A Thousand Classes + A Thousand More
A Thousand Classes + A Thousand More
A Thousand Classes + A Thousand More
A Thousand Classes
A Thousand More
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 1/49
2/5/2019 The Homebrewery - NaturalCrit
Table Of Contents
1 Chapter 1: Classes
1.1 Primal Paths Credits
1.1.1 Path of the Hunter Lead Designer: Vivian Ruby
1.1.2 Path of the Rage Mage Layout: The Homebrewery; additional styles by Ira Fich
1.2 Bard Colleges
1.2.1 College of the Cleric Published on the DM's Guild
1.2.2 College of Knowledge
1.3 Divine Domains Follow Vivian on Twitter
1.3.1 Love Domain
1.3.2 Shadow Domain
1.3.3 Time Domain
1.4 Druid Circles
1.4.1 Circle of Steel
1.4.2 Planar Shepard
1.5 Martial Archetypes
1.5.1 Brawler
1.5.2 Havoc Fighter
1.5.3 Sniper
1.5.4 The Undying
1.6 Monastic Traditions
1.6.1 Way of the Ancestral Plane
1.7 Sacred Oaths
1.7.1 Oath of Rebellion
1.8 Ranger Conclaves
1.8.1 Ocean Explorer
1.8.2 Urban Vagabond
1.8.3 Wilderness Medic
1.9 Roguish Archetypes
1.9.1 Copycat
1.9.2 Hoard Raider
1.9.3 Lucky
1.10 Sorcerous Origins
1.10.1 Anti-Magic Void
1.10.2 Reflection
1.11 Otherworldly Patrons
1.11.1 Magical Girl's Patron
1.12 Arcane Traditions
1.12.1 School of the Broodmaster
1.12.2 School of the Honey Mage
1.12.3 School of Intel
1.12.4 New School of Magic: Intel
1.12.5 School of Reprogramming
1.12.6 School of the Defiler
2 Chapter 2: Magic
2.1 New School of Magic: Buzz
2.2 Buzz Spell Descriptions
2.3 New Enchantment Spells
2.4 Enchantment Spell Descriptions
2.5 New Necromancy Spells
2.6 Necromancy Spell Descriptions
2.6.1 Animate Dead Variant
2.7 New Miscellaneous Spells
2.7.1 Spell Descrpitions
3 Sources and Changelog
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 2/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 3/49 3
2/5/2019 The Homebrewery - NaturalCrit
Path of the Rage Mage Spell Slots. The Rage Mage table shows how many spell
slots you have. The table also shows what the level of those
There are as many methods to using magic throughout the slots is; all of your spell slots are the same level. To cast or
world and history that it is no wonder that few are able to concentrate on one of your Rage Mage spells of 1st level or
master the powerful casting fury of the Rage Mage. For these higher, you must be in a rage, and then expend a spell slot.
barbarians, magic is not to be tempered, bound, or fiddled You regain all expended spell slots when you finish a short or
with, it is simply a tool to crash through and out of them. The long rest.
raw constitution of these barbarians is integral to their Spells Known of 1st Level and Higher. At 3rd level, you
casting as the untamed magic tears through their bodies, know two 1st-level spells of your choice from the Sorcerer
channeled towards their enemies. spell list. The Spells Known column of the Rage Mage table
These barbarians learn techniques to call upon the magic shows when you learn more Rage Mage spells of your choice
around them to refuel their spirit, and how to channel their of 1st level and higher. A spell you choose must be of a level
rage into the casting of incredibly powerful spells. no higher than what’s shown in the table's Slot Level column
for your level.
Additionally, when you gain a level in this class, you can
The Rage Mage choose one of the Rage Mage spells you know and replace it
with another spell from the Sorcerer spell list, which also
Level Cantrips Known Spells Known Spell Slots Slot Level must be of a level for which you have spell slots.
3rd 2 2 2 1st Each spell you choose must have a casting time of 1 Action
or less.
4th 2 2 2 1st Spellcasting Ability. Constitution is your spellcasting
5th 2 3 2 2nd ability for your Rage Mage spells, since the strength of your
magic depends upon your ability to act as a physical conduit
6th 2 3 2 2nd of magical power. You use your Constitution whenever a spell
7th 2 4 2 2nd refers to your spellcasting ability. In addition, you use your
8th 2 4 2 2nd Constitution modifier when setting the saving throw DC for a
Rage Mage spell you cast and when making an attack roll
9th 2 5 2 2nd with one.
10th 2 5 2 2nd Spell save DC = 8 + your proficiency bonus + your
11th 3 6 3 3rd Constitution modifier
12th 3 6 3 3rd Spell attack modifier = your proficiency bonus + your
13th 3 7 3 3rd
Constitution modifier
14th 3 7 3 3rd You do not need an implement when casting Rage Mage
spells.
15th 3 8 3 3rd
16th 3 8 3 3rd Primal Sense
At 6th level your instinctive sense for magic has become
17th 4 9 3 4th finely tuned. You can cast the Detect Magic spell at-will, and
18th 4 9 3 4th you do not have to be in a rage to do so.
19th 4 10 3 4th In addition, you become proficient in the Arcana skill if you
are not already.
20th 4 10 3 4th
Unbreakable
As long as you are in a rage, your concentration cannot be
broken by any means other than by your choosing.
In addition, whenever you enter a rage you regenerate 1
Rage Casting Rage Mage spell slot if you have zero remaining.
Your physical conditioning and intense training for containing
and projecting the raw power of magic has given you facility Beam of Rage
with spells. See chapter 10 for the general rules of Once per long rest you can unleash all your remaining spell
spellcasting. You draw your spells from the Sorcerer spell list. slots in one massive blast of energy. The Beam of Rage hits
You can only cast and concentrate on spells you learn from 60ft in a line originating from you, with a 5ft width.
this class while in a rage, and you can add the bonus damage For every Rage Mage spell slot you consume
from the rage feature to spell attacks you make while in a this attack's damage increases by 3d12
rage.
Cantrips. You know either the Eldritch Blast cantrip, as force damage, and the width of the
well as one other cantrip from the Sorcerer spell list, or, two blast increases by 5ft.
cantrips from the Sorcerer spell list. You learn additional
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Rage Mage table.
CHAPTER 1 | CLASSES
4 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 4/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 5/49 5
2/5/2019 The Homebrewery - NaturalCrit
You can choose a certain form if you know the details of the
Divine Domains relationship between the two people. This feature does not
Love Domain differentiate between living or dead people, and the target
may react unexpectedly to seeing you. The target otherwise
The gods of love are some of the most widely praised has no reason to suspect you may not be who you appear to
throughout the lands. They encourage that which makes us be. This feature also grants you some memories of the
most human, to foster relationships, and for some of the creature you are taking the form of in order to operate in your
gods, an emphasis on reproduction. The gods of love teach us disguise, but nothing that would be secret or otherwise
that we are strongest together, and that by loving and being impossible to know.
loved we will bring light and life to our societies. These gods
would never refuse a genuine lovers' bond regardless of the Potent Spellcasting
circumstances, and are often prayed to for guidance by lovers Starting at 8th level you can add your Wisdom modifier to the
from different castes of life. damage you deal with any cleric cantrip.
Sune, Kiltzi, Sheela Peryroyl, Evening Glory, Lastai,
Sehanine, Aphrodite, are just a few of of such gods devoted to Mass Empowerment
love, sex, and all that comes in between. Clerics of the love When you cast a cleric spell that does not do damage, and
domain would never charm a person, or accept an ally targets either yourself or a friendly or willing creature, you
charming in their place, as it goes against all the tenets of a can choose for the spell to target all creatures of your choice
loving and trusting relationship. within 30 feet.
You must complete a long rest to cast a cleric spell like this
Love Domain Spells again.
Cleric Level Spells
1st ceremony, heroism Shadow Domain
3rd calm emotions, detect thoughts Gods of darkness, such as Lolth, Shar, Graz’zt, or Merrshaulk
5th major image, speak with dead
are often seen as gods of evil and death; many clerics find
something worth following in this ideology. Some clerics,
7th fabricate, locate creature however, view the darkness of these gods as a simple mirror
9th creation, rary's telepathic bond image of the light, a natural part of the process of day and
night. These clerics may promote the ideals of heroic deeds
Bonus Proficiencies
under cover of night, or of privacy and other secrets. These
You become proficient in the Insight skill, and your clerics claim that without darkness, the light would not be as
proficiency bonus is doubled when making a check with this fulfilling as it is. Despite these heroic idealistic clerics, the
skill to determine how a creature is feeling. You also gain majority of the followers of gods of darkness are evil or
proficiency in one Artisan’s tools of your choice. otherwise subterranean, such as the Drow or Duergar.
