# Spells III
###### tags: `DEADLY MARCHES`, `spells`, `Streets of Waterdeep`
[toc]
[Spells I](/U3w1N_giRby0oFCJ965Hxw)
[Spells II](/UTm25sqRR_qo9FIKF2pBIw)
[Spells IV](/Ck_ydnQQTLGLzrCBeEzfjA)
[SPELLS - NEW RITUALS](/WWKAvE4iR82WNTfpdVsXfg)
## Cantrips
### Empowered Strike
Evocation cantrip
Casting Time: 1 action
Component: V, M (a weapon) Range: 5 feet
Duration: Instantaneous
You envelop your weapon with energy that empowers your strike and it slams into an adjacent foe. As part of casting this spell, make a melee weapon attack against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and crackling black force leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes force damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the force damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Classes: Domain War, Wizard, Warlock, Sorcerer, Priests of Red Knight, Tempus, Helm, Torm, Tyr, Gruumsh
### Resonant Blade Strike
Evocation cantrip
Casting Time: 1 action
Components: V, M (a weapon) Range: 5 feet
Duration: Instantaneous
You sheath your blade in humming energy that is violently released when you strike. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and all other creatures within 5 feet of you must make a Dexterity saving throw or take thunder damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the thunder damage to the other creatures increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
### Elemental Bolt
Evocation cantrip
Casting Time: 1 action Range: 90 feet Components: V, S, M (a gem for earth, a feather for air, a shell for water, or a coal for fire)
Duration: Instantaneous
You create a bolt infused with elemental energy that you hurl at a creature you can see within range. You choose bludgeoning (earth), lightning (air), fire, or slashing (water) damage for the bolt you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose. The damage of your bolt is magical.
This spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You must choose the same element for all your bolts. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
## 1st level
### Force Bolt
1st-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S
Duration: Instantaneous
You fire a bolt of pure force at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 force damage. Your target must then make a successful Strength saving throw or be shoved back 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Classes: Wizard, Sorcerer
### His Blade Shall Not Harm Me
1st-level abjuration
Secret Spell: Faithful of Hurrian
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Secret spell
God's blessing enfolds you. For the duration, you have resistance to slashing damage.
Classes: Cleric
## 2nd level
### Primal Senses
2nd-level transmutation
Casting Time: 1 bonus action Range: Self
Components: V Duration: 1 hour
You gain the keen hearing and smell of a wild beast.
For the duration, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track. You also gain a +5 bonus to your passive Perception.
Classes: Druid, Ranger
### Call to Arms
2nd-level transmutation (ritual)
Casting Time: 20 minutes
Range: Touch
Components: V, S, M (a suit of armor or a weapon) Duration: Until dispelled
You enchant a chosen weapon (ranged weapons include 20 arrows/bolts in their quiver, or 10 packs of shot for flintlocks), or a suit of armor (including a shield) of your choice.
As a bonus action, you can call forth the item you enchanted, ending this spell. The item teleports to you, over a distance of up to 50 miles. It will pass through any barriers, except an effect that would block teleportation.
A weapon summoned with this spell appears in hand ready to be used, while a suit of armor and a shield appear strapped and buckled onto you, ready for action.
### Whirling Blade
2nd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a melee weapon you are proficient with)
Duration: Instantaneous
You throw your weapon, using your magic to guide it to your chosen targets and back to your hand. You can make 3 attacks with your weapon, striking creatures you can see within range. You can strike a target more than once.
For each attack with your weapon, make a ranged spell attack. On a successful attack, your weapon deals damage as normal plus an additional 1d8 damage of the same type as your weapon. Your weapon returns to your outstretched hand once all this spell's attacks are completed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt by your weapon increases by 1d8 for each slot level above 2nd.
