Wildemount Archetypes and Spells
Wildemount Archetypes and Spells
Wildemount Archetypes and Spells
FIGHTER
The fighter takes many forms in Wildemount, from the
grizzled mercenary who earns their keep by the might
of their blade, to the dedicated soldier who fights for the
banner of their homeland, to the hearty treasure hunter
whose skill with a weapon is their finest asset.
At 3rd level, a fighter gains the Martial Archetype
class feature described in the Player's Handbook. The
Echo Knight is a new option for that feature. ECHO K N IGHT
E C HO KNI GHT
A mysterious and feared frontline warrior of the Kryn
Dynasty, the Echo Knight has mastered the art of using
dunamis to summon the fading shades of unrealized
UNLEASH INCARNATION
timelines to aid them in battle. Surrounded by echoes
3rd-level Echo Knight feature
of their own might, they charge into the fray as a cycling
swarm of shadows and strikes. You can heighten your echo's fury. Whenever you take
the Attack action, you can make one additional melee
MANIFEST ECHO attack from the echo's position.
3rd-level Echo Knight feature You can use this feature a number of times equal to
You can use a bonus action to magically manifest an your Constitution modifier (a minimum of once). You
echo of yourself in an unoccupied space you can see regain all expended uses when you finish a long rest.
within 15 feet of you. This echo is a magical, translu
ECHO AVATAR
cent, gray image of you that lasts until it is destroyed,
7th-level Echo Knight feature
until you dismiss it as a bonus action, until you manifest
another echo, or until you're incapacitated. You can temporarily transfer your consciousness to your
Your echo has AC 14 + your proficiency bonus, 1 hit echo. As an action, you can see through your echo's eyes
point, and immunity to all conditions. If it has to make and hear through its ears. During this time, you are
a saving throw, it uses your saving throw bonus for the deafened and blinded. You can sustain this effect for up
roll. It is the same size as you, and it occupies its space. to 10 minutes, and you can end it at any time (requires
On your turn, you can mentally command the echo to no action). While your echo is being used in this way,
move up to 30 feet in any direction (no action required). it can be up to 1 ,000 feet away from you without being
If your echo is ever more than 30 feet from you at the destroyed.
end of your turn, it is destroyed.
You can use the echo in the following ways: SHADOW M ARTYR
10th-level Echo Knight feature
As a bonus action, you can teleport, magically swap
ping places with your echo at a cost of 15 feet of your You can make your echo throw itself in front of an attack
movement, regardless of the distance between the directed at another creature that you can see. Before the
two of you. attack roll is made, you can use your reaction to teleport
• When you take the Attack action on your turn, any the echo to an unoccupied space within 5 feet of the
attack you make with that action can originate from targeted creature. The attack roll that triggered the reac
your space or the echo's space. You make this choice tion is instead made against your echo.
for each attack. Once you use this feature, you can't use it again until
When a creature that you can see within 5 feet of your you finish a short or long rest.
echo moves at least 5 feet away from it, you can use
your reaction to make an opportunity attack against
that creature as if you were in the echo's space.
TEMPORAL AWARENESS
2nd-level Chronurgy Magic feature
You can add your Intelligence modifier to your initia
tive rolls.
MOMENTARY STASIS
6th-level Chronurgy Magic feature
As an action, you can magically force a Large or smaller
creature you can see within 60 feet of you to make a
Constitution saving throw against your spell save DC.
Unless the saving throw is a success, the creature is
encased in a field of magical energy until the end of your
next turn or until the creature takes any damage. While
encased in this way, the creature is incapacitated and
has a speed of 0.
You can use this feature a number of times equal to
your Intelligence modifier (a minimum of once). You re
gain all expended uses when you finish a long rest.
ARCANE ABEYANCE
10th-level Chronurgy Magic feature
When you cast a spell using a spell slot of 4th level or
CHRONURGV lower, you can condense the spell's magic into a mote.
W 11. A R O The spell is frozen in time at the moment of casting and
held within a gray bead for 1 hour. This bead is a Tiny
C ONVERGENT FUTURE
. ..