Shadow Domain Spells
Acolyte of Love Cleric Level Spells
When you choose the Love domain at 1st level you gain the
ability to prevent creatures from acting in a hostile way. 1st fog cloud, ray of sickness
As an action you can present your Holy Symbol to a 3rd blindness/deafness, darkness
creature and speak a word of power. The creature must 5th hunger of hadar, vampiric touch
succeed on Strength saving throw or have ethereal bindings
sprout around their limbs. The chains, vines, or ropes, tighten 7th blight, fabricate
when they sense hostile intent. The creature can use its 9th contagion, dream
action to attempt to break the bindings by making a Strength
saving throw. On a succesful save, or after 1 minute, the Destroy Light/Deepen Darkness
chains evaporate. At 1st level you have learned to create and deepen the
While bound the creature cannot attack other creatures, or shadows you revere.
prevents any action that they expect will cause harm to You can use an action to destroy a source of light up to 120
others, such as giving their weapon to someone intending to feet away, as long as the source is no larger than 5 feet in any
attack, or pushing a boulder over a cliff edge at another dimension. If the light is caused by a spell, the caster must
person. succeed on a Charisma saving throw against your spell save
You can create these bindings a number of times equal to DC to resist the effect.
your Wisdom Modifier before you must complete a long rest When you’ve destroyed a light using this feature, no light
to do so again. can emit from the object or location for 1 hour.
Channel Divinity: Your Best Friend
Alternatively, you can enhance an existing area of darkness.
As an action you present your Holy Symbol and invoke the As an action, you deepen the shadows in a 10-foot cube
name of your Deity while focusing on a creature of your within 120 feet of you. Within the area, dim light becomes
choice within 30ft. You then take on an illusory form which total darkness, and total darkness instead becomes nearly
the target believes to be an old friend, a lover, a business impenetrable: A creature with darkvision can't see through it,
confidant, or other such emotionally close relationship for up and nonmagical light won't illuminate it.
to 10 minutes. The darkness stays this way for 1 hour.
CHAPTER 1 | CLASSES
6 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 6/49
2/5/2019 The Homebrewery - NaturalCrit
Planar Aligment
Druid Circles When you choose the circle of the planar druid at 2nd level
Circle of Steel you must choose a plane that represents who you are as a
person (if you are having trouble deciding, choose the plane
Druids have a taboo against metal equipment, but not you. of your alignment).
Your circle embraces metal as another form of nature, one You have dedicated yourself to spreading the influence of
tempered by the hand of sentient creatures. There is no such your chosen plane and to further the strange, alien agendas
thing as “unnatural” to your order. Druids of the circle of steel of those who rule over it. The plane you are connected to
will often preside over mines in the wilderness in order to represents the very foundation of your personality and should
make use of the precious metals within. Other druid circles be chosen wisely to reflect this.
may turn their nose up, but these Druids are just as devoted You gain the following benefits:
to nature as any other, and that is hard for anyone to deny.
You cannot become lost on your chosen plane except by
Bonus Proficiencies magical means.
When you choose the Circle of Steel at 2nd level, you become You know the location of any portals to or from your
proficient in Heavy Armor, Simple Weapons, Martial chosen plane within 100 miles.
Weapons, and Smithy’s Tools. Your druidic sect has no taboo You can sense the presence of creatures native to your
against using metal equipment. Your druidic focus can be an chosen plane within 10 miles, as long as you are not on
amalgamation of metal wires if you choose. your chosen plane.
You can add twice your proficiency bonus to Arcana,
Construct Wild Shape History, Religion, and Nature checks you make to learn
When you choose this circle at 2nd level, The rites of your information related to your plane
circle grant you the ability to transform into dangerous metal
animal forms. Outsider Shape
You gain the ability to use Wild Shape on your turn as a Also at 2nd level you gain a greater understanding of the
bonus action, rather than as an action, and you can transform creatures that inhabit your chosen plane. When you wild
into a metal automaton version of a beast, or a creature with shape you can take the shape of any non-sentient creature
the Construct creature type, instead of one of flesh and blood. from your chosen plane, not just beasts. The normal
Additionally, while you are transformed as a construct wild restrictions of wild shape still apply.
shape, you can use your humanoid form’s AC in place of your
Wild Shape’s AC, and you do not need to eat sleep or breath. Plane Spells
At 3rd level you gain some of the powers of the plane you
Tooth and Steel have chosen to represent.
Starting at 6th level, your attacks in wild shape count as At 3rd, 5th, 7th, and 9th level you gain access to spells
magical for the purpose of overcoming resistance and connected to your chosen plane. Choose that plane and
immunity to nonmagical attacks and damage. consult the associated list of spells below.
Once you gain access to a plane spell, you always have it
Form of Steel prepared, and it doesn’t count against the number of spells
At 10th level your druid sect has taught you how to you can prepare each day. If you gain access to a spell that
manipulate metal as if it were regular earth. It takes 1 minute doesn’t appear on the druid spell list, the spell is nonetheless
to shape one cubic foot of non-magical metal into a usable a druid spell for you.
form. You can separate fragments of metal from a whole only Planar Adaptation
if it is not magical. At 6th level you begin to adapt to the conditions of the alien
You must have proficiency in a tool or weapon to shape multiverse. You become resistant to Radiant, Necrotic, and
metal into it. Force damage.
Mind of Matter
Starting at 14th level your mind in an automated wild shape Planar Ward
cannot be swayed from your prime directives. You become When you reach 10th level planar creatures cannot exert
immune to charms and mind control. their will onto you. You cannot be charmed or frightened by
aberrations, celestials, elementals, fae, or fiends.
Planar Shepard Step of the Multiverse
The circle of the planar shepherd rejects the common, At 14th level you are able to
narrow scope of what constitutes a “natural world”. On the travel the multiverse at your whim.
outer planes, what is natural there may be as alien to us as a You can cast plane shift targeting
bear would be to them. These druids are spread all only yourself at-will, without consuming
throughout the planes, serving their enigmatic and often a spell slot or requiring any material
incomprehensible masters, or to simply guide wandering components. When you cast plane shift using
travelers through the hazards of the alien worlds. this feature, the casting time is increased to 1 minute.
Within each congregation of planes there is typically a local
sect that shares their perspectives and education on the local
environments.
CHAPTER 1 | CLASSES
8 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 8/49
2/5/2019 The Homebrewery - NaturalCrit
Astral Plane
Druid Level Plane Spells Changing your Plane
3rd blur, invisibility Your choice of plane is not completely permanent, but it is not
easy to change either. Changing your plane means you are
5th speak with dead, phantom steed
changing the core of your being, and should not be done
7th hallucinatory terrain, phantasmal killer unless your character undergoes a suitably great change in
9th animate objects, telekinesis their personality and beliefs.
When you do, you may need to spend time gaining a deep
Chaos Planes understanding about a new plane among an order of monks
Druid Level Plane Spells native to it, or petition the ruler of a plane to grant you their
3rd crown of madness, suggestion power or insight.