### Tellsong
2nd level abjuration
- Ed 24/5/12 (mentioned in Bury Elminster Deep p303) A tellsong is an alarm spell, triggered under specific conditions (like those governing a magic mouth), that is invisible, and its "alarm" is a chiming tune, audible only to the caster (unless the caster desires otherwise and sets it so during casting), that sounds whenever the caster comes within range. It either chimes one way, to signal its continued presence and active status, or another way, to tell the caster whatever it was set to detect has happened. If touched by detection magic or by any powerful unleashed magical effect, the tellsong is instantly and tracelessly destroyed (i.e. the person detecting magic wouldn't detect it, because their attempt to detect it would destroy it). Meaning, in this particular case, the Lord Warder knows that someone or something destroyed this tellsong of his, without "setting it off." Which in turn usually means a spellcaster of some skills, who was alert for traps or alarms, has been in a tellsong-guarded area. The name of the spell came from its earliest form, devised long ago, when Myth Drannan casters (usually elves, but this was the [[first]]time of the City of Song open to all races) sang something or magically "recorded" someone else singing something, and used it as the audible alarm part of the spell.
## 3rd level
### Precognition
3rd-level divination
Secret Spell: Faithful of Larissa or val'Sheem bloodline Casting Time: 1 minute
Range: Self
Components: V, S, M (incense worth at least 10 gp, which the spell consumes)
Duration: 24 hours
You can sense future. During the duration, you can choose to end this spell and receive one of the following boons. If you have not chosen a boon at the end of the duration, the spell ends with no effect.
• **Avoid Ambush**: If you fail a Wisdom (Perception) check, as a reaction you can end this spell to re-roll the check with advantage.
• **Avoid the Blow**: If you are attacked, as a reaction you can end this spell to force your attacker to re-roll their attack with disadvantage.
• **Avoid Disaster**: If you fail a saving throw, as a reaction you can end this spell to re-roll your saving throw with advantage.
• **Avoid Surprise**: If you roll initiative and are surprised, you can end this spell to not be surprised.
### Righteous Strike
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You call upon the righteousness of your god to strike down those who stand against you. Until the spell ends, your weapon is infused with energy from your deity. Whenever you successfully hit a creature with a melee weapon attack, you deal an additional 1d8 with the damage type based on your patron deity.
The creature you hit must also make a Charisma saving throw or suffer additional effect, based on your patron deity. If a creature succeeds on their saving throw to resist the additional effect, that creature does not need to make any more saving throws to resist the additional effect of this spell until the next dawn.
Consult the Righteous Strike table for the damage you deal with this spell and the additional effect.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the additional damage dealt by this spell extra damage increases to 2d8. When you use a spell slot of 7th level or higher, the additional damage dealt by this spell extra damage increases to 3d8.
Righteous Strike
Deity Damage Additional Effect
Thunder You target is stunned until the end of your next turn.
Psychic You target is stunned until the end of your next turn.
Radiant Your target is restrained until the end of your next turn.
Psychic Your target is frightened of you until the end of your next turn.
Talona Poison Your target is blinded until the end of their next turn.
Fire You target is stunned until the end of your next turn.
Talos Lightning Your target is stunned until the end of your next turn.
Torm Radiiant Your target is stunned until the end of your next turn.
Poison Your target is poisoned until the end of your next turn.
Fire You target is stunned until the end of your next turn.
Sune Psychic Your target is charmed by you until the end of your next turn.
Fire You target is stunned until the end of your next turn.
Bane, Baal, Myrkul Necrotic Your target is frightened of you until the end of your next turn.
Acid Your target is restrained until the end of your next turn.
Mystra Force Your target is frightened of you until the end of your next turn.
Acid Your target is frightened of you until the end of your next turn.
Cold Your target is restrained until the end of your next turn.
### Blade Storm
3rd-level evocation
Casting Time: 1 action Range: 150 feet
Components: V, S, M (a small chain with tiny blades shaped like lightning bolts as charms)
Duration: Instantaneous
A location within range that you can see erupts in a cloud of flashing blades, cutting those within it to ribbons. The cloud of blades flares up in a 10-foot radius, 40-foot high cylinder. All creatures within the cylinder must make a Dexterity saving throw. A target takes 6d6 slashing damage on a failed save, or half as much damage on a successful one.
