d6 acid damage and is teleported d100 x 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.

+

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.

+
+ + alkemancy magic + 7 + Conjuration + 1 action + 60 feet + Concentration, up to 1 minute + true + true + true + a vial of acid and a polished silver mirror worth 125 gp + true + false + +
+ + Alkemancy Magic + +

You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half damage with a successful Dexterity saving throw. A creature takes half damage from the acid (as if it had made a successful saving throw) automatically at the start of its first turn after leaving the affected area.

+

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every slot level above 5th.

+
+ + alkemancy magic + 5 + Conjuration + 1 action + 150 feet + Concentration, up to 1 minute + true + true + true + a drop of acid + true + false + +
+ + Alkemancy Magic + +

You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form,

+
    +
  • you are immune to acid and poison damage and to the poisoned and stunned conditions;
  • +
  • you have resistance to nonmagical fire, piercing, and slashing damage;
  • +
  • you can’t speak, cast spells, use items or weapons, or manipulate objects;
  • +
  • your gear melds into your body and reappears when the spell ends;
  • +
  • you don’t need to breathe;
  • +
  • your speed is 20 feet;
  • +
  • your size doesn’t change but you can move through and between obstructions as if you were two size categories smaller;
  • +
  • you gain the following Melee Weapon Attack: (spellcasting ability modifier + proficiency) to hit, range 5 ft., one target; Hit: 14 (4d6) acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.
  • +
+
+ + alkemancy magic + 6 + Transmutation + 1 action + Self + 1 minute + true + true + true + a vial of acid, poison, or alchemist’s fire + false + false + +
+ + Alkemancy Magic + +

When you cast this spell, you convert all of a creature’s blood into virulent acid. Unless the creature makes a successful Constitution saving throw, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. All creatures have disadvantage on this saving throw.

+

Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood (such as a blood elemental or blood zombie), the creature is slain by the spell if its saving throw fails.

+
+ + alkemancy magic + 9 + Transmutation + 1 action + 60 feet + Instantaneous + true + true + false + + false + false + +
+ + Alkemancy Magic + +

You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’t fall prone.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

+
+ + alkemancy magic, battle magic + 2 + Conjuration + 1 action + Touch + Concentration, up to 1 minute + true + true + true + a vial of oil + true + false + +
+ + Alkemancy Magic + +

By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within one round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of up to 3rd level. The spell is held in the container until it’s released or 24 hours have passed. After 24 hours, the container reverts to a mundane vessel and any magic still inside it dissipates harmlessly.

+

As an action, any creature can unstop the container, thereby releasing the spell within. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the contained spell’s description. If a creature opens the container unwittingly (it doesn’t know the container holds a spell), the spell targets the creature opening the container or is centered on its space (whichever is more appropriate) instead. Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes inert and the spell inside dissipates harmlessly.

+

Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster can regain the use of that slot normally.

+

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.

+
+ + alkemancy magic + 5 + Transmutation + 1 action + Touch + See below + true + true + true + an empty glass container + false + false + +
+ + Alkemancy Magic + +

When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.

+

The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.

+

At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.

+

When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains simply cease to exist.

+
+ + alkemancy magic + 1 + Transmutation + 1 action + Self + Concentration, up to 1 hour + true + false + false + + true + false + +
+ + Alkemancy Magic + +

You infuse an ordinary flask of alchemist’s fire with magical brimstone. While so enchanted, the alchemist’s fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist’s fire returns to its normal properties after 24 hours.

+
+ + alkemancy magic + 0 + Transmutation + 1 action + Touch + 24 hours + true + true + false + a flask of alchemist’s fire and 5 gp worth of brimstone + false + false + +
+ + Alkemancy Magic + +

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half damage with a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature makes a Constitution saving throw at the end of its turn, ending the effect on itself on a success.

+
+ + alkemancy magic + 8 + Conjuration + 1 action + Self (60-foot line) + Instantaneous + true + true + true + a chip of bone pitted by acid + false + false + +
+ + Alkemancy Magic + +

Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion; otherwise the spell has no effect. At any point during delay potion’s duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.