5th bestow curse, fear
7th confusion, polymorph Lower Planes
Druid Level Plane Spells
9th dominate person, modify memory
3rd blindness/deafness, scorching ray
Elemental Chaos 5th fireball, stinking cloud
Druid Level Plane Spells 7th fire shield, wall of fire
3rd gust of wind, scorching ray 9th flame strike, hallow
5th sleet storm, lightning bolt
7th ice storm, stone skin Shadowfell
Druid Level Plane Spells
9th conjure elemental, wall of stone
3rd darkness, ray of enfeeblement
Ethereal Plane 5th fear, vampiric touch
Druid Level Plane Spells 7th blight, fabricate
3rd mirror image, misty step 9th mislead, contagion
5th blink, nondetection
7th confusion, dimension door Upper Planes
Druid Level Plane Spells
9th geas, passwall
3rd flaming sphere, lesser restoration
Far Realm 5th daylight, revivify
Druid Level Plane Spells 7th guardian of faith, wall of fire
3rd detect thoughts, phantasmal force 9th flame strike, greater restoration
5th clairvoyance, sending
7th dominate beast, evard's black tentacles
9th dominate person, telekinesis
Feywild
Druid Level Plane Spells
3rd calm emotions, phantasmal force
5th blink, plant growth
7th dominate beast, greater invisibility
9th dream, seeming
Law Planes
Druid Level Plane Spells
3rd zone of truth, locate object
5th glyph of warding, magic circle
7th banishment, divination
9th dispel evil and good, planar binding
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 9/49 9
2/5/2019 The Homebrewery - NaturalCrit
Patient Punch
Martial Archetypes Once you reach 15th level, when you take the dodge action
Brawler you do not consume your reaction by counter attacking.
Those who emulate the archetypal brawler need neither zen The Greatest Flurry of Blows
nor ki to go fist to fist with any monk. These fighters may When you take the attack action you can add a cumulative +1
come from the leagues of professional boxers, mixed martial to the damage of each unarmed attack you hit the same
artists, and even football players. Just as commonly, a brawler creature with before the end of your turn.
may develop their skill from years of one too many drinks at
the pub. Regardless of how they have learned to fight, these Havoc Fighter
fighters have honed their fists and feet to a deadly perfection,
and gain abilities to take as many strikes at an enemy as they The archetypal havoc fighter is one often mistaken for an
allow an opening for. enraged barbarian. These fighters revel in bloodshed from
any source, even themselves. They charge recklessly into
Martial Arts Die battle and gain strength from the wounds they take. Some
Fighter Level Martial Arts may see you as a rabid dog. But you will bathe in their blood
3rd 1d4 and show them that your bite is just as strong as your bark.
5th 1d6 Anarchy
11th 1d8 When you become a havoc fighter at 3rd level you learn the
17th 1d10
reckless techniques of destruction that comes from this elite
brand of fighter. Whenever you take damage from an attack
you can choose to be overcome by anarchy until the end of
Brawler your next turn.
At 3rd level, your experience in brutal martial arts gives you When you are overcome by anarchy you are considered
mastery of unarmed and improvised fighting. You become charmed for the duration. If you are charmed or frightened
proficient in improvised weapons. from any other sources, they immediately end. During this
You also gain the following benefits while you are unarmed time you add your Strength modifier to the attack and
or wielding only improvised weapons weapons. damage rolls of melee weapon attacks you make a second
You can roll a d4 in place of the normal damage of your time.
unarmed strike or monk weapon. This die changes as you However, when overcome by anarchy you must use your
gain fighter levels, as shown in the Brawler table. action to attack whatever creature is closest to you, friend or
When you use the Attack action with an unarmed strike or foe, or use the dash action to move close enough to a creature
an improvised weapon on your turn, you can make one to attack them. You can also take the dodge action if you can
unarmed strike as a bonus action. For example, if you take not do either.
the Attack action and attack with a table leg or a garbage Cool Off
can, you can also make an unarmed strike as a bonus At 7th level you can use your second wind to snap out of your
action, assuming you haven't already taken a bonus action anarchy and regain your senses. If you choose to do this you
this turn. double the amount of hit points restored.
Tricky Hitter
Also at 3rd level you have gained an expertise in fighting dirty Extra Extra Attack
in the chaos of a brawl. When you hit with an unarmed attack Starting at 10th level when you take the Attack action on your
or an improvised weapon on your turn, you can use your turn, you can use your bonus action to make one additional
bonus action to knock the target prone, slide the target 5 feet weapon attack. On a hit, you take half of the damage that this
in any direction, or attempt a grapple. additional attack dealt. You can use this damage to trigger
If you hit a creature with an opportunity attack, you can your anarchy for yourself.
also apply one of these extra affects as part of the same
reaction. Inspired Strike
At 15th level the thrill of combat rushes through you,
Counter Attack encouraging you to ever more reckless feats of strength.
Starting at 7th level, when an adjacent creature hits you with When you hit with a weapon attack you gain temporary hit
an attack, you can use your reaction to strike the target to points equal to your Constitution modifier.
lessen the impact of their attack. You halve the damage taken
by their attack, and they take half of the attack's damage as The Rush, The Thrill
well. When it is time to fight you are barking at your leash, aching
to be set loose against your enemies. Starting at 18th level
Surge of Strength when you roll initiative you always go first on the first round
Starting at 10th level, when you use your second wind of combat, even if you are surprised. During your first turn in
feature, you can make one unarmed or improvised weapon combat, you can choose to be overcome by your anarchy any
attack as part of the same bonus action. time you want until the end of your turn.
CHAPTER 1 | CLASSES
10 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 10/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
12 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 12/49
2/5/2019 The Homebrewery - NaturalCrit
Strike Down Tyranny. You can use your Channel Divinity
Sacred Oaths to speak words of power that are painful for your enemies to
Oath of Rebellion hear. As an action, you present your holy symbol and declare
a moral alignment, loyalty, or identifying symbol (such as a
The Oath of Rebellion is one rarely sworn, but is one of the logo, or garment), any creature aligned to your declaration
most terrifying to those in power. A Paladin of the oath of that can hear you must make a Wisdom saving throw. On a
rebellion devotes themselves to a single lofty, some would say failed save, the creature is turned for 1 minute or until it
impossible, goal. That is to overthrow whomever is in power takes damage.
and fix what society has done so wrong. A turned creature must spend its turn trying to move as far
The oath of rebellion is not an easy oath to carry, it is one away from you as it can, and it can’t willingly move to a space
that requires you to make sacrifices and watch those around within 30 feet of you. It also can’t take reactions. For its
you fail and die repeatedly. But each time this happens your action, it can use only the Dash action or try to escape from
heart grows stronger, more firm against injustice. And should an effect that prevents it from moving. If there’s nowhere to
those you helped win turn authoritarian too, then they will move, the creature can use the Dodge action.
find themselves with a powerful enemy that knows all their If the creature’s true form is concealed by an illusion,
weaknesses. shapeshifting, or other effect, that form is revealed while it is
turned.
Tenets of Rebellion
The exact wording of these tenets are as diverse as those Break Your Shackles
who have needed them over the ages, but they often fall into At 7th level you are able to free the downtrodden from their
the same general four. bindings with just your words. As an action you can end an
Action. Inaction aids the offender effect on an adjacent ally that is causing them to be
Condemnation. Your oppressor will never grant freedom Frightened, Grappled, Paralyzed, Restrained, Stunned, or
by their own kindness otherwise Incapacitated (but not unconsciousness). If your
Lead the Charge. If you do not act, no one will target is deafened you cannot use this feature for them.
Strength in Numbers. We are strongest together For CR 0: Creatures of CR 0 also become immune to
these effects until the end of your next turn, as your words
Oath Spells flood them with power.
You gain oath spells at the paladin levels listed. At 18th level you can use this feature on a creature up to
30 feet away.
Oath of Rebellion spells
Paladin Level Spells Inspiring Hand
3rd bane, heroism At 15th level your Lay on Hands becomes stronger, carrying
your words of encouragement. When you use your Lay on
5th pass without trace, ray of enfeeblement Hands to heal a creature, you can grant them temporary hit
9th crusader's mantle, fear points rather than heal hit points. The number of temporary
13th confusion, freedom of movement
hit points you give them with this feature can never be higher
than ½ of their maximum hit points.
17th dominate person, rary's telepathic bond For CR 0: Creatures of CR 0 instead can gain temporary
hit points equal to the amount of normal Hit Points you give
Channel Divinity to heal them.
