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Wildemount Archetypes and Spells

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SUB C LA S S E S

This section includes three new subclass options: the


Echo Knight for the fighter and Chronurgy Magic and
Graviturgy Magic for the wizard.

DUNAMIS AND DUNAMANCY


Dunamis is the primal magical energy of potentiality
and actuality, an anticipatory arcane force that helps
shape the multiverse and might very well be what holds
its elements together, like an infinite web of unseen
tethers. Manifesting as a translucent gray energy that
shimmers and drifts like an ethereal cloud of mist when
gathered, dunamis darkens as it vibrates and condenses
to the moment of action or invocation, manipulating fun­
damental aspects of reality. Those who study to control
and tap into this near-invisible power can subtly bend
the flow of time and space by controlling the forces of
localized gravity, peering into possible timelines to shift
fate in their favor, and scattering the potential energy of
their enemies to rob them of their potency.
Dunamancy is an ancient, esoteric study of magic al­
most unknown across Exandria. Facets of dunamancy
have quietly bled into the more common applications of
spellcraft like an unrealized glimpse behind the curtain
of creation. Mages who pursue the study of this strange
and complex force call themselves dunamancers, and
their interest in learning to alter the fabric of gravity,
potential, and time often coincides with a hunger to un­
derstand the oldest mysteries of the cosmos.
·-

�- BEYOND THE KRYN DYNASTY


Although the Kryn Dynasty is responsible for the care­
liOLLOW O N E
fully guarded development and refining of dunamancy,
the mysteries of this magical art have long since spread
beyond the dynasty's borders. The hidden secrets of
SUPERNATURAL GIFT: HOLLOW ONE harnessing dunamis eventually found their way into the
The Dungeon Master has the option to allow a character hands of the Cerberus Assembly and have continued to
created in a Wildemount campaign to be a Hollow One. slowly disseminate across all Wildemount as a result.
Alternatively, a character who perishes in the course of If you are considering a character pursuing a path in­
a campaign might return as a Hollow One, created by volving the manipulation of dunamis, you can easily tie
the mysterious forces that scar the land. your story into the Kryn Dynasty and the ready access
As a Hollow One, the void left behind by your departed to dunamancy it provides. But you can also consider
soul is filled with the strange magic of Blightshore. where else in the world dunamancy might have spread,
Becoming a Hollow One is a supernatural gift (see "Su­ and how its secrets have influenced your character's
pernatural Gifts" in chapter 7 of the Dungeon Master's path. You might have stumbled into a cabal of defecting
Guide) that bestows upon you the following traits. Kryn expatriates who teach you their ways, or you might
Ageless. You don't age, and effects that would cause have been entrusted with learning such secrets as a
you to age don't work on you. means of fighting the Kryn with their own power. Work
Cling to Life. When you make a death saving throw with your Dungeon Master and figure out a fun and logi­
and roll 16 or higher, you regain 1 hit point. cal way that your character and the mysterious power of
Revenance. You retain your creature type, yet you reg­ dunamancy might have crossed paths.
ister as undead to spells and other effects that detect the In campaigns outside Wildemount, there is no fac­
presence of the undead creature type. tional control of dunamancy, so the implementation
Unsettling Presence. As an action, you can unset- of this arcane discipline is entirely open. Talk to your
tle a creature you can see within 15 feet of you. The Dungeon Master about how dunamancy might fit into
target has disadvantage on the next saving throw it their campaign, and how your character's story could be
makes within the next minute. Constructs, undead, and woven into that lore.
creatures that can't be frightened are immune to this
feature. Once you use this feature, you can't use it again
until you finish a long rest.

C HAPTER 4 I C H A RACTER OPTI O N S


I8'.2
DuNAMIS AS A MARTIAL Focus
Life is a n extended series o f choices. Every crossroads
offers paths to different possibilities. The reality of each
possible choice begins to coalesce as you approach the
moment of decision, with multiple timelines humming
with opportunity. Once a choice is made, one path
sparks to life and continues while others fade, their en­
ergy of potentiality diffusing into the multiverse. A rare
few characters learn to invoke and harness this released
dunamis in the throes of battle to enhance their martial
capabilities-and such warriors are uniformly feared.

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.