+

You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.

+
+ + alkemancy magic + 2 + Transmutation + 1 action + Touch + 1 hour (see below) + true + true + false + + false + false + +
+ + Alkemancy Magic + +

A blue spark flies from your hand into a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The contents melt normally and are not otherwise harmed, but it’s not possible to consume them while they’re frozen (they won’t come out of the container).

+

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st level.

+
+ + alkemancy magic, rune magic + 1 + Transmutation + 1 reaction, which you take when you see a creature within range of the spell about to use a potion + 25 feet + Instantaneous + true + true + false + + false + false + +
+ + Alkemancy Magic + +

You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by doing 20 acid damage to the target. The glue dissolves when the creature breaks free or at the end of 1 minute.

+

Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.

+
+ + alkemancy magic + 3 + Conjuration + 1 action + 120 feet + 1 minute or 1 hour + true + true + true + a drop of glue + false + false + +
+ + Alkemancy Magic + +

Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.

+

A creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including from life hack.

+
+ + alkemancy magic + 8 + Necromancy + 1 action + 30 feet + 1 hour + true + true + true + a ruby worth 500 gp, which is consumed during the casting + false + false + +
+ + Alkemancy Magic + +

You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.

+

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.

+
+ + alkemancy magic + 2 + Conjuration + 1 action + Self (15-foot cone) + Instantaneous + true + true + false + a dead toad and a dram of arsenic worth 10 gp + false + false + +
+ + Alkemancy Magic + +

You transform an ordinary cloak into a highly reflective, silvery garment. The quicksilver mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.

+
+ + alkemancy magic + 4 + Transmutation + 1 action + Self + 1 hour + true + true + true + a nonmagical cloak and a dram of quicksilver worth 10 gp + false + false + +
+ + Alkemancy Magic + +

You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.

+

The ray of alchemical negation can also be used against a creature that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit causes 6d6 force damage and the creature must make a successful Constitution saving throw or it does only half damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage output is halved repeats the saving throw at the end of its turn, ending the effect on itself with a success.

+
+ + alkemancy magic + 4 + Transmutation + 1 action + 60 feet + Instantaneous + true + true + false + + false + false + +
+ + Alkemancy Magic + +

You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (pain) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.

+

The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.

+
+ + alkemancy magic + 3 + Conjuration + 1 action + Self + Concentration, up to 10 minutes + true + true + true + a pinch of salt worth 1 sp, which is consumed during the casting + true + false + +
+ + Alkemancy Magic + +

You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment on your turn, and events progress naturally from there.

+
+ + alkemancy magic + 9 + Transmutation + 1 action + Sight + Concentration, up to 1 minute + true + false + false + + true + false + +
+ + + +

This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks.

+

If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won’t physically fit into the alembic (anything larger than a short sword or a cloak) can’t be dissolved this way. Full dissolution and distillation of an item’s magical energy takes an hour, but ten minutes is enough time to render most items nonmagical.

+

If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling graypurple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10% per degree of rarity of the magic item that was distilled into the arcanoplasm.

+

The alembic of unmaking can distill or disenchant one item per 24 hours.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Very Rare + +
+ + +

Thousands of years ago, a powerful alkemancer named Anuraag constructed an enormous crucible in his quest to create the perfect organism. He hoped it would bring forth an immortal being that could surpass the limitations imposed by human flesh and surpass even the gods. Anuraag used the crucible to create so many monstrosities that eventually the local deities had to take action against him. The alkemancer was destroyed for his impertinence, and his crucible was sealed away at the bottom of a mighty chasm.

+

Anuraag's crucible is an enormous object fashioned from white clay and engraved with mystical symbols chased with burnished copper and electrum. The crucible is large enough to hold a single Huge creature, two Large creatures, four Medium creatures, etc.

