Gnome
It is unclear whether Gnomes are originally from Verdania or Gabroria. They must have found a way to cross the ocean before recorded history, but the means by which they did so–by magic or ships—is unknown. <redacted>
Physiology
- Short and generally slender
- "Pointy" features, including noses, corners of eyes, and ears
- Lots of variation in skin tones, even within subraces; not entirely genetic
- Mature by 18, rarely live past 100
Culture
- All gnomes have a penchant for creativity
- Gabrorian gnomes generally specialize in artifice and engineering
- Verdanian gnomes generally stick to botany and liberal arts
Subraces
Rock (Tinker) Gnomes
- Most common subrace, all over Gabroria
- Make up largest gnome city, Norrebe
- Responsible for many technological advancements
- Speak Gabrorian Gnomish
Rot Gnomes
- Originally Rock Gnomes before corruption in Tiris Vale, 800 years ago
- Stay in Tiris Vale largely due to extreme prejudice against them/fear that their condition is contagious
- Condition causes disfigurement, mild necrosis, and is eventually fatal
- Part of them is straight-up undead
- Speak a distinctive dialect of Gabrorian Gnomish
Sand Gnomes
- Reclusive cousins of Rock Gnomes
- Live in desert
- Aberrations hunt desert, originating from <redacted>
- Also gotta deal with death worms (medium size, hunt with electricity)
- Strange metal called mindmetal found in their desert, although only Sand Gnomes know where it is and how to process it
- <redacted>
- Mindmetal is rarely given to others, as it is sacred to Sand Gnomes
- Touching mindmetal inflicts psychic damage but can supposedly impart visions of the future
- <redacted>
- <redacted>
- <redacted>
- Highly resistant to illusion and enchantment magic
- Speak thier own language, closely related to Gabrorian Gnomish but not quite mutually intelligible with it
Forest Gnomes
- Found on both continents, but not in large numbers anywhere
- Reclusive like Sand Gnomes but live in overgrown forests and lush caves
- Can talk to beasts and often incorporate them into family or society
- Generally fond of jokes and puns, unfortunately
- Speak Verdanian Gnomish in Verdania, but a group in Gabroria speak an extreme dialect of Fey Gnomish
Fey Gnomes
- Sizeable portion of Feywild common population
- No major settlements entirely their own
- Impish and lighthearted to a fault, worse than Forest Gnomes
- Speak Sylvan and Fey Gnomish
Game Mechanics
Abilities
Deft Hands. Gnome hands are small and nimble, reflected by a high average Dexterity score.
Quick-Witted. Gnomes tend to be fast thinkers with advanced spatial reasoning, which manifests as a high Intelligence score.
Compact and Durable. Rock gnomes in particular can have a surprisingly high Strength and Constitution score, thanks to their shorter but stronger musculature.
Alignment
Most gnomes are free-spirited and ambitious in their own way. This usually manifests as a chaotic tilt, but plenty of gnomes ardently hold to law or personal codes. There is so much variation that any alignment is likely.
Age
Gnomes mature quickly and reach adulthood by 18. They live longer than humans but reach old age sooner, having an old age threshold of 60 years and an aging rate of 10 years.
Size
Your size is Small. Gnomes average about 3 feet high.
Gnome
Size
Small
Small
Speeds
Walk 25 ft.
Walk 25 ft.
Old Age Threshold
60 years
60 years
Languages
Varies
Varies
Senses
—
—
Aging Rate
10 years
10 years
Traits
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Creative Spark. When you make an ability check, you can attempt to do so in an unconventional way. Make the check and roll a d6. If the result of the d6 is even, add it to the check; otherwise, subtract it.
Subraces
Select one of the subraces below.
Rock (Tinker) Gnome
Language. You are proficient in one dialect of Gabrorian Gnomish. Gabrorian Gnomish has many dialects–more than one per city–and some are only barely mutually intelligible.
Powerful Build. You have the Powerful Build trait.
Alert to Magic. You know the identify spell and can cast it as a standard action without material components a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Rot Gnome
Language. You are proficient in the Tiris Vale dialect of Gabrorian Gnomish. This dialect is extreme and incorporates lisps into some words, as Rot Gnomes often have speech impediments.
Darkvision. Your undead nature grants you darkvision (60 ft.).
Dead Flesh. Some of your body is decayed and unfeeling. Whenever you take damage of a type other than radiant or psychic, reduce that damage by 1 after applying any resistances and vulnerabilities. However, your hit point maximum decreases by 1, and it decreases by 1 every time you gain a level. This can't reduce your hit point maximum below 1.
Sand Gnome
Language. You are proficient in Sand Gnomish. Sand Gnomish is a close cousin to standard Gabrorian Gnomish but lacks Dwarvish influence.
Illusion Sense. Illusion magic leaves a distinctive impression on your mind. You have advantage on Perception and Investigation checks to identify magical illusions as such.
This ability allows you to faintly see magically invisible things within 5 feet of you. You have disadvantage on Perception checks to see them, however.
Calloused Mind. You have resistance to psychic damage.