The blades spread around corners and will destroy small, delicate, unattended objects.
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.
### Prayer
3rd-level conjuration
Casting Time: Bonus action
Range: 25 feet
Duration: Concentration, up to 1 minute
Choose any number of creatures within range. Until the spell ends, each target gains the blessing of the gods, manifested in a +1 bonus to AC, attack rolls, weapon damage rolls, ability checks, and saving throws.
### Minor Creation
3rd-level illusion
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration: Special You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects from :, crystal, or metal. The object created must be no larger than a 2.5-foot cube and it must be of a form that you have seen before.The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
### Holy Vigor
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Your touch imbues a willing creature with blessed vigor. It gains 3d8 + 9 temporary hit points for the duration. These hit points can exceed the creature’s hit point maximum, and they cannot be regained. If the creature takes any damage, these hit points are lost first.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 2d8 for each level above 3rd.
### Elemental Mantle
3rd-level transmutation
Casting Time: 1 action
Range: Self
Duration: 10 minutes
Wrapping yourself in power from the Elemental Planes, you assume an elemental mantle for the duration. The effects of the mantle are determined by the element you choose.
Air: You are unaffected by difficult terrain on the ground. The range of all your weapon attacks is doubled, and ranged weapon attacks have disadvantage against you or targets within 5 feet of you.
Earth: You are unaffected by difficult terrain that results from rock or rubble, and the ground within 20 feet of you is difficult terrain to others. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve that damage.
Fire: You are immune to fire damage. When a creature within 5 feet of you hits or misses you with a melee attack, or otherwise makes physical contact with you, that creature takes 1d6 fire damage. In addition, your melee attacks deal 1d6 extra fire damage.
Water: You have a swim speed equal to your land speed, and you can breathe underwater. You also have fire resistance. Finally, whenever you take fire or lightning damage, choose a point within 20 feet of you. Steam fills a 20-foot radius centered on that point, heavily obscuring the area until the end of your next turn.
## 4th level
### Phantasmal Lover
4th-level illusion
Casting Time: 1 minute
Range: Touch Components: V, S
Duration: Concentration, 10 minutes
Tapping into the subconscious mind of a willing creature, you call upon the seductive powers of your goddess to create a phantasmal image of what the target finds most alluring. Only the target can see the image.
The image hovers over the target, writhing enticingly and whispering promises of physical fulfillment. The target is unconscious until the spell ends, at which point a surge of euphoria goes through the creature, causing it to regain 70 hit points. This surge of euphoria also ends blindness, deafness and any diseases affecting the creature. This spell has no effect on constructs, oozes, plants, or undead.
Classes: Bard
### Captivating Melody aka Song of Siren
4th level enchantment
Casting Time: 1 action
Range: 60 feet Components: V, S
Duration: Concentration, up to 1 minute
With this spell you create a haunting melody that fascinates all those who hear it. Choose a point within range; each creature in a 30-foot- radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature becomes charmed for the duration, quietly listening to the song. While charmed by this spell, a creature is incapacitated, and their speed is reduced to 0.
A deaf creature or a creature within the area of a silence spell or similar effect automatically succeeds on their saving throw.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
### Righteous Shield
4nd-level abjuration
Casting Time: 1 action
Range: 10 feet
Duration: Concentration, up to 1 minute
Holy power radiates from you, protecting friendly creatures within 10 feet of you. For the duration, each friendly creature in the area, including you, gains resistance to bludgeoning, piercing, and slashing damage.