+

If one or more creatures are placed in the crucible and the crucible is heated over an intense, magical flame, each creature must make a DC 20 Constitution saving throw against the crucible’s powerful transmutation magic. If this saving throw fails, the creature’s body liquefies and the creature is blinded, deafened, and paralyzed until the transformation is complete. Their equipment doesn't dissolve along with them, though most creatures are stripped naked before being placed in the crucible. Over the course of 10 minutes, the liquefied creature transforms into another creature.

+

If this transformation is interrupted, the transforming creature is slain. It can be brought back to life in its original form by a resurrection spell or comparable magic.

+

If the process reaches completion, the creature transforms into another creature as if affected by a shapechange spell. The transformed creature must make a successful DC 20 Wisdom saving throw or lose its memory and all its previous abilities, traits, and features, which are replaced by the blank mind of a newly-born version of the creature it transformed into. Whether or not a creature retains its mental faculties, the newly-assumed form is permanent. At that point, the creature can regain its former form (and memories and abilities) only via wish or comparable magic.

+

Constructs and undead are immune to the crucible’s power, as is any creature that can change its shape at will, such as a doppelganger.

+

To determine what a creature transforms into, roll 1d20.

+ + + + + + + + + + + + + + +
d20Creatured20Creature
01Cat11Chimera
02Ape12Girallon
03Camel13Harpy
04Dire wolf14Lamia
05Giant fly15Manticore
06Giant lizard16Spirit naga
07Giant toad17Aboleth
08Mastiff18Gibbering mouther
09Tiger19Nothic
10Basilisk20New life form*
+

* You can introduce a new creature into the campaign or choose something from the Creature Codex, Tome of Beasts, or other book of monsters.

+

Destroying the Crucible. Anuraag's crucible can be destroyed if a celestial and a fiend, both at least challenge 15, willingly allow themselves to be transformed by the crucible's magic at the same time.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Artifact + +
+ + +

This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. If the saving throw succeeds, they are infused with magical power and regain 1d6 + 4 expended spell slots. If the saving throw fails, they are afflicted with a short-term madness lasting 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, they gain a permanent long-term madness and automatically fail all further Intelligence saving throws caused by drinking brain juice.

+
+ + Potions + 0 + 1/2 lb. + Potion + Very Rare + true + +
+ + +

This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper.

+

You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Uncommon + +
+ + +

This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you’ve attuned to the girdle, these containers magically fill with the following liquids:

+
    +
  • 2 flasks of alchemist’s fire;
  • +
  • 2 flasks of alchemist’s ice;
  • +
  • 2 vials of acid;
  • +
  • 2 jars of swarm repellent;
  • +
  • 1 vial of assassin’s blood poison;
  • +
  • 1 potion of climbing;
  • +
  • 1 potion of healing.
  • +
+

Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle of traveling alchemy lose their useful properties if they’re transferred to another container before being used.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Very Rare + belt + true + +
+ + +

Sometimes known as weedkiller oil, this greasy brown fluid contains the crushed husks of dozens of locusts. The oily substance can coat one weapon or up to five pieces of ammunition. Applying the oil takes 1 minute. Once applied, the coated weapon or ammunition deals an additional 1d6 necrotic damage to plants or plant creatures with every successful strike for the next hour.

+

The oil can also be applied directly to a willing, helpless, or immobile plant or plant creature. In this case, the substance causes 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Uncommon + true + +
+ + +

Alkemancers have mastered the craft of condensing potions into pills. Potions in pill form have the same effect as regular potions and have the same color as they potions they’re derived from, but an individual pill has effectively no weight and can be concealed very easily in boots, pouches, hatbands, or secret pockets. A potion in pill form costs five times as much as the regular version of the potion, but a pill can be swallowed as a bonus action.

+

A pill isn’t affected by the freeze potion spell.

+
+ + Potions + 0 + 0 + Potion + Rarity varies by potion type + true + +
+ + +

As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive‑green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn’t combine with any worn armor or with a Dexterity bonus to AC.

+

A jar of scalehide cream contains 1d6 + 1 doses.

+
+ + Wondrous Items + 0 + 0 lb. + Wondrous Item + Rare + true + +
+ + + +

This greasy black liquid acts as a poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half damage with a successful DC 20 Constitution saving throw.