When you take this oath at 3rd level, you gain the following
two Channel Divinity options. Icon
Overthrow. You can use your Channel Divinity to speak At 20th level, whether you want to be or not, the people allied
words of power that are inspiring for your allies to hear. As an to you see you as an icon of your cause. Your mere existence
action, you present your holy symbol and declare a moral inspires them to feats of great heroism. You gain the
alignment, loyalty, or identifying symbol (such as a logo, or following benefits:
garment), any creature aligned to your declaration gains the Your Charisma increases by 4, up to a maximum of 30.
following benefits as long as they can see you: All of your Paladin auras have a range of up to 1 mile
They gain a +1 bonus to their attack rolls, saving throws, You can point at an enemy and as an action command
and ability checks. your allies to strike. Each ally that is within a range to do
They gain temporary hit points equal to your Paladin level so can use their reaction to make 1 weapon attack or cast
They have advantage on attack rolls whenever you are a cantrip at your target.
unconscious All of your Oath features that have special effects for
creatures of CR 0 instead grant that special effect to all
For CR 0: A creature of CR 0 also gains advantage on creatures of CR 1 or lower.
saving throws against being frightened.
For CR 0: Creatures of CR 0 have advantage on their
attack when you command an attack.
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 13/49 13
2/5/2019 The Homebrewery - NaturalCrit
You can tolerate swimming in water as cold as 0 degrees
Ranger Conclaves celsius/32 degrees fahrenheit without additional
Ocean Explorer protection.
Total darkness caused by being underwater becomes dim
The Ocean Explorer archetype is the sailor that welcomes light instead.
the touch of the depths of the ocean. A frontier survivalist You can never suffer from decompression sickness, and
that charts new paths through the dangerous seas of the can stand pressures up to 1000 feet below the water’s
world, expertly navigating through reefs, and bravely sailing surface.
through maelstroms or black waters. The Ocean Explorer You can talk to aquatic creatures as if you share a
has seen everything the water has to offer, and still craves language.
more. You can drink salt water as if it were fresh water.
You can breathe underwater.
Natural Explorer: Sea
When you choose the Ocean Explorer at 3rd level, you can Champion of the Seas
choose to change your favoured terrain to the Sea terrain. By 18th level you have become a mediator between the
When you do this you gain the following additional features. depths and dry land, a last line of defense for those both
above and below. You can choose to take on the form of a
You gain proficiency in Navigator’s Tools and Vehicles champion of the sea at-will.
(Water). This transformation alters your appearance in a way that
You gain a swim speed equal to your movement speed, or you choose. Your hair might turn into seaweed, your skin may
if you already have a swim speed, it increases by 10 feet take on the appearance and texture of coral, or you could turn
You add proficiency on any roll to repair a ship, navigate a blue and misty, or take on physical traits of various fishes.
ship, or man your station. While in this form non-sentient aquatic creatures are
You can see up to 1 mile away with no difficulty, able to naturally inclined to assist you in your adventures, though
discern even fine details as though looking at something they will not fight for you unless their own lives are on the
no more than 100 feet away from you. line. Sentient aquatic and land-bound creatures will often
consider you as one of their own and recognize your position
Bonus Spells as a champion.
Your time in the seas has taught you to cast certain spells in You have advantage on Charisma (Persuasion) checks on
order to survive. You learn the shape water cantrip. Also, at these creatures, regardless of whether they breath air or
3rd, 5th, 7th, and 9th level you gain access to bonus spells. water.
Once you gain access to a bonus spell, it doesn’t count against Finally, you can teleport up to 60 feet as a bonus action
the number of spells you know. If you gain access to a spell while in water.
that isn't already on the ranger list, the spell is nonetheless a
ranger spell for you. Urban Vagabond
Bonus Spells Rangers of the archetypal urban vagabonds are contrary to
Level Spell everything a ranger is, yet it is impossible to deny their
3rd create or destroy water effectiveness in the role. These rangers know the labyrinthine
city streets like the back of their hand, and always have a
5th gust of wind favour to trade to grant passage, services, or goods. These
9th tidal wave rangers often find themselves in the service of lords rooting
13th watery sphere
out thieves in the sewers and leading soldiers through the
hazards of urban combat.
17th maelstrom
Bonus Proficiencies
Extra Attack When you choose this archetype at 3rd level, you become
If you are using the UA Ranger, you gain the extra attack proficient in thieves' tools if you are not already.
feature at 5th level. In addition you can choose to replace one of your favoured
terrains with the Urban terrain.
Brawler on Deck
At 7th level your experience fighting on the unstable waves Street Fighter
puts you a step ahead of other creatures, you have advantage Also at 3rd level, whenever a creature is adjacent to a wall, or
on saves and checks to avoid being knocked prone or forced any object that is able to grant at least ¾ cover, you have
to move. advantage on melee attack rolls against that creature.
In addition, you can move through a prone creature’s space In addition, when you are adjacent to a wall or similar
as if it were difficult terrain. object, and an adjacent creature targets you with a melee
attack, you can use your reaction to swap spaces with the
Aquatic Adaptation target.
By 13th level you have spent enough time in and around Finally, you have advantage on the optional Overrun and
water that you have attuned yourself to the conditions, Tumble actions found in the Dungeon Master’s Guide.
gaining the following benefits:
CHAPTER 1 | CLASSES
14 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 14/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
16 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 16/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 17/49 17
2/5/2019 The Homebrewery - NaturalCrit
Harbinger of Emptiness
Sorcerous Origins At 18th level you’ve become a master of magic destroying
Anti-Magic Void spells. If you do not already know the Dispel Magic,
Counterspell, and Anti Magic Field spells, you learn them
The world is filled with magic, it crawls through everything now and they do not count against your number of spells
from the trees to the clouds to the people walking around. It’s known. If you do know these spells you can replace them
what lets necromancy manipulate death, it’s what lets with a spell of equal level when you first reach 18th level.
transmutation change inanimate objects. Magic is within In addition you gain the following benefits:
everything, except for you. In your past something happened,
perhaps you were born in a manifest zone of the far realms, You can cast Dispel Magic at-will without consuming a
perhaps you were struck by a violent magical attack that spell slot or material components.
sapped your inner magic, perhaps your ancestors angered a You are immune to the effects of Anti Magic Field
god and were robbed of their essence. Whatever it was, you whenever you cast it. You can also cast Antimagic Field
became a black hole of magic, and like a black hole you drag once without expending a spell slot. You must complete a
magic into yourself to fill this void. You’ve learned to use this long rest before you are able to do so again.
to your benefit, taking the magic you draw in and giving it
form. Reflection
You are a reflection of your true self. A being of unimaginable
Magic Sense form in the far realms or elsewhere. Were those around you
At 1st level you are able to pinpoint sources of magic around to try to understand your true form their minds would snap
you. You always have the Detect Magic spell active. under a cacophony of the incomprehensible.
If you know the Detect Magic spell already, you can choose When you become a reflection sorcerer, your true form
to replace it with a spell of the same level and class list the leaks into the world around you in strange ways. Choose one
first time you reach 1st level in this class. of the quirks in the table below.
Magical Void Reflection Quirks
Also at 1st level, you are able to attempt to deflect magic Flames within 10 feet of you form strange shapes
using the draw of your void. You can choose to gain advantage bending into impossible forms of you
on a saving throw against a spell or other magical effect. You
can choose to do this after rolling, but before the result is Water within 10 feet of you reflects twisted images of
determined. You must complete a short or long rest to gain your true form
advantage in this way again. Thunder or Lightning emanating from a source within 10
feet of you carries a deep groan that reverberates with the
Absorb Magic sounds of your true name
Starting at 6th level you are able to absorb hostile magic that When a creature within 10 feet of you bleeds, their blood
targets you. forms arcane symbols relating to your being.
When you are forced to make a saving throw against a spell
you can use your reaction and consume a spell slot of the Observer's Displacement
same level as the spell you are being affected by to store the At 1st level your grasp on this world is not like a normal
spell. You add this spell to your spell list until the end of your creature anchored physically to their coordinate. Though you
next turn. Before the end of your next turn, you can cast this cannot project much of yourself into being yet, you are able to
same spell without consuming a spell slot. After the end of reposition yourself easily within the material world, like a
your next turn, the spell is removed from your spell list. player with a chess board. When you move you can choose to
You can only do this if the spell’s casting time is 1 action, teleport. For each foot you teleport, 2 feet of your movement
bonus action, or reaction, and you can only do this once per is used.
instance of the spell.
Absorbing a spell does not prevent it from potentially Mental Hellscape
hitting you, you simply absorb the stray strands of magic Also at 1st level your mind becomes a landscape of alien
regardless of what other damage or effect it has done to you. thoughts and feelings. You become immune to charms and
mind control.