### Obar's Lesser Purification
(Wiz 4; Abjuration) Range:3 yards Components:V, S, M Duration:Permanent Casting Time:4 Area of Effect:One item or a volume of liquid or raw materials no greater than the caster's body volume Saving Throw:None This spell destroys any curses, magical tracers linked to other spells or magics, and remnants of previous magics from a single nonliving item (which may be composed of any number of materi¬als) or a single body of liquid (in puddle form or filling a con¬tainer). The spell causes its target material to glow to indicate the presence of active or not-yet-unleashed magics in the item or sub-stances the spell is applied to, but it does not trigger, alter, or iden¬tify such dweomers. Obar's lesser purification affects dry or powdered materials of the same volume as a liquid if they are gathered into a heap or continuous volume (for example, filling a cup or coffer), but does not affect recently living materials, such as the bodies of beings who have been dead for less than a month or who are now undead. Obar's lesser purification also serves to purge liquids —such as those used in the making of potions or magic-related unguents, baths, or tinctures —of impurities, either natural or magical in origin. It performs this secondary function simultaneously with its major dweomer-related purging. The material components are a pinch of limestone dust, a pinch of salt, and three drops from a potion of sweet water.
### Holy Power
4th level
Conjuration
Casting time: 1 bonus action
Range: self
Duration: 10 min
You gain +4 to hit, +4 to damage to Strength-based weapon attacks and ability checks. Also you can spent your bonus action to make additional weapon attack.
## 5th level
### Lightning Armor
5th-level evocation
Secret Spell: Faithful of Hurrian
Casting Time: 1 action
Range: Self
Components: V, S, M (a small sliver of iron) Duration: 10 minutes
Crackling tendrils of lightning wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The lightning gives you resistance to lightning and thunder damage; if you already have resistance you gain immunity instead.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with lightning and your attacker takes 2d8 lightning damage.
You can end the spell early by using an action to dismiss it.
Classes: Sorcerer, Warlock, Wizard
### Reanimate Construct
5th-level transmutation
Casting Time: 1 hour
Range: 30 feet
Components: V, S, M (A gemstone worth 50 gp that the spell consumes)
Duration: Concentration, up to 24 hours
This spell reanimates a construct that has been reduced to 0 hit points. The target must be within range and visible and it must be relatively intact. It can be missing limbs or a head, but it must still be possible for the target to move under its own power.
This spell cannot reanimate disintegrated constructs, iron golems destroyed by rust, or constructs reduced to a limbless torso. If the construct is destroyed a second time, further attempts at reanimation are hopeless.
The target construct is recreated and placed under your control as if you had created it. It retains only half of its maximum hit points while all its damage immunities become resistances instead. It also loses both the berserk and magic resistance abilities. If you cast this spell on a shield guardian or any other construct that utilizes a control amulet or similar device, you are considered to be in possession of this device for the spells duration.
On each of your turns, you can use a bonus action to mentally command any construct you reanimated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you do not issue any commands, the creature will only defend itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The target construct is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control on one construct you have reanimated with this spell, rather than reanimating a new one.
Classes: Priest of Gond, Artificer
### Focal Stone (Wiz 5; Alteration)
Range:Touch Components:V, S, M Duration:Permanent Casting Time:1 round Area of Effect:1 clear or translucent gemstone of crystalline structure no larger in size than the caster's balled fist Saving Throw:Special This spell transforms the internal structure of a clear or translucent gemstone of crystalline structure no larger in size than the caster's balled fist to enable it to receive and hold a spell dweomer (usually cast into it by use of a dweomerflow spell). At the time the spell is cast, roll an item saving throw for the gem¬stone vs. magical fire (rock, crystal vs. magical fire). Success means that the spell is successful; failure destroys the gemstone. Gemstones of above-normal quality may receive a bonus to the saving throw at the DM's discretion (usually from +1 to up to +3 for flawless or otherwise extremely exceptional quality stones). The gemstone glows with a soft internal radiance once focal stone is cast (which in some markets raises its value), and it emits a faint dweomer. If immersed in a poisonous liquid, the focal stone turns a vivid purple and can be commanded by touch and will to neutralize poison. If so commanded, the focal stone dissolves and is destroyed, but it leaves the liquid safe to drink or touch. A focal stone otherwise has no special properties; contrary to popular belief, it cannot reach out and trap spells cast near it or suck in passing enchanted creatures, though it is an ideal recepta- cle for the life force of a being using a magic jar spell. The focal stone spell does not prevent the focal stone from being shattered by deliberate attack (a crushing blow, for instance), but does pre¬vent it from being damaged by natural and magical heat, flame, lava, extreme cold, or mineral contamination. Shattering a focal stone immediately unleashes the full effects of any spell stored in it in a manner determined by the DM. A dispel magic cast on such a stone does not affect it or any stored magics. The material component is a pinch of any sort of opal dust.