C HAPTER 4 I C HARACTER OPTIO N S


RECLAIM POTENTIAL
15th-level Echo Knight feature
WIZARD
The brightest minds o f Wildemount often find them­
You've learned to absorb the fleeting magic of your echo. selves gravitating to the ancient and dangerous study of
When an echo of yours is destroyed by taking damage, magic. Some train for decades within the halls and tow­
you can gain a number of temporary hit points equal to ers of academies, while others learn their craft in the
2d6 + your Constitution modifier, provided you don't al­ shadows, keeping their discoveries to themselves.
ready have temporary hit points. At 2nd level, a wizard gains the Arcane Tradition class
You can use this feature a number of times equal to feature described in the Player's Handbook. Chronurgy
your Constitution modifier (a minimum of once). You Magic and Graviturgy Magic are two new traditions
regain all expended uses when you finish a long rest. available to wizards.
LEGION OF ONE C H RONURGY MAGIC
18th-level Echo Knight feature
Focusing on the manipulation of time, those who fol­
You can use a bonus action to create two echoes with
low the Chronurgy tradition learn to alter the pace of
your Manifest Echo feature, and these echoes can co­
reality to their liking. Using the ramping of anticipatory
exist. If you try to create a third echo, the previous two
dunamis energy, these mages can bend the flow of time
echoes are destroyed. Anything you can do from one
as adroitly as a skilled musician plays an instrument,
echo's position can be done from the other's instead.
lending themselves and their allies an advantage in the
In addition, when you roll initiative and have no uses
blink of an eye.
of your Unleash Incarnation feature left, you regain one
use of that feature. CHRONAL SHIFT
2nd-level Chronurgy Magic feature
You can magically exert limited control over the flow
of time around a creature. As a reaction, after you or
a creature you can see within 30 feet of you makes an
attack roll, an ability check, or a saving throw, you can
force the creature to reroll. You make this decision after
you see whether the roll succeeds or fails. The target
must use the result of the second roll.
You can use this ability twice, and you regain any
expended uses when you finish a long rest.

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 HAPTER 4 I C HA RACTER OPTI O N S


'
. .. • .

object with AC 1 5 and 1 hit point, and it is immune to


poison and psychic damage. When the duration ends, •

or if the bead is destroyed, it vanishes in a flash of light,


and the spell is lost.
A creature holding the bead can use its action to re­
lease the spell within, whereupon the bead disappears.
The spell uses your spell attack bonus and save DC, and '
the spell treats the creature who released it as the caster •
for all other purposes.
Once you create a bead with this feature, you can't do
so again until you finish a short or long rest.

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.

GRAVITU RGY MAGIC


Understanding and mastering the forces that draw bod­ G R A V I T U RGY ••
ies of matter together or drive them apart, the students W 1 -i A R D

of the Graviturgy arcane tradition learn to further bend
and manipulate the violent energy of gravity to their ben­
efit, and the terrible detriment of their enemies. VIOLENT ATTRACTION
1 0th-level Graviturgy Magic feature
ADJUST DENSITY
2nd-level Graviturgy Magic feature
When another creature that you can see within 60
feet of you hits with a weapon attack, you can use your
As an action, you can magically alter the weight of one reaction to increase the attack's velocity, causing the
object or creature you can see within 30 feet of you. The attack's target to take an extra ldlO damage of the
object or creature must be Large or smaller. The target's weapon's type.
weight is halved or doubled for up to 1 minute or until Alternatively, if a creature within 60 feet of you takes
your concentration ends (as if you were concentrating damage from a fall, you can use your reaction to in­
on a spell). crease the fall's damage by 2dl0.
While the weight of a creature is halved by this effect, You can use this feature a number of times equal to
the creature's speed increases by 10 feet, it can jump your Intelligence modifier (a minimum of once). You re­
twice as far as normal, and it has disadvantage on gain all expended uses when you finish a long rest.
Strength checks and Strength saving throws. While the
weight of a creature is doubled by this effect, the crea­ EVENT HORIZON
ture's speed is reduced by 10 feet, and it has advantage 14th-level Graviturgy Magic feature
on Strength checks and Strength saving throws.
As an action, you can magically emit a powerful field of
Upon reaching 10th level in this class, you can target
gravitational energy that tugs at other creatures for up to
an object or a creature that is Huge or smaller.
1 minute or until your concentration ends (as if you were
GRAVITY WELL concentrating on a spell). For the duration, whenever
a creature hostile to you starts its turn within 30 feet
6th-level Graviturgy Magic feature
of you, it must make a Strength saving throw against
You've learned how to manipulate gravity around a your spell save DC. On a failed save, it takes 2d10 force
living being: whenever you cast a spell on a creature, damage, and its speed is reduced to 0 until the start of
you can move the target 5 feet to an unoccupied space its next turn. On a successful save, it takes half as much
of your choice if the target is willing to move, the spell damage, and every foot it moves this turn costs 2 extra
hits it with an attack, or it fails a saving throw against feet of movement.
the spell. Once you use this feature, you can't do so again until
you finish a long rest or until you expend a spell slot of
3rd level or higher on it.