Fey Gnome
Languages. You are proficient in Fey Gnomish and Sylvan. Sylvan is the common language of the Feywild and shares some vocabulary with Fey Gnomish.
Slip Away. When a creature you can see is about to attack you, you can use a reaction to turn invisible until the end of your next turn, potentially causing the attack roll to have disadvantage. The invisibility ends early if you attack or cast a spell. You can use this feature once, regaining the ability to do so after a short or long rest.
Born Prankster. You know the prestidigitation cantrip. Fey Gnomes are known to use this spell to great effect in practical jokes.
Feybound. Your soul is tied to the Feywild. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.
Ending the Bond
Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.
Forest Gnome
Language. You are proficient in either Verdanian Gnomish or a unique dialect of Fey Gnomish depending on whether you grew up in Verdania or Gabroria, respectively. Like Fey Gnomish, Verdanian Gnomish has many words in common with Sylvan.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You have advantage on Animal Handling checks made on such beasts.
Natural Illusionist. You know the minor illusion cantrip and can cast it without material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Suggested Feat
Beast Friends
Prerequisite: Gnome (forest)
Cost: 3 feat points
Cost: 3 feat points
You gain the ability to make a special bond between yourself and a beast. The beast must be willing and Small or smaller. You can create the bond over the course of an hour, which may be during a short or long rest. You must be within 5 feet of the beast throughout the process as you bond with it. Afterwards, the beast gains the following benefits:
- Whenever the beast finishes a short or long rest, it gains a number of temporary hit points equal to your level.
- The beast learns a random spell on the Beast Spell table. It uses your Intelligence score as its spellcasting ability and your level for the purpose of cantrips. The beast can cast the spell at will unless otherwise specified, and it requires no material components. If the spell requires verbal or somatic components, the beast's squeaks, tail wagging, or other behaviors are sufficient.
You can have a number of bonded beasts equal to your Intelligence score (minimum one). If a beast dies, its bond breaks, and you regain the ability to bond a new beast 1 week after its death.
Beast Spell
d100 | Spell |
---|---|
01-06 | dancing lights |
07-12 | druidcraft |
13-18 | mold earth |
19-24 | shape water |
25-30 | control flames |
31-36 | gust |
37-42 | friends |
43-48 | message |
49-54 | mage hand |
55-60 | spare the dying |
61-64 | primal savagery |
65-68 | thunderclap |
69-72 | poison spray (3/day) |
73-76 | vicious mockery (3/day) |
77-79 | sanctuary (self only) |
80-82 | expeditious retreat (1/day) |
83-85 | hex (1/day) |
86-87 | cause fear (1/day) |
88-89 | thunderwave (1/day) |
90-91 | cure wounds (1/day) |
92-93 | barkskin (self only) |
94-95 | spider climb (self only) |
96 | alter self |
97 | invisibility (1/day, self only) |
98 | dragon's breath (1/day, self only) |
99 | fly (self only) |
00 | Roll twice more, rerolling further 00s |
Severed Bonds
Prerequisite: Feybound racial trait
Cost: 1 feat point
Cost: 1 feat point
Somehow, you have severed your soul's connection to the Feywild. Before taking this feat, discuss the means by which you accomplish this with your DM, as it may be narratively significant. You gain the following benefits and drawback:
- You lose your Feybound racial trait (and this feat ceases to have any prerequisites for you).
- You can expel your spirit from your body to cast arcane eye without any components once with this trait. Charisma is your spellcasting ability for it. When you cast the spell in this way, you create a miniature version of yourself instead of an eye. You regain the ability to cast it in this way when you finish a long rest.
- While dying, it takes 1 less failed death saving throw for you to die.
Suggested Background
Gnomish Trade Training
Prerequisite: The ability to speak Gabrorian Gnomish
You know gnomish secrets of alchemy or artifice. Pick one of the following benefits:
- You are proficient with tinker's tools, and have expertise in History for the purpose of Intelligence checks related to magical or technological devices.
- You are proficient with alchemist's supplies, and have expertise in History for the purpose of Intelligence checks related to magical or chemical substances.
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Identify
Identify
1st-level divination
Components
V, S, M (a pearl worth at least 100 gp and an owl feather)
V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Touch
Touch
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Prestidigitation
Prestidigitation
Transmutation cantrip
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Minor Illusion
Minor Illusion
Illusion cantrip
Components
S, M (a bit of fleece)
S, M (a bit of fleece)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as a standard action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
A creature can use the Study action to inspect the sound or image, making an Investigation check against your spell save DC. On a success, the creature discovers that the sound or image is illusory. If a creature discerns the illusion for what it is, the illusion becomes translucent (if visible) or faint (if auditory) to that creature.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Dancing Lights
Dancing Lights
Evocation cantrip
Components
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You choose whether each light's position is fixed relative to your location (moving with you) or to the ground. You can also combine the four lights into one glowing, vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light (10 ft.).
You can reconfigure the lights as a repeatable minor action on each of your turns, doing any number of the following for each light:
- Move the light up to 60 feet.