### Blood Storm
5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (the corpse of a creature that died no more than 1 minute ago)
Duration: Instantaneous
With a touch and a few arcane words, you rip the lifeblood from a freshly fallen foe, forming it into a torrent of crystallized blood that slices through those around you.
All creatures within 20-feet of you must make a Dexterity saving throw. On a failed save they suffer 10d6 magical slashing damage, or half as much on a successful one.
The effect of this spell is so unnerving that any living, intelligent creature within 60 feet that can see the spell's effect must make a Wisdom saving throw or be frightened until the end of their next turn.
Undead or constructs automatically succeed on their Wisdom saving throw.
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.
### Disintegrating Smite
5th-level transmutation
Casting Time: Swift
Range: Self
Duration: 1 minute
You can cast this spell when you hit with a melee weapon attack on your turn. A pulse of green light flashes from your weapon, and the attack deals 5d10 extra force damage to the target. Additionally, the target must make a Constitution saving throw or take 2d10 force damage at the start of each of its turns until the spell ends. The spell ends when the target makes a successful saving throw against it. If the target is reduced to 0 hit points by this spell, the target is disintegrated.
## 7th level
### Resurgence
7th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (gems or art objects that total to a value of 500gp, which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life if it has been dead for no less than 1 minute. If the creature's soul is both willing and at liberty to rejoin the body, the creature painfully returns to life with all its hit points.
This spell also neutralizes any poisons and cures diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds and restores any missing body parts.
Classes: Wizard, Sorcerer
### Awakening
(Wiz 7; Enchantment, Invocation)
Range:Touch Components:V, S, M Duration:Permanent Casting Time:2 rounds Area of Effect:One item Saving Throw:Special This spell is used to activate a touched magical item bearing mul¬tiple enchantments or exhibiting multiple functions. It is an alterna¬tive to the better-known enchant an item spell, but accomplishes less. To create a magical item with an awakening spell, several other spells must be used first, including eternal flame and usually wondrous web or holy vesting and various dweomerflow castings. Awakening can be used on a magical item that has been created with an enchant an item spell if additional powers are added to the item after its initial creation and enough use of the item has occurred to call upon all of the original powers at least once. When the spell is cast, the item must make a saving throw to determine if the awakening has been successful. The item's base saving throw is the same as the caster's saving throw vs. spell, modified as follows: a -1 penalty per being other than the spell- caster who cast spells on the item during preparation or con¬tributed magics that were put into the item before the awakening attempt, a +1 bonus per meld and crown meld spell existing on the item, and a +1 bonus if both an eternal flame and a Veladar's vambrace, Nulathoe's ninemen, or holy might spell were cast on the item before the awakening attempt. These bonuses are cumu¬lative, but a roll of 1 is always a failure. The failure of an awakening attempt means either the item crumbles to worthless dust or explodes violently. Roll 1d6; a result of 1 or 2 means an explosion occurs similar to a fireball centered on the item that deals 1d6 points of damage per level of the awak¬ening caster and in addition destroys the item utterly. A roll of 4-6 means that the item collapses into dust. A wind will rise from nowhere to carry this dust away, and even if some dust is some¬how retained, it is magically inert and worthless. Success of the awakening attempt means the item is awakened instantly into operation. It functions perfectly, though if the creator has been careless or inattentive in his or her preparations, the item's performance may involve some surprises. A successful awak¬ening may be heralded by a flash of light from the item, but this effect is never a harmful discharge of wild magic or item powers. The material components for this spell are a single wizard spell scroll bearing at least as many spells as the item has functions, a gem of any sort of not less than 2,500 gp value each for each item function, and a living plant that has been altered by magic. Some sages believe an awakening is more likely to succeed (an additional +l bonus to the item's saving throw at the DM's discretion) if a random dweomer-bearing component is also present in the spell¬casting components.