Observed Casting In addition, when a creature attempts to read your mind,
By 14th level you have learned to recreate the intricacies of you can force them to succeed on a Wisdom saving throw
magic around you. Whenever you observe a spell being cast, against your spellsave DC or fall prone and become
you can choose to learn this spell until you complete a long incapacitated for up to 1 minute, speaking in strange tongues
rest. and quivering in fear as the onslaught of your strange being
When you cast a spell learned in this way it counts as a pervades their mind.
Sorcerer spell, and you must have the correct spell slot level The creature can remake the saving throw at the end of
to cast the spell. each of their turns, or when they take damage.
CHAPTER 1 | CLASSES
18 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 18/49
2/5/2019 The Homebrewery - NaturalCrit
Frightening Gaze
Beginning at 6th level, your gaze carries a fraction of your
true form within it. When a creature who can see you starts
their turn within 30 feet of you, you can choose to cast your
gaze towards them as a reaction. They must succeed on a
Wisdom saving throw against your spell save DC or be
frightened of you until the end of their next turn.
While frightened by this feature the creature’s speed is
reduced to 0, and they cannot tear their gaze from you.
If the creature is ever more than 30 feet away from you, or
they become unable to see you, the effect ends.
After this or if the creature succeeds on its initial saving
throw, you can't use this feature on that creature again for 24
hours.
Observer's Replacement
At 14th level you have gained the ability to easily change your
projection within the world. When you move you can choose
to teleport your full movement speed.
In addition you are able to cast the teleport spell once per
long rest targeting only yourself as you pluck your projection Imperfect Form
in the world up and place them elsewhere. When cast in this At 18th level you are able to nearly fully place yourself within
way, you can teleport to other planes of existence. the world. You can assume much of your true form as an
ancient impossible being from beyond the multiverse, taking
on an appearance you choose.
For example, your skin might turn black or take on a see-
through starry look. Your hair might flow like water or spark
with electricity, or you might sprout tentacles covering every
inch of your body while your voice booms like thunder.
Using your action, you undergo a transformation. For 1
minute you gain the following benefits:
You can hover in mid-air
You emanate an aura of terror, and the cold embrace of
the abyss, out to a range of 10 feet. The first time any
enemy creature enters the aura or starts its turn there, the
creature takes 10 damage of a damage type of your
choosing. Any creature that is afraid of you is vulnerable to
this damage.
As an action you can force a creature you can see to make
a Strength saving throw or be forced to float towards you
uncontrollably and stare into whatever eyes you may or
may not have. When they do this a creature suffers an
effect based on its current hit points. After the effect is
determined, you can toss them to the ground at your feet.
50 hit points or fewer: blinded for 1 minute
40 hit points or fewer: Blinded, deafened, and
unable to speak for 10 minutes
30 hit points or fewer: blinded, deafened, and
incapacitated for 1 hour, babbles continuously in an
unknown tongue
20 hit points or fewer: killed instantly
You must complete a long rest to be able to take this form
again.
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 19/49 19
2/5/2019 The Homebrewery - NaturalCrit
If you are in the climax of the battle against your destined
Otherworldly Patrons enemy, you can remain transformed for up 2 hours and 30
Magical Girl's Patron minutes.
There are two parts to a transformation, the
Your patron is one drawn straight out of your favourite TV transformation itself, and the magical girl form.
shows. A creature with remarkable powers who chooses one, Transformation Sequence
or very few, people to represent them to fight against a great
threat and bring light and happiness to the world. This being’s As an action you can begin to transform into a magical girl
motivations may not always be pure, but they always have the until the start of your next turn. To do this, you must have a
best for you and the world in their hearts. trinket granted to you by your patron on your person. This
Your patron may be like Zordon from the Power Rangers, may come in the form of a shining pendant, or a powerful
transforming you into a super sentai or kamen raider. Or they wand. Your transformation is always a spectacular event.
may be like Kero from Cardcaptor Sakura or Kyubey from Rays of rainbow light may shoot in all directions, a cheery
Madoka Magica, transforming you into a traditional frilly tune might play for all nearby to hear, or you may perform a
dressed magical girl. Your patron may even be something choreographed dance wherein your costume appears onto
more alien that grants you the transformation of a Super you. No matter how you transform, you must shout for all to
Saiyan from Dragon Ball, or turns you into a Superhero akin hear your clear intent to transform.
to your favourite Marvel and DC comic heroes. While transforming you have resistance to all damage, you
Whomever your patron may be, being chosen as a magical cannot be forced to move, and you cannot take any reactions.
girl is an event rarely occurring for no reason, and always Creatures that make a melee attack against you during this
leads to the pursuit of an epic destiny. time must succeed on a Dexterity saving throw or take 1d6 x
1/2 your warlock level (rounded down) radiant damage. On a
Destined Enemy successful save they take half damage. You can't just interrupt
a transformation sequence after all.
All magical girls have a Destined Enemy. This is your mortal
At the start of your next turn, you emerge from your
enemy that all the fates gather to put you up against, the transformation sequence in your magical girl form.
reason you were chosen. This may change over time, discuss
with the DM who this might be. Magical Girl Form
In your magical girl form you gain the following benefits:
Expanded Spell List You gain temporary hit points equal to 2x your Charisma
The Magical Girl lets you choose from an expanded list of modifier at the start of each of your turns
spells when you learn a warlock spell. The following spells You gain a Flight speed equal to 60 feet, but you must land
are added to the warlock spell list for you. at the end of your turn or fall.
Each of your warlock spells cast at one level higher than
Magical Girl Expanded Spells normal.
Spell Level Spells You add your Charisma modifier to all damage you deal.
1st bless, cure wounds If you take damage that would reduce you to 0 hit points,
you can choose to fall to 1 hit point instead. You can only
2nd calm emotions, spiritual weapon do this once per transformation, and you can only do this
3rd dayling, sending if it would be suitably dramatic for it to happen. The DM
4th locate creature, aura of purity might ask you to give a dramatic one liner, or a speech
after rising from the triggering attack. You may need to
5th commune, hallow devote yourself to the annihilation of the triggering enemy,
or vow to turn them from their evil ways.
Fairy Companion
When you become a magical girl at 1st level you gain the all Monster of the Week
important fairy companion who will assist you in your quest. By 6th level your patron has begun to inform you of the
This companion takes the form of a tiny, very cute version of presence of hostile creatures so that you can do battle with
your patron. When you converse with your fairy companion, them. If you are within 1 mile of a hostile creature, you know
you can speak telepathically no matter how far away you its general location. If you are speaking to a creature, you
might be. Your fairy companion always knows exactly what is know if is friendly, neutral, or hostile.
going on from your perspective. If a hostile creature is a direct minion of your destined
Your fairy companion has none of the power of your patron enemy, or your destined enemy themself, you have advantage
unless you are in a season finale. on all Charisma checks you make against that creature.
In addition, you also can communicate as much as you
want with them during a round, unless the dm rules it is
dramatically appropriate to be cut off.
Magical Girl Evolution
When you become a magical girl at 1st level you gain the
ability to transform into a magical girl for 22 minutes. You
can transform twice, afterwhich you cannot do so again until
you complete a long rest.
CHAPTER 1 | CLASSES
20 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 20/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 23/49 23
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
24 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 24/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 1 | CLASSES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 25/49 25
2/5/2019 The Homebrewery - NaturalCrit
Chapter 2: Magic
New School of Magic: Buzz
The school of Buzz is not considered a full school in its own right, but rather a subschool. Each Buzz spell also belongs to one of
the eight major schools of magic. Only Druids, Sorcerers, and Wizards can learn spells of the Buzz school.
Cantrips (0 Level) Beep Grand Cherokeeper
bzzz 6th-level conjuration (buzz)
1st Level Casting Time: 10 minutes
BZZZZZZZ Range: 30 feet
2nd Level Components: V, S, M (a truck)
Flight of the Bumblebee Duration: However long bees live for
When you cast this spell you specify an object or series of
3rd Level objects taking up space no more than 30ft on any one side to
Not The Bees! be created and function entirely by bees. Within that space
4th Level however the object can be as complex or simple as you want,
Attack Formation Delta Sigma Epsilon as long as it is within the bounds of the bees to pull off. The
bees can function as machine parts to, for example, create an
5th Level assembly line of newspapers. They can also be used to create
Defense Formation Gamma Beta Omega a vehicle to carry you and your companions, or a series of
6th Level steeds. The bees will break apart if any part of the creation
Beep Grand Cherokeeper takes damage, and the spell ends.