+

Its true power is revealed, however, when black elixir is smeared on a doorway or other portal; the magical oil acts as a forbiddance spell with a duration of one year. Unlike the spell, black elixir doesn't incorporate a password and only affects celestials and fiends. Typically, the creator of the elixir determines when the elixir is created whether the forbiddance effect deals radiant or necrotic damage.

+

Ingredients: The heart of a marut, the powdered horn of a ki-rin, and a vial of black mud taken from the bottom of a lake that at least one celestial or fiend has bathed in.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + +

The most famous of the six elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be harmed or killed through other methods such as violence, but the march of time no longer holds any threat over him or her.

+

Ingredients: A thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 100 years old.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + +

This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet and they always make Dexterity saving throws and Dexterity ability checks with disadvantage that can’t be overcome or canceled out by any means.

+

Ingredients: The core of an iron golem, a shard of purest adamantine, and the powdered teeth of a mountain giant.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + +

This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with celestials, elementals, fey, and fiends. The drinker always has advantage on Charisma checks when dealing with extraplanar creatures, and when calling or conjuring one of the selected creatures, it arrives with maximum hit points.

+

Ingredients: The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a bard of at least 10th level.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + +

This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on a creature's feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breathe both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent.

+

Ingredients: The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + +

This vermilion-hued elixir neutralizes all magical and nonmagical diseases and poisons, all curses of 8th level or lower, all exhaustion effects, and restores hit points as a superior healing potion. If this elixir is poured over a corpse that’s been dead for no more than a year, it restores the creature to life as per the resurrection spell even if the corpse could normally not be resurrected.

+

Ingredients: A mixture of purest cinnabar, the blood of a slain dragon of at least adult age, and the hearts of six celestial tigers willingly donated to the alkemancer.

+
+ + Potions + 0 + 1/2 lb. + Potion + Legendary + true + +
+ + + +

This blue-white flask is cool to the touch because it contains a volatile liquid that turns to ice when exposed to air. If the flask is poured over a surface, it creates a 5-foot patch of ice that functions as regular ice for movement purposes. The flask can be thrown at a creature like a flask of alchemist's fire; if it hits, it does 1d8 cold damage and the creature must make a successful DC 10 Dexterity saving throw or its speed becomes 0 until the start of your next turn.

+

Alchemist's ice was invented by alkemancers in the tropics as a way of keeping their food and drinks cold, and many restaurants and taverns still use it for this purpose. A vial of alchemist's ice costs 50 gp.

+
+ + Adventuring Gear + 50 + 0 lb. + true + +
+ + +

The head of this arrow is fitted with a syringe that can be filled with liquid. When it strikes a creature, the arrow does 1d4 piercing damage plus the effect of whatever liquid the syringe injects into the creature. Poisons are common, as are acid, drugs, and various eclectic potions.

+

Hypodermic arrows are extremely fragile; they always break on impact, whether they hit the target or miss. A single hypodermic arrow costs 25 gp. They’re always sold empty, but those found in treasure hauls or among monsters’ gear might be charged. Filling the syringe takes an action but it can be done hours or days before the arrow is used.

+
+ + Adventuring Gear + 25 + 0 lb. + true + +
+ + +

This slimy, yellow paste can be smeared over exposed parts of the body to protect against attacks by insect swarms. A swarm of ants, beetles, biting flies, wasps, or similar insects that enters your space while you’re protected by swarm repellent must make a successful DC 10 Constitution saving throw or be unable to attack you. A repelled swarm can repeat this saving throw at the start of its turn; most swarms prefer to seek out an unprotected target.

+

A jar of swarm repellent costs 40 gp and holds enough paste to protect two Medium or four Small creatures. Applying the repellent takes 1 minute, so it’s not a good option in the middle of combat, but it’s effective for 1 hour or until you’re immersed in water.