# CHANGED SPELLS
Spells Description
## Cantrips
## 1st level
### Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 2d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
### Hunter's Mark
### Hail of Thorns
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d12 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st (to a maximum of 6d12).
### Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
## 2nd level
### Melfs Acid Arrow
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage immediately and 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 2d4 for each slot level above 2nd.
### Hold Person
D&D Palant Edition
Hold Person*
2-level Enchantment
Casting Time 1 action
Range 60 feet
Duration up to 1 minute
Components V, S, M (a small, straight piece of iron)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
### Barkskin
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: up to 1 hour
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
## 3rd level
### Beacon of Hope
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
Choose any number of creatures within range. Your prayer fills these creatures with hope, vitality, and the will to push through the most trying circumstances. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and a target regains the maximum number of hit points possible from any healing.
## 4th level
### Stoneskin
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.
# UNEARTHED ARCANA
## Spells
The new spells appear on these spell lists.
### Bard Spells
3rd Level
Summon fey spirit (conjuration)
### Druid Spells
2nd Level
Summon bestial spirit (conjuration)
3rd Level
Summon fey spirit (conjuration)
4th Level
Summon elemental spirit (conjuration)
### Cleric Spells
3rd Level
Spirit shroud (necromancy)
5th Level
Summon celestial spirit (conjuration)
6th Level
Otherworldly form (transmutation)
### Paladin Spells
3rd Level
Spirit shroud (necromancy)
5th Level
Summon celestial spirit (conjuration)
### Ranger Spells
2nd Level
Summon bestial spirit (conjuration)
### Sorcerer Spells
1st Level
Acid stream (evocation)
3rd Level
Summon fey spirit (conjuration)
Summon shadow spirit (conjuration)
4th Level
Summon aberrant spirit (conjuration)
Summon elemental spirit (conjuration)
6th Level
Otherworldly Form (transmutation)
### Warlock Spells
3rd Level
Spirit shroud (necromancy)
Summon fey spirit (conjuration)
Summon shadow spirit (conjuration)
Summon undead spirit (necromancy)
4th Level
Summon aberrant spirit (conjuration)
6th Level
Otherworldly form (transmutation) Summon fiendish spirit (conjuration)
### Wizard Spells
1st Level
Acid stream (evocation)
3rd Level
Spirit shroud (necromancy)
Summon fey spirit (conjuration) Summon shadow spirit (conjuration) Summon undead spirit (necromancy)
4th Level
Summon aberrant spirit (conjuration) Summon elemental spirit (conjuration)
6th Level
Otherworldly form (transmutation) Summon fiendish spirit (conjuration)
## Description of spells
### Acid Stream
lst-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
### Otherworldly Form
6th-level transmutation
Casting Time: 1 action Range: Self
Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration: Concentration, up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
• You are immune to fire and poison damage
(Lower Planes) or radiant and necrotic damage (Upper Planes).
• You are immune to the poisoned condition
(Lower Planes) or the charmed condition (Upper Planes).
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
### Spirit Shroud
3rd-level necromancy
Casting Time: 1 bonus action Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
### Summon Aberrant Spirit
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp) Duration: Concentration, up to 1 hour
You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### ABERRANT SPIRIT
Medium aberration, neutral evil
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the aberration's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 30 ft., fly 30 ft. (Beholderkin only; hover)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)
**Damage Immunities** psychic
**Senses** darkvision 60 ft., passive Perception 10 Languages Deep Speech, understands the languages you speak
Regeneration (Slaadi Only). The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point.
**Whispering Aura (Star Spawn Only).** At the start of each of the aberration's turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn't incapacitated.
**ACTIONS**
**Multiattack.** The aberration makes a number of attacks equal to half this spell's level (rounded down).
Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + the spell's level to hit, range 30 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.
**Claws (Slaadi Only).** Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.
**Psychic Slam (Star Spawn Only).** Melee Spell Attack: +3 + the spell's level to hit, reach 5 ft., one creature. Hit: 1d6 + 3 + the spell's level psychic damage.
### Summon Bestial Spirit
2nd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration: Concentration, up to 1 hour
You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block below. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### BESTIAL SPIRIT
Small beast, unaligned
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the beast's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (-4) 14 (+2) 5 (-3)
Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak
Amphibious (Water Only). The beast can breathe air and water.
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
### Summon Celestial Spirit
5th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a golden reliquary worth at least 500 gp)
Duration: Concentration, up to 1 hour
You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block below. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### CELESTIAL SPIRIT
Large celestial, neutral good
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the celestial's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
Damage Resistances radiant
Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 10 Languages Celestial, understands the languages you speak
ACTIONS
Multiattack. The celestial makes a number of attacks equal to half this spell's level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: +2 + the spell's level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn't already have temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.
### Summon Elemental Spirit
4th-level conjuration
Casting Time: 1 action Range: 90 feet
Components: V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp)
Duration: Concentration, up to 1 hour
You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block below. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### ELEMENTAL SPIRIT
Medium elemental, neutral
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the elemental's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 40 ft., fly 40 ft. (Air only, hover), burrow 40 ft. (Earth only), swim 40 ft. (Water only)
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-4) 10 (+0) 16 (+3)
Damage Resistances lightning, thunder (Air only); piercing, slashing (Earth only); acid (Water only) Damage Immunities poison; fire (Fire only) Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10 Languages Primordial, understands the languages you speak
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Multiattack. The elemental makes a number of attacks equal to half this spell's level (rounded down).
Slam. Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
### Summon Fey Spirit
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gilded flower worth at least 300 gp)
Duration: Concentration, up to 1 hour
You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block below. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### FEY SPIRIT
Small fey, chaotic good
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the fey's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10 Languages Sylvan, understands the languages you speak
Fey Step. As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.
Darkening Step (Deceitful Only). Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey's next turn.
Ecstatic Step (Joyful Only). Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.
Impassioned Step (Furious Only). Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.
ACTIONS
Multiattack. The fey makes a number of attacks equal to half this spell's level (rounded down).
Shortsword. Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.
### Summon Fiendish Spirit
6th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
Duration: Concentration, up to 1 hour
You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block below. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### FIENDISH SPIRIT
Large fiend, chaotic evil (Demon only), lawful evil (Devil only), or neutral evil (Yugoloth only)
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the fiend's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)
Damage Resistances fire Damage Immunities poison Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Infernal, telepathy 60 ft.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.
Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.
ACTIONS
Multiattack. The fiend makes a number of attacks equal to half this spell's level (rounded down).
Bite (Demon Only). Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.
Claws (Yugoloth Only). Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only). Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
### Summon Shadow Spirit
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (tears inside a crystal vial worth at least 300 gp)
Duration: Concentration, up to 1 hour
You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block below. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### SHADOW SPIRIT
Medium monstrosity, neutral evil
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the shadow's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-4) 10 (+0) 16 (+3)
Damage Resistances necrotic Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10 Languages Common, understands the languages you speak
Bloodthirsty Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit can take the Hide action as a bonus action.
Weight of Ages (Despair Only). Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid's next turn.
ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Chilling Rend. Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the spell's level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
### Summon Undead Spirit
3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gilded humanoid skull worth at least 300 gp)
Duration: Concentration, up to 1 hour
You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block below. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
### UNDEAD SPIRIT
Medium undead, neutral evil
Armor Class 11 + the level of the spell (natural armor) Hit Points equal the undead's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
Speed 30 ft., fly 40 ft. (Ghostly only; hover)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-4) 10 (+0) 9 (-1)
Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10 Languages Common, understands the languages you speak
Incorporeal Movement (Ghostly Only). The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
ACTIONS
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: +3 + the spell's level to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell's level necrotic damage.
Rotting Claw (Putrid Only). Melee Weapon Attack: +3 + the spell's level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
## Magic Tattoos
Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.
Once inscribed on a creature’s skin, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced.
The rarer a magic tattoo is, the more space it occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.
Magic Tattoo Coverage
Tattoo Rarity Area Covered
Common Up to 6 inches
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary Two limbs and the torso
### Variant: Body Modification
These items needn't be limited to just tattoos. They can instead be presented as other body modifications such as brands, scarification, birthmarks, patterns of scales, or any other cosmetic skin adornment or alteration. Consider the object a magical body modification is bound to instead of tattoo needles, such as branding irons or enchanted dragon scales.
## Tattoo Descriptions
The magic tattoos are presented in alphabetical order. They follow the rules for magic items, as presented in the Dungeon Master's Guide.
### Absorbing Tattoo
Wondrous item (tattoo), very rare (requires attunement)
This tattoo incorporates designs that emphasize one color more than others. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
d10 Damage Type Color
1 Acid Green
2 Cold Blue
3 Fire Red
4 Force White
5 Lightning Yellow
6 Necrotic Black
7 Poison Violet
8 Psychic Silver
9 Radiant Gold
10 Thunder Orange
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Barrier Tattoo
Wondrous item (tattoo), rarity varies (requires attunement)
This tattoo depicts protective imagery and uses ink that resembles liquid metal. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
Rarity AC
Uncommon 12 + your Dexterity modifier
Rare 15 + your Dexterity modifier (maximum of +2)
Very Rare 18
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
**Rule Tip: AC Calculations Don't Stack**
When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use.
### Coiling Grasp Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
This tattoo has long intertwining designs. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Blood Fury Tattoo
Wondrous item (tattoo), legendary (requires attunement)
This tattoo evokes fury in its form and colors. While this tattoo is on your skin, you gain the following benefits:
• Your attack rolls score a critical hit on a d20 roll of 19 or 20.
• When you score a critical hit against a creature, that target takes an extra 4d6 necrotic damage, and you gain a number of temporary hit points equal to the necrotic damage dealt.
• When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Rule Tip: Temporary Hit Points Don't Stack
If you have temporary hit points and receive more of them, you don't add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook.
### Illuminator's Tattoo
Wondrous item (tattoo), common (requires attunement)
This tattoo contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Lifewell Tattoo
Wondrous item (tattoo), rare (requires attunement)
This tattoo comprises symbols of life and rebirth. While this tattoo is on your skin, you have resistance to necrotic damage.
Death Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can’t be used again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Ghost Step Tattoo
Wondrous item (tattoo), rare (requires attunement)
This tattoo shifts and wavers on the skin, parts of it appearing blurred. The tattoo has 3 charges, and it regains all expended charges daily at dawn.
As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can't be grappled or restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Masquerade Tattoo
Wondrous item (tattoo), common (requires attunement)
This tattoo appears on your skin as whatever you desire. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell. Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
### Spellwrought Tattoo
Wondrous item (tattoo), rarity varies
This tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought T attoo table.
Spellwrought Tattoo
Spell Level Rarity Spellcasting Ability Modifier Save DC Attack Bonus
Cantrip Common +3 13 +5
1st Common +3 13 +5
2nd Uncommon +3 13 +5
3rd Uncommon +4 15 +7
4th Rare +4 15 +7
5th Rare +5 17 +9
### Shadowfell Brand Tattoo
Wondrous item (tattoo), very rare (requires attunement)
This tattoo is dark in color and abstract. While it's on your skin, you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your reaction to become shadowy and insubstantial for a moment, reducing the damage you take by half. Once used, this reaction can't be used again until the next dawn.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.