7th Level Big Bee's Hand
Creeping Swarm (of bees) 9th-level conjuration (buzz)
9th Level Casting Time: 1 action
Big Bee's Hand Range: 30 feet
Components: V, S, M (a spellscroll of Bugby's Hand, and a
bee)
Buzz Spell Descriptions Duration: Concentration, up to 1 minute
Attack Formation Delta Sigma Epsilon You conjure a large buzzy bee hand in an unoccupied space
4th-level conjuration (buzz) within range. This hand has an AC of 20, 120 hit points, and
uses your ability scores for casting and saving throws. The
Casting Time: 1 action hand takes up the same space as a small sized creature, but
Range: Self (cone, sphere, or line) can also move in a space as small as 1”.
Components: V, S, M (a generous helping of honey) As a bonus action on your turn you can command the hand
Duration: Instantaneous to cast any spell from the Buzz school of magic that is of 5th
When you cast this spell you summon a swarm of bees to level or lower. The hand supplies any components necessary,
ravage your enemies. You can command them to attack in a concentrates for you, and does not consume spell slots when
formation of your choice from the following list: it casts a Buzz school spell.
30ft cone
15ft radius sphere
60ft line.
The chosen formation originates from you. Make an attack
roll against each creature within the formation. On a hit, the
target takes 8d4 piercing damage, and 8d4 poison damage.
At higher levels. When you cast this spell using a slot of
5th level or higher, each of the damage type's damage
increases by 2d4, and the range options increase by 5ft for
each level above 4th.
CHAPTER 2 | MAGIC
26 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 26/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 27/49 27
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 29/49 29
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
30 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 30/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 31/49 31
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
32 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 32/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 33/49 33
2/5/2019 The Homebrewery - NaturalCrit
Cleric
Exhaust Sorcerer
Haunting Breeze 4th Level
Cantrips (0 Level) Cantrips (0 Level) Icy Miasma of Death
Blood Proxy 2nd Level Blood Proxy Pestilence
Haunt Blood Feast
Crippling Stare
1st Level 5th Level
Prevent Death
Death Grip Magician's Gamble
1st Level 3rd Level Detect Undead
Blood Purge Exhaust 6th Level
Clot
Death Grip Grave Dust Incantation of Reaping
2nd Level Shadow of the Dead
Detect Undead
4th Level Crippling Stare Wail of the Banshee
Embalm
Icy Miasma of Death Ethereal Conduit
Haunting Breeze
Pestilence Skull Guardian 7th Level
Life Line
Tomb Rot Empower Undead
2nd Level 3rd Level
5th Level Blood Purge 8th Level
Blood Feast
Avoid Destruction Corpse Blast Winds of Decay
Ghostly Apparition
Dark Lightning
Skull Guardian
6th Level Maintain Control
Weeping Wounds
CHAPTER 2 | MAGIC
34 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 34/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 35/49 35
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 37/49 37
2/5/2019 The Homebrewery - NaturalCrit
Haunting Breeze Finally, if by the end of 1 year the target has not died, the
1st-level necromancy spell ends and all the creatures used for the material
components are freed from their obligation. Otherwise, only
Casting Time: Bonus action a casting of the wish spell can end one's obligation to this
Range: 30 feet spell.
Components: M (a pure black raven's feather worth at least
5gp, which is consumed by the spell) Incantation of Reaping
Duration: Instantaneous 6th-level necromancy (ritual)
With a simple exhalation of your breath you cause a Casting Time: 1 action
chilling breeze to sweep through an area in a 30ft radius Range: Touch
centered on you. The breeze invokes an unsettling feeling Components: V, S
upon those who feel it. Loose papers and other such light Duration: Instantaneous
object will scatter and any unprotected flames will blow and This truly vile incantation formed the very cornerstone of
flicker heavily, while small candles will be extinguished. many ancient foul sorcerers throughout history. When cast
Shadows seem darker and the creature may view the area to upon one who has recently expired this evil spell temporarily
be more foreboding and ominous. binds the soul of the victim to their own blood, which you are
The casting of this spell can only be detected by passive or then able to mystically devour. This of course utterly destroys
active Wisdom (Perception) check against your spellsave DC. the soul of your victim as it in turn grants you great power.
Icy Miasma of Death Invigorated by the raw vitality of your victim's blood you
4th-level necromancy gain the ability to make a spell attack roll with advantage, or a
saving throw a target makes against a spell you have cast
Casting Time: 1 action have disadvantage. You may choose to do this for a number of
Range: Self spell castings of a total spell level equal to the target's
Components: V, S maximum Hit Dice.
Duration: Concentration, up to 1 minute Incantation of Reaping must be cast within 1 minute of the
This spell infuses the area around you with the unholy target's death or else their soul will have separated from their
coldness of death. Any living entity who enters this area feels body completely. This spell may only be cast upon mortals
the icy touch of death chill them to their bones, the area that had a soul in life. Constructs and the Undead are
counts as difficult terrain for affected creatures, and they immune to the spell's effects.
must succeed on a Constitution saving throw or take 5d8 Additional castings of this incantation while currently
cold damage at the start of each of their turns, half damage under its effect will increase the number of spells that may be
on a successful save. cast with its imparted bonus. If the energies of the mystically
devoured blood are not used within 24 hours they will dilute
Immortalize and become useless to you.
7th-level necromancy
Casting Time: 24 hours Life Line
Range: Touch (60-foot radius) 1st-level necromancy
Components: V, S, M (a group of living people, who will die Casting Time: 1 action
in place of the target) Range: 30ft
Duration: 1 year Components: V, S
When you cast this spell you merge the lifelines of the Duration: 1 hour
target and a living person or group of people whose When you cast this spell you create a connection between
combined CR (minimum ⅛) meets or exceeds that of the yourself and up to 3 willing creatures within range. As long as
target's CR, or level if they are a player character. you are on the same plane of existence as a linked creature,
The creature you touch at the conclusion of the casting of they are resistant to all damage, and you take the same
this spell becomes immortal to an extent. The first time this amount of damage they take.
creature dies, they are instead restored to their maximum hit You can end this spell on one or more creatures as a
points, all their Hit Dice are restored, and they are cured of all reaction after they take damage, or as a bonus action on your
curses, poisons, and diseases afflicting them. If the creature turn, or you can simply end the spell on everyone for no
died of old age they are also reduced in age by 1 year, action.
effectively granting them another year of life. When this At Higher Levels. When you cast this spell using a spell
happens, the living people used as the material component to sot of 2nd level or higher, you can target 3 additional
this spell, who must be within 60 feet of you the entire creatures for each slot level above 1st.
duration of the casting, will die suddenly.
If a person who was used as a material component for this
spell dies at some point between the casting time and the
time of the target's death, the target loses 1 maximum hit
point for each person who has died. These lost maximum hit
points cannot be restored in any way, as the creature was
unable to fully revive and will never be whole.
CHAPTER 2 | MAGIC
38 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 38/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 39/49 39
2/5/2019 The Homebrewery - NaturalCrit
When a ranged attack misses you, you may use your reaction Winds of Decay
to catch the missile (if possible) and launch it back at the 8th-level necromancy
attacking creature if you can see them and they are within 60
feet. Casting Time: 1 action
Range: 120ft
Tomb Rot Components: V, S, M (a handful of dust from an ancient
4th-level necromancy civilization)
Casting Time: 1 action Duration: Instantaneous
Range: Touch You conjure forth an ancient wind from a time long
Components: V, S, M (bandages of a mummy worth 100gp, forgotten that causes any and all inanimate objects it should
which the spell consumes) blow upon to age in a matter of moments. In a 15ft radius
Duration: Instantaneous within range, all non-magical items within this area are
You attempt to lay your hand on your target and drain their immediately aged by a thousand years and may crumble to
health. Make a melee spell attack against the target. On a hit dust. The size and weight of an object affected by this spell
the target's skin blisters and decays where you touch, matters not, though if the target is larger than the template
inflicting 6d8 Necrotic damage. only those parts that fall within the area of effect will be
In addition, the target must succeed on a Wisdom saving destroyed, though this could cause large objects (such as a
throw or be stricken by the Tomb Rot disease. The target building) to collapse on their own.
ages 1d10+5 years and has disadvantage on Strength, If a creature is within the area of this spell, they must
Dexterity, and Constitution checks and saves until they succeed on a Dexterity saving throw to dive out of the area of
complete a long rest. At the end of each long rest the target the spell. On a failed save they age 1d10 x 10 years and all
must succeed on a Wisdom saving throw again or age their non-magical equipment crumbles to dust. On a
1d10+5 years and have disadvantage again. On a successful successful save they are unaffected.
save they are cured of Tomb Rot. Animate Dead Variant
Wail of the Banshee In order to better accomodate necromancy characters, this
6th-level necromancy spell is a variation on the Animate Dead spell found in the
Casting Time: 1 action player's handbook.