+
+ + Adventuring Gear + 40 + 0 lb. + true + +
+ + +

A tooth capsule is a false tooth that contains a dose of ingested poison (5d6 poison damage, DC 15 Constitution save for half) or some other potion in pill form: a sleeping pill or a pill of invisibility are also common. To activate the tooth capsule, you simply bite down on it as a bonus action and make a DC 10 Strength check. If the check succeeds, the capsule shatters and releases the pill, which you can then swallow, hold in your mouth, or spit out.

+

Determining whether a tooth in someone else’s mouth is a tooth capsule takes a successful DC 15 Intelligence (Investigation) or Wisdom (Medicine) check. Obviously, the creature must be restrained, unconscious, paralyzed, or cooperative.

+

Tooth capsules are favored by spies and operatives of fanatical organizations who are willing to die rather than allow their secrets to be captured by their enemies. They are illegal in some countries and cultures but usually are available on the black market for 100 gp plus the cost of whatever potion they’re loaded with. The pill loaded in the tooth capsule isn’t interchangeable, and these are good for only one use (obviously).

+
+ + Adventuring Gear + 100 + 0 lb. + true + +
+ + \ No newline at end of file diff --git a/third-party/kobold-press/midgard-heroes-handbook.index b/third-party/kobold-press/midgard-heroes-handbook.index new file mode 100644 index 000000000..4f08a2bfb --- /dev/null +++ b/third-party/kobold-press/midgard-heroes-handbook.index @@ -0,0 +1,13 @@ + + + + Midgard Heroes Handbook + + + + + + + + + diff --git a/third-party/kobold-press/midgard-heroes-handbook/source.xml b/third-party/kobold-press/midgard-heroes-handbook/source.xml new file mode 100644 index 000000000..f3b419a62 --- /dev/null +++ b/third-party/kobold-press/midgard-heroes-handbook/source.xml @@ -0,0 +1,37 @@ + + + + + + + + + + +

The Flame of Heroes Must Light a Dark World!

+

Welcome to a world of dark roads and deep magic, where you can match wits with Baba Yaga, set sail for uncharted islands with minotaur corsairs, and face the fury of the giants in the icy north!

+

The Midgard Heroes Handbook for 5th Edition has everything you need to create a character for a 5th edition Midgard campaign, including full details on 11 new races and 4 variants on standard races. Roll up a trollkin barbarian, a ravenfolk fighter, a kobold rogue, and more.

+

You also get:

+
    +
  • more than 48 new class options, including new bard colleges and paladin oaths
  • +
  • martial, ranger, and rogue archetypes—and new weapons and gear
  • +
  • a new druid circle and a dozen new cleric domains including Beer, Justice, and Moon domains
  • +
  • sorcerous bloodlines, new warlock pacts, and strange arcane traditions
  • +
  • 20 backgrounds from the Southlands to the distant North,
  • +
  • And nearly 300 new spells from the fan-favorite Deep Magic series, including shadow magic, clockwork magic, battle magic, rune magic and more!
  • +
+

The shadow roads are open, and the World Serpent stirs in its sleep. Adventure awaits the bold!

+
+ + MHH + https://koboldpress.com/kpstore/product/midgard-heroes-handbook-for-5th-edition-dnd-5e/ + https://koboldpress.com/kpstore/wp-content/uploads/Midgard-Heroes-Handbook-5E-cover_SMALLER.jpg + Kobold Press + true + 20190205 + The content from this source is not included. Parts from the source are used in the kobold press deep magic series. + true + +
+ +
\ No newline at end of file diff --git a/third-party/kobold-press/midgard-heroes-handbook/spells.xml b/third-party/kobold-press/midgard-heroes-handbook/spells.xml new file mode 100644 index 000000000..23a26c5ac --- /dev/null +++ b/third-party/kobold-press/midgard-heroes-handbook/spells.xml @@ -0,0 +1,51 @@ + + + + + + + + + + Bard,Cleric,Druid,Wizard + +

When you cast this spell, you remember everything you've ever read or heard in the past. This grants you a +10 bonus when making Intelligence checks for the duration.

+
+ + + 5 + Transmutation + 1 action + Self + Concentration, up to 1 hour + true + true + true + a string tied in a knot + true + true + +
+ + Cleric,Sorcerer,Wizard + +

The target gains blindsight to a range of 60 feet.