14th-level Chronurgy Magic feature
You can peer through possible futures and magically
pull one of them into events around you, ensuring a
particular outcome. When you or a creature you can
"
.,
see within 60 feet of you makes an attack roll, an ability
check, or a saving throw, you can use your reaction to
ignore the die roll and decide whether the number rolled
is the minimum needed to succeed or one less than that
number (your choice). ,
When you use this feature, you gain one level of ex
haustion. Only by finishing a long rest can you remove a
level of exhaustion gained in this way.
LEVEL 3
ravenous void""" (evocation) FORTUNE'S FAVOR
pulse wave (evocation) time ravage''' (necromancy) 2nd-level divination
Casting Time: 1 minute
LEVEL 4 ' chro n u rgy spell
"
Range: 60 feet
gravity sinkhole""' (evocation) ,.,,., gravitu rgy spell Components: V, S, M (a white pearl worth at least 100
gp, which the spell consumes)
SPELL D E S CRIPTIONS Duration: 1 hour
The spells are presented in alphabetical order. You impart latent luck to yourself or one willing creature
you can see within range. When the chosen creature
DARK STAR makes an attack roll, an ability check, or a saving throw
8th-level evocation
before the spell ends, it can dismiss this spell on itself
Casting Time: 1 action to roll an additional d20 and choose which of the d20s
Range: 150 feet to use. Alternatively, when an attack roll is made against
Components: V, S, M (a shard of onyx and a drop of the the chosen creature, it can dismiss this spell on itself to
caster's blood, both of which the spell consumes) roll a d20 and choose which of the d20s to use, the one
Duration: Concentration, up to 1 minute it rolled or the one the attacker rolled.
This spell creates a sphere centered on a point you If the original d20 roll has advantage or disadvantage,
choose within range. The sphere can have a radius of up the creature rolls the additional d20 after advantage or
to 40 feet. The area within this sphere is filled with mag disadvantage has been applied to the original roll.
ical darkness and crushing gravitational force. At Higher Levels. When you cast this spell using a
For the duration, the spell's area is difficult terrain. A spell slot of 3rd level or higher, you can target one addi
creature with darkvision can't see through the magical tional creature for each slot level above 2nd.
darkness, and nonmagical light can't illuminate it. No
GIFT OF ALACRITY
sound can be created within or pass through the area.
1st-level divination
Any creature or object entirely inside the sphere is im
mune to thunder damage, and creatures are deafened Casting Time: 1 minute
while entirely inside it. Casting a spell that includes a Range: Touch
verbal component is impossible there. Components: V, S
Any creature that enters the spell's area for the first Duration: 8 hours
time on a turn or starts its turn there must make a Con You touch a willing creature. For the duration, the target
stitution saving throw. The creature takes 8d10 force can add ld8 to its initiative rolls.
damage on a failed save, or half as much damage on a
C H A PT E R 4 I C HARACTER OPTI O N S
r86
D A R K STAR
R E A L I T Y B RE A K
You create a 20-foot-radius sphere of destructive grav SAPPING STING
itational force centered on a point you can see within Necromancy can trip
range. For the spell's duration, the sphere and any space
Casting Time: 1 action
within 100 feet of it are difficult terrain, and nonmagical
Range: 30 feet
objects fully inside the sphere are destroyed if they
Components: V, S
aren't being worn or carried.
Duration: Instantaneous
When the sphere appears and at the start of each of
your turns until the spell ends, unsecured objects within You sap the vitality of one creature you can see in range.
100 feet of the sphere are pulled toward the sphere's The target must succeed on a Constitution saving throw
center, ending in an unoccupied space as close to the or take ld4 necrotic damage and fall prone.
center as possible. This spell's damage increases by ld4 when you reach
A creature that starts its turn within 100 feet of the 5th level (2d4), 1 1th level (3d4), and 17th level (4d4).
sphere must succeed on a Strength saving throw or be
pulled straight toward the sphere's center, ending in an TEMPORAL SHUNT
unoccupied space as close to the center as possible. A 5th-level transmutation
creature that enters the sphere for the first time on a Casting Time: 1 reaction, taken when a creature you
turn or starts its turn there takes 5d10 force damage can see makes an attack roll or starts to cast a spell
and is restrained until it is no longer in the sphere. If Range: 1 20 feet
the sphere is in the air, the restrained creature hovers Components: V, S
inside the sphere. A creature can use its action to make Duration: 1 round
a Strength check against your spell save DC, ending
You target the triggering creature, which must succeed
this restrained condition on itself or another creature in
on a Wisdom saving throw or vanish, being thrown to
the sphere that it can reach. A creature reduced to 0 hit
another point in time and causing the attack to miss or
points by this spell is annihilated, along with any non
the spell to be wasted. At the start of its next turn, the
magical items it is wearing or carrying.
target reappears where it was or in the closest unoccu
REALITY BREAK pied space. The target doesn't remember you casting the
8th-level conjuration spell or being affected by it.