Range: Self Animate Dead
Components: V, S, M (a banshee feather) 1st-level necromancy (ritual)
Duration: Instantaneous
You rear back and emit a terrifying howl of pure evil, Casting Time: 1 minute
creatures who have taken damage within 120ft must succeed Range: 10 feet
on a Wisdom saving throw or become afraid of you and be Components: V, S, M (a drop of blood, a piece of flesh, and a
immediately reduced to ½ of their maximum hit points. pinch of bone dust)
Creatures immune to fear, that can't hear you, or are below ½ Duration: Instantaneous
of their maximum hit points already automatically pass the This 1st level variation of Animate Dead has the following
save. changes:
Weeping Wounds Instead of the undead being animated for 24 hours, it
3rd-level necromancy remains animated for just 1 hour.
Casting Time: 1 action Each time 1 hour passes, you must suceed on a
Range: 10ft Concentration saving throw with a cumulative +2 to the
Components: V, S, M (a vial of poisoned blood) DC. On a failed save it breaks free of your control.
Duration: 1 minute (concentration)
This incantation causes your target to bleed profusely and At Higher Levels. When you cast this spell using a spell
uncontrollably. The target must succeed on a Constitution slot of 2nd level or higher, you can raise one additional
saving throw or become vulnerable to all damage except for undead per spell slot level above 1st.
psychic damage.
CHAPTER 2 | MAGIC
40 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 40/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 41/49 41
2/5/2019 The Homebrewery - NaturalCrit
Bring To
Spell Descriptions Evocation cantrip
Antigrav Casting Time: 1 Action
1st- level transmutation Range: 60 feet
Casting Time: 1 bonus action Components: V, S, M (a magnet with a piece of twine tied to
Range: 10 feet it)
Components: V, S Duration: Instantaneous
Duration: 1 round When you cast this spell, you choose a creature no bigger
When you cast this spell you reduce the effect of gravity on than Large, or an object no bigger than 10 feet in any
1 creature or object no larger than medium size. If the target dimension. You attempt to either move yourself up to 30 feet
is unwilling, it can make a Constitution saving throw. On a towards the target, or to move the target up to 30 feet
success, the spell has no effect. towards you. The movement is silent, as the object or you
The target's weight is reduced to 10 pounds, unless it was hover very slightly above the ground, but it must end in a safe
already less than that. Its mass remains the same as before. space. An unwilling creature can succeed on a Strength
Until the spell ends, the target is immune to falling damage. saving throw to prevent the movement from this spell.
If the target was a creature, its jump distance is tripled
until the spell ends, and it has advantage on Strength checks Command Trap
to climb. It has disadvantage on saving throws and ability 4th-level transmutation
checks made to resist being moved against its will. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 120 feet
slot of 2nd level or higher, you can target 1 additional Components: V, S
creature for each slot level above 1st. Duration: Instantaneous
Barrier of Force When you cast this spell you choose one trap you can see
Conjuration cantrip within range and make an ability check using your casting
ability to attempt to seize control of the trap. The DC equals
Casting Time: 1 Action 10 + the trap maker's relevant ability modifier. If you fail the
Range: 60 feet check by 5 or more, the trap activates.
Components: V, S, M (a shard of glass) On a success you learn how the trap works and you can
Duration: 1 round magically alter the circumstances the trap's activation using
A spectral wall of force springs into existence at an empty no more than 25 words.
point you choose within range. The wall appears in any
orientation you choose, as a horizontal or vertical barrier or Conjure Platform
at an angle. It can be free floating or resting on a solid 2nd-level conjuration
service. The barrier is 5ft by 5ft, and is ¼ inch thick. It lasts Casting Time: 1 Action
for the duration. Range: 120 feet
The wall has an AC of 15, and has 10 hit points. The wall Components: V, S, M (a cube of precious metal worth at
shatters if it holds a weight exceeding 50 pounds, but can least 15gp)
resist shoves and attacks like normal. Duration: 1 minute
Bestow Enchantment When you cast this spell you create a 10 foot cube within
1st-level evocation range that is made of either wood or stone. The cube is
locked to its position, can hover in the air, and can hold up to
Casting Time: Same as the chosen spell 1000 pounds.
Range: Self At Higher Levels. When you cast this spell using a spell
Components: V slot of 3rd level or higher, the amount of cubes you can create
Duration: Instantaneous increases by 1 for each slot level above 2nd.
When you cast this spell, choose a spell of equal or lower
level with a range of Self that you can cast. You give another Conjure Vehicle
willing creature the effects of that spell, and they are able to 3rd-level conjuration (ritual)
control and benefit from that spell as if they had cast it Casting Time: Up to 8 hours
themself. Range: Touch
At Higher Levels. When you cast this spell using a spell Components: S, M (see description)
slot of 2nd level or higher, you can choose a spell of equal or Duration: Up to 1 month
lower level of the spell slot level used to cast this spell. With this spell you can build a vehicle to carry you and your
party. When you cast this spell you can spend up to 8 hours
crafting using any supplies on hand, such as driftwood,
barrels and boxes, or scrap steel. The spell guides your hand
and automatically instills the knowledge required to make the
vehicle. For each hour you spend crafting, the vehicle can
safely hold one additional person.
CHAPTER 2 | MAGIC
42 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 42/49
2/5/2019 The Homebrewery - NaturalCrit
The vehicle has 8 hit points for every hour spent crafting it, it Detect Residents
is immune to psychic and poison damage, and has resistance 3rd-level Divination (ritual)
to all other damage types.
Your vehicle can function for 1 week + 1 day per hour you Casting Time: 1 Action
spend building it, after which it begins to fall apart from wear Range: Touch
and tear. You can prevent this by spending the time you Components: V, S, M (a scroll with information on the
originally spent crafting the vehicle maintaining it. Each day location of the home written on it worth at least 50gp,
you do this extends the vehicle's lifespan for an additional day. which the spell consumes)
If you do not maintain your vehicle, or at the end of the Duration: Instantaneous
month limit, it will be slowly cease functioning and become You lay your hand upon the entrance to a home or other
unsalvageable over the 24 hours after its last maintenance. residency that is no more than 50 feet in any dimension. You
If you have high quality supplies, such as manufactured learn the name that each creature who has lived there within
wood or fresh fully grown trees, as well as manufactured the last week goes by. If a creature has multiple identities you
tools to make your vehicle, double all the numbers in this learn the name of the one they most commonly used when
spell description including casting time and duration. within the home. If no one has lived in the home within the
After the vehicle falls apart, you cannot use these materials last week, you learn this and the spell ends.
a second time as the material component for this spell. If you When casting this spell you can choose to target only one
make a vehicle that requires a horse or similar creature to part of a building, such as an apartment, a tower in a castle,
pull it, this spell does not supply one. or a secret basement.
At Higher Levels. When you cast this spell using a spell
Corrupt Lines slot of 4th level or higher, the maximum size of a dimension
1st-level evocation of the building increases by 50 feet for each slot level above
Casting Time: 1 Action 3rd.