+

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.

+
+ + + 5 + Transmutation + 1 round + Touch + 1 hour + true + true + true + rune + false + false + +
+ +
\ No newline at end of file diff --git a/third-party/kobold-press/midgard-worldbook.index b/third-party/kobold-press/midgard-worldbook.index new file mode 100644 index 000000000..df39c0dc2 --- /dev/null +++ b/third-party/kobold-press/midgard-worldbook.index @@ -0,0 +1,13 @@ + + + + Midgard Worldbook + + + + + + + + + diff --git a/third-party/kobold-press/midgard-worldbook/languages.xml b/third-party/kobold-press/midgard-worldbook/languages.xml new file mode 100644 index 000000000..8be9e16e8 --- /dev/null +++ b/third-party/kobold-press/midgard-worldbook/languages.xml @@ -0,0 +1,229 @@ + + + + + + + + + + + + + + + + + + + + + + + Midgard Language, Steward of Time, Time Lost Traveler + +

A dead human language, more than 3,000 years old, whose runes and glyphs are still used in magical writing today.

+
+
+ + Midgard Language, Steward of Time, Time Lost Traveler + +

An archaic language, rarely used outside the court of Illyria and among nobles, and now outlawed in the Dragon Empire’s new province of Rumela. Those who speak it gain +2 to Diplomacy in the Seven Cities 1/day, since it is considered a sign of noble status and personal tragedy.

+
+ + +
+ + Midgard Language, Steward of Time, Time Lost Traveler + +

The language of the Western Ocean and most aquatic races.

+
+
+ + Midgard Language, Steward of Time + +

Also called the Rune Tongue or Giantish. A human language deeply related to Dwarvish and sharing many loan words.

+
+
+ + Midgard Language, Steward of Time, Time Lost Traveler + +

An ancient human tongue, related to Ankeshelian. Speakers of Vos’ghaen are often wizards and masters of glyph magic.

+
+
+ +
\ No newline at end of file diff --git a/third-party/kobold-press/midgard-worldbook/source.xml b/third-party/kobold-press/midgard-worldbook/source.xml new file mode 100644 index 000000000..bc3730273 --- /dev/null +++ b/third-party/kobold-press/midgard-worldbook/source.xml @@ -0,0 +1,37 @@ + + + + + + + + + + +

Adventure In a Dark World of Deep Magic!

+

It is an age of war. Civilization slowly gives way to encroaching wilderness, and once-mighty empires now lie beneath the waves. Only magic and the warmth of hope keeps lights aglow when dread things prowl, and priestly wardings are bent by demonic rage.

+

The omens are dire. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land. The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next.

+

Now more than ever, Midgard needs heroes to stand against the dark, driving it back with spell, steel, and cunning!

+

The 460-page Midgard Worldbook includes:

+
    +
  • Detailed description of Midgard’s empires, cities, and kingdoms, with associated heraldry, rulers, and adventure hooks for each state, large or small
  • +
  • Characters from Baba Yaga to the lords of the Dragon Empire, from the honest folk of Zobeck to various elven holdouts of Dornig and the vampire lords of Morgau
  • +
  • Full lore on the pantheons of the Northlands, Crossroads, Elves, and others, including divine domain lists, rituals, divine demands, and the various masks and sacred texts—plus rituals and ambitions of the Dark Gods, for the GM’s eyes alone!
  • +
  • Revised and expanded lore of the planes, history, calendars, and conflicts of the world
  • +
  • Forbidden lore of blood magic, void magic, and various dooms and items not meant for players’ eyes!
  • +
  • And much more!
  • +
+
+ + MWB + https://koboldpress.com/kpstore/product/midgard-worldbook-for-5th-edition-dnd/ + https://koboldpress.com/kpstore/wp-content/uploads/Midgard-Worldbook-COVER.jpg + Kobold Press + true + 20190206 + The content from this source is not included. Parts from the source are used in the kobold press deep magic series. + true + +
+ +
\ No newline at end of file