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 6th level or higher, you can target one addi
Range: 60 feet tional creature for each slot level above 5th. All targets
Components: V, S, M (a crystal prism) must be within 30 feet of each other.
Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, TETHER ESSENCE
thrusting a creature into turmoil and madness. The tar 7th-level necromancy
get must succeed on a Wisdom saving throw, or it can't Casting Time: 1 action
take reactions until the spell ends. The affected target Range: 60 feet
must also roll a dlO at the start of each of its turns; the Components: V, S, M (a spool of platinum cord worth at
number rolled determines what happens to the target, least 250 gp, which the spell consumes)
as shown on the Reality Break Effects table. Duration: Concentration, up to 1 hour
At the end of each of its turns, the affected target can
Two creatures you can see within range must make a
repeat the Wisdom saving throw, ending the spell on
Constitution saving throw, with disadvantage if they are
itself on a success.
within 30 feet of each other. Either creature can will
ingly fail the save. If either save succeeds, the spell has
REALITY B R EA K E F F ECTS
no effect. If both saves fail, the creatures are magically
dl O Effect linked for the duration, regardless of the distance be
1 -2 Vision of the Far Realm. The target takes 6 d l 2 psy tween them. When damage is dealt to one of them, the
chic d amage, and it is stunned u ntil the end of the same damage is dealt to the other one. If hit points are
turn. restored to one of them, the same number of hit points
3-5 Rending Rift. The target must make a Dexterity are restored to the other one. If either of the tethered
creatures is reduced to 0 hit points, the spell ends on
saving th row, taking 8 d l 2 force d a m age on a fai led
both. If the spell ends on one creature, it ends on both.
save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with TIM E RAVAGE
everything it is weari ng and carryi ng, up to 30 feet 9th-level necromancy
to an u noccupied space of your choice that you can Casting Time: 1 action
see. The target also takes l Odl 2 force damage and is Range: 90 feet
knocked pro ne. Components: V, S, M (an hourglass filled with
9-1 0 Chill of the Dark Void. The target takes l Odl 2 cold diamond dust worth at least 5,000 gp, which the
damage, and it is b l i nded until the end of the turn. spell consumes)
Duration: Instantaneous
S O C I A L STAT U S R E LATI O N S H I PS
d20 Background Clovis Concord Dwendalian Empire Greying Wildlands Kryn Dynasty
Acolyte 1 ally 1 ally (legal faith) or 1 rival l ally
1 rival (illegal faith)
2 Acolyte (Luxonborn) l rival 1 ally
3 Charlatan l ally l rival l ally l rival
4 Cri m i n al l rival 1 rival 1 ally l rival
5 Crim i n a l (Myriad operative) l rival l ally l rival
6 Entertainer 1 ally 1 ally 1 rival 1 ally
7 Fol k Hero 1 ally 1 rival 1 rival 1 ally
8 G ri n ner 1 ally 1 rival
9 G u i ld Artisan 1 rival 1 ally 1 ally
10 Hermit 1 rival 1 ally l ally
11 Noble 1 ally 1 ally and 1 rival 1 rival 1 ally and 1 rival
12 Outlander 1 ally
13 Sage 1 rival 1 rival 1 ally
14 Sage (Cobalt Scholar) 1 ally 1 ally and 1 rival 1 ally l rival
15 Sailor l ally and l rival l rival l ally
16 Sailor (Revelry pirate) 1 ally and l rival l ally
17 Soldier l ally l ally and l rival l rival l ally and l rival
18 Spy (Augen Trust) l ally l rival
19 U rchin l ally l rival l rival l rival
20 Volstrucker Agent l ally 1 rival