Range: 30 feet
Components: V, S, M (a small knife) Detect Truth
Duration: Instantaneous Divination cantrip
You shout a command and gesture at any number of ropes Casting Time: 1 Action
and chains, such as fishing rods, nets, and bow strings. You Range: Touch
can choose to destroy the lines, knot them to render them Components: S
unusable, or manipulate them in any other number of ways Duration: Instantaneous
such as to turn on their user. The line must be less than one You lay your hand on a willing creature and speak a yes or
inch in diameter. Magical lines can only become inoperable no question out loud. The creature's answer is revealed to you
for up to 1 minute, as if they refuse to follow the user's as a truth or a lie. You must be able to understand the
commands. language spoken.
Creatures actively using a line can succeed on a Dexterity A clever target can pass a half truth off as a truth, or a dim
saving throw to avoid their tool being broken. witted creature can potentially misinterpret the question, or
simply not know the answer.
Decree
8th-level transmutation Dissolve
Casting Time: 1 action Transmutation cantrip
Range: Self (up to 10-mile radius) Casting Time: 1 Action
Components: V, S, M (a bundle of copper wire) Range: 10 feet
Duration: 1 round Components: V, S
You choose a radius around you up to a maximum of 10 Duration: Instantaneous
miles and either whisper or shout a message. Each conscious With a wave of your hand you create a sphere of energy
creature within the area individually hears the message as within range that has a 1 foot diameter and dissolves objects
whisper if that is how you spoke the message. If you shout within it. You do not need to be able to see the space that you
the message then your voice will crash across the lands like cast this sphere into.
the echo of thunder. This sphere deals 2d8 force damage to objects. Living
This spell will not penetrate into areas of magical silence. substance is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell This spell's damage increases by 2d8 when you reach 5th
slot of 9th level, you can choose to deliver your message to level (4d8), 11th level (6d8), and 17th level (8d8).
the entire plane of existence.
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 43/49 43
2/5/2019 The Homebrewery - NaturalCrit
Duplicate Equalize
Conjuration cantrip 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 10 feet Range: 60 feet
Components: V, S, M (a mirror) Components: V, S, M (a pair of balanced scales)
Duration: Concentration, up to 1 hour. Duration: Concentration, up to 1 minute
You create a perfect copy of an inanimate object within When you cast this spell choose 2 creatures within range.
range. The target must fit within a 5 foot cube and weigh no You change one of the target's AC into the other target's AC
more than 10 pounds. for the duration. This can be used to grant a low AC creature
The copy appears in your hand or, if you prefer, in an another creature's much higher AC, or vice versa. An
unoccupied space adjacent to you. If the original target is unwilling creature can roll a Constitution saving throw to
magical, the copy does not share any of its magical negate the effect.
properties. On each of your turns you can use a bonus action to swap
The copy disappears when the spell ends. the two target creature's AC once again, this grants an
unwilling creature another saving throw.
Enchant Grenade
3rd-level transmutation Forbid
Casting Time: 1 Action Abjuration cantrip
Range: Touch Casting Time: 1 Action
Components: V, S, M (up to 10 small objects to enchant) Range: 30 feet
Duration: 10 minutes Components: V, S
With this spell you enchant up to 10 small objects about 1 Duration: Instantaneous
inch in radius with an activation word of your choice. For the You point your finger at a creature within range and speak
next 10 minutes, these items can be used by anyone as a aloud something you forbid them from doing, such as
grenade, or remote bomb. A creature who has held the attacking a certain creature, fleeing, hiding, standing up, or
grenade within the last minute is deemed the "owner" and is even crying or eating. Your forbidden action must be
the only one who can activate the grenade with the keyword, described in no more than 5 words.
until another creature holds the grenade. If no one has held If the target fails a charisma saving throw, they cannot
the grenade for 1 minute, it cannot be activated until choose to do what you have forbidden them from doing until
someone holds it. the end of your next turn.
When the keyword is spoken for no action, one grenade of
the speaking creature's choice will detonate if they can see it. Geyser
Creatures within a 5ft radius of the detonation must succeed 1st-level evocation
on a Dexterity saving throw against your spell save DC or Casting Time: 1 Reaction
take 2d6 + your spellcasting modifier fire damage, half Range: 30 feet
damage on a miss. Components: V, S
A creature can also throw the grenade and detonate it once Duration: Instantaneous
it reaches another space.
When a creature moves within range you can use your
Enchanted Shield of Agathys reaction to force the creature to make a Dexterity saving
1st-level abjuration throw as a 5x5 geyser appears and erupts beneath their feet.
Casting Time: 1 Action On a failed save the creature is flung 30ft into the air. The
Range: Touch creature must be moving on solid ground, and when they land
Components: V, S, M (a glass bottle containing one of the they are knocked prone. If they cannot go 30 feet upwards,
following; a handful of leaves for acid, a cup of water for they take 1d6 bludgeoning damage for each 10ft they go
cold, a lump of coal for fire, a small metal rod for lightning, before they hit an object preventing their movement, such as
or a stick for poison) a ceiling.
Duration: Concentration, up to 1 minute If you cast this on a moving boat that could reasonably be
flipped by the geyser, then the boat capsizes.
When you cast this spell, a coating of elemental energy
covers the shield you touch. Choose acid, cold, fire, lightning,
or poison.
For the duration, every time a melee attack misses the
creature wielding the shield, the spell deals 5 points of the
chosen damage type to the creature that made the attack.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage dealt by the spell
increases by 5 for each slot level above 1st.
CHAPTER 2 | MAGIC
44 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 44/49
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 45/49 45
2/5/2019 The Homebrewery - NaturalCrit
CHAPTER 2 | MAGIC
48 https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 48/49
2/5/2019 The Homebrewery - NaturalCrit
Xenophobic Rage: Book of Lost Spells
Sources and Modified to be 9th level to balance impact and power of
spell
Zone of Deception: The (Not Really) Complete Tome of
Changelog Spells
Modified to add to paladin’s spell list
N
ot every single spell here was created
completely originally by me. The ideas have Image Credits
come from all over the internet, and I Illustrations: DMs Guild Creator Resource
modified them to make them better, more Dice Image from GoodFreePhotos.com, licensed for use
balanced, more interesting, more fun. commercially.
Cartoon Bee Image from PublicDomainPictures.net,
In addition, the Rogue Hoard Raider was an idea originally licensed for use commercially.
made by Middle Finger of Vecna. The idea was revamped by Second Cartoon Bee Image from Wikimedia Commons,
me to make it more useful outside of extremely specific licensed for use commercially.
adventures and campaigns.
Here are the spells I have edited as well.
Agitate Crowd: The Book of Lost Spells
Modified to make it 8th level to balance impact, added to
warlock spell list
Befuddle: The Book of Lost Spells
Modified to more closely follow game mechanics
Character Flaw: Book of Lost Spells
modified to clarify usage and to place on the Bard spell list
Dire Charm: The (Not Really) Complete Tome of Spells
Modified to simplify
Disbelief: The (Not Really) Complete Tome of Spells
Modified to remove components to better match flavour
Empathic Resonance: Book of Lost Spells
Modified to follow 5th edition game design objectives, and
balance
Excessive Indulgence: D&D 2nd edition
Updated to 5th edition rules
Fumble: Book of Lost Spells
Modified to simplify effects
Harmonic Discord: Book of Lost Spells
Modified to match spell level to strength of the spell, and to
function in the same way as similar official spells. Due to this
change, added to sorcerer, warlock, and wizard spell list
Hesitate: Book of Lost Spells
Modified to add higher spell slot casting effects
Impeding Permission: The (Not Really) Complete Tome
of Spells Creators forgot to put it on any spell lists, placed it
onto some
Lost Wanderer: Book of Lost Spells
Modified to clean up description and match range with
existing standards
Nature’s Charm: The (Not Really) Complete Tome of
Spells
Modified to balance casting time
Oathbinding: The (Not Really) Complete Tome of Spells
Modified to allow caster and target to choose duration of
the oath
Peacebinding: Book of Lost Spells
Modified to add to cleric and druid spell list
Pepper’s Purpose: Book of Lost Spells
Modified to make more of a competitive pick against other
cantrips
Scapegoat: The (Not Really) Complete Tome of Spells
Modified to balance usage on groups of people
Siren Song: The (Not Really) Complete Tome of Spells
Modified to allow choosing a location the music originates
from, and to allow a way for the spell to end on the target
CHAPTER 3 | SOURCES AND CHANGES
https://homebrewery.naturalcrit.com/print/rkaka8G07E?dialog=true 49/49 49