C HAPTER 4 I C HARACTER OPTI O N S


0 U N AM AN CY F O R N o N - 0 U N A M AN C E R S
D U NAMANCY SPE LLS The esoteric powers developed a n d h arnessed through
This section presents a sampling of spells developed the use of dunamis are sti l l very m uch a rare and care­
through the manipulation of dunamis. These spells are fully guarded feature of the Kryn Dynasty in Wildemount.
available to the wizard subclasses previously mentioned H owever, such arcan a is hard to keep h idden, especia l ly i n
times of war. Spies a n d defectors have long sm uggled out
in this chapter, as well as other spellcasting classes with
the secrets of this obscure magical practice, and even now
the Dungeon Master's consent (see the "Dunamancy for
it slowly disseminates beyon d Xhorhas.
Non-Dunamancers" sidebar). D u namancy spells a re readily available to the wizard
s u bclasses i n this chapter and should not be s i m ply added
D U NAMANCY SPELL LIST to the fu l l spell lists of other s pel lcastin g classes. H owever,
the Dungeon M aster can consider al lowing other spell­
(A N T R I PS LEVEL 5 casting classes opportunities throughout the campaign to
sapping sting (necromancy) temporal shunt* learn a handfu l of d u namancy-themed spells as rewards.
Perhaps the characters u ncover a cache of magical contra­
(transmutation)
LEVEL 1
band, among which is a couple of spell scrolls, or a traveling
acolyte takes some downtime with a friendly cleric charac­
gift of alacrity"' (divination) LEVEL 6
ter and opens their m i n d to some of the stranger secrets
magnify gravit("'' gravity fissure'"'' (evocation) of the u n iverse, u nlockin g a spell or two. There a re many
(tran smutation) u n ique ways to bring these spells i nto your game without
LEVEL 7 requiring any specific d u nam is-wieldi n g subclasses to be
LEVEL 2 tether essence (necromancy) present in the adventuring party.
fortune's favor (d ivination)
LEVEL 8
immovable object'""' successful one. A creature reduced to 0 hit points by
(tra nsmutation)
dark star""" (evocation) this damage is disintegrated. A disintegrated creature
wristpocket (conjura­ reality break''' (conjuration) and everything it is wearing and carrying, except magic
tion, ritual) items, are reduced to a pile of fine gray dust.
LEVEL 9

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

GRAVITY FISSURE Constitution saving throw. On a failed save, the creature


6th-level evocation takes SdlO force damage and is pulled in a straight line
toward the center of the sphere, ending in an unoccu­
Casting Time: 1 action
pied space as close to the center as possible (even if that
Range: Self ( 100-foot line)
space is in the air). On a successful save, the creature
Components: V, S, M (a fistful of iron filings)
takes half as much damage and isn't pulled.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a
You manifest a ravine of gravitational energy in a line spell slot of 5th level or higher, the damage increases by
originating from you that is 100 feet long and 5 feet ldlO for each slot level above 4th.
wide. Each creature in that line must make a Constitu­
tion saving throw, taking 8d8 force damage on a failed IMMOVABLE OBJECT
save, or half as much damage on a successful one. 2nd-level transmutation
Each creature within 10 feet of the line but not in it Casting Time: 1 action
must succeed on a Constitution saving throw or take Range: Touch
8d8 force damage and be pulled toward the line until Components: V, S, M (gold dust worth at least 25 gp,
the creature is in its area. which the spell consumes)
At Higher Levels. When you cast this spell using a Duration: 1 hour
spell slot of 7th level or higher, the damage increases by
ld8 for each slot level above 6th. You touch an object that weighs no more than 10 pounds
and cause it to become magically fixed in place. You and
GRAVITY SINKHOLE the creatures you designate when you cast this spell can
4th-level evocation move the object normally. You can also set a password
that, when spoken within 5 feet of the object, suppresses
Casting Time: 1 action
this spell for 1 minute.
Range: 120 feet
If the object is fixed in the air, it can hold up to 4,000
Components: V, S, M (a black marble)
pounds of weight. More weight causes the object to
Duration: Instantaneous
fall. Otherwise, a creature can use an action to make a
A 20-foot-radius sphere of crushing force forms at a Strength check against your spell save DC. On a suc­
point you can see within range and tugs at the crea­ cess, the creature can move the object up to 10 feet.
tures there. Each creature in the sphere must make a

C HAPTER 4 I C HARACTER OPTI O N S


At Higher Levels. If you cast this spell using a spell PULSE WAVE
slot of 4th or 5th level, the DC to move the object in­ 3rd-level evocation
creases by 5, it can carry up to 8,000 pounds of weight,
Casting Time: 1 action
and the duration increases to 24 hours. If you cast this
Range: Self (30-foot cone)
spell using a spell slot of 6th level or higher, the DC
Components: V, S
to move the object increases by 10, it can carry up to
Duration: Instantaneous
20,000 pounds of weight, and the effect is permanent
until dispelled. You create intense pressure, unleash it in a 30-foot
cone, and decide whether the pressure pulls or pushes
MAGNIFY GRAVITY creatures and objects. Each creature in that cone must
1st-level transmutation make a Constitution saving throw. A creature takes 6d6
Casting Time: 1 action force damage on a failed save, or have as much damage
Range: 60 feet on a successful one. And every creature that fails the
Components: V, S save is either pulled 15 feet toward you or pushed 1 