- Switch the light's anchor point from yourself to the ground, or vice versa.
- Dismiss the light.
- Create a new light within range, up to a maximum of four lights.
A light automatically winks out if its distance from you ever exceeds the spell's range. The spell ends if you cast it again or all the lights have gone out.
Druidcraft
Druidcraft
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Mold Earth
Mold Earth
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Shape Water
Shape Water
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Control Flames
Control Flames
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as a standard action.
Gust
Gust
Transmutation cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Friends
Friends
Enchantment cantrip
Components
S, M (a small amount of makeup applied to the face as this spell is cast)
S, M (a small amount of makeup applied to the face as this spell is cast)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Message
Message
Transmutation cantrip
Components
V, S, M (a short piece of copper wire)
V, S, M (a short piece of copper wire)
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
120 feet
120 feet
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mage Hand
Mage Hand
Conjuration cantrip
Components
V, S
V, S
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as a standard action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use a standard action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Spare the Dying
Spare the Dying
Necromancy cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch a living creature that has 0 hit points. If it is dying, it stops dying. Additionally, it can expend and roll a hit die to regain a number of hit points equal to the number rolled + its Constitution score. This spell has no effect on Constructs or Undead.
Primal Savagery
Primal Savagery
Transmutation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Thunderclap
Thunderclap
Evocation cantrip
Components
S
S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
5 feet
5 feet
You create a burst of thunderous sound that can be heard up to 100 feet away. Each other creature within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage, or half as much damage on a successful one.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Poison Spray
Poison Spray
Conjuration cantrip
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage, or half as much damage on a successful one.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Vicious Mockery
Vicious Mockery
Enchantment cantrip
Components
V
V
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Sanctuary
Sanctuary
1st-level abjuration
Components
V, S, M (a small silver mirror)
V, S, M (a small silver mirror)
Duration
1 minute
1 minute
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Expeditious Retreat
Expeditious Retreat
1st-level transmutation
Components
V, S
V, S
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 minor action
1 minor action
Range
30 feet
30 feet
Choose a creature you can see within range. The target can take the Dash action as a minor action for the duration of the spell and as a reaction when the spell is cast. If you are the target, you can Dash as part of the same action used to cast the spell instead of using a reaction.
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.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Hex
Hex
1st-level enchantment
Components
V, S, M (the petrified eye of a newt)
V, S, M (the petrified eye of a newt)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
90 feet
90 feet
You place a curse on a creature you can see within range. Choose one ability. While cursed, the target has disadvantage on ability checks made with the chosen ability, and your attacks against it deal an extra 1d6 necrotic damage on a hit.
If the target is dead or has 0 hit points, you can use a repeatable minor action to move the curse to a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Cause Fear
Cause Fear
1st-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You awaken the sense of mortality in one creature you can see within range. A Construct or an Undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends (save ends).
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. The creatures must be within 30 feet of each other when you target them.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Thunderwave
Thunderwave
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Self
Self
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cure Wounds
Cure Wounds
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability score. 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 1d8 for each slot level above 1st.
Barkskin
Barkskin
2nd-level transmutation
Components
V, S, M (a handful of bark)
V, S, M (a handful of bark)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature to protect it with regenerating bark. Until the spell ends, the target's skin assumes a bark-like appearance, and at the end of each of the target's turns, the target gains a number of temporary hit points equal to your spellcasting ability score plus your proficiency bonus.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Spider Climb
Spider Climb
2nd-level transmutation
Components
V, S, M (a drop of bitumen and a spider)
V, S, M (a drop of bitumen and a spider)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climb speed equal to its walk speed.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Alter Self
Alter Self
2nd-level transmutation
Components
V, S
V, S
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Self
Self
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as a standard action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swim speed equal to your walk speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use a standard action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Invisibility
Invisibility
2nd-level illusion
Components
V, S, M (an eyelash encased in gum arabic)
V, S, M (an eyelash encased in gum arabic)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Dragon's Breath
Dragon's Breath
2nd-level transmutation
Components
V, S, M (a hot pepper)
V, S, M (a hot pepper)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 minor action
1 minor action
Range
Touch
Touch
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use a standard action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Fly
Fly
3rd-level transmutation
Components
V, S, M (a wing feather from any bird)
V, S, M (a wing feather from any bird)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
Touch
Touch
You touch a willing creature. The target gains a hover speed of 60 feet for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Arcane Eye
Arcane Eye
4th-level divination
Components
V, S, M (a bit of bat fur)
V, S, M (a bit of bat fur)
Duration
Up to 1 hour
Up to 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create an invisible, magical eye within range that hovers in the air for the duration.
You gain the eye's sense of sight in addition to your own. The eye has darkvision (30 ft.) and can look in every direction.
As a standard action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Tinker's Tools
Tinker's Tools
Cost: 50 gp
Weight: 10 lb.
Weight: 10 lb.
Alchemist's Supplies
Alchemist's Supplies
Cost: 50 gp
Weight: 8 lb.
Weight: 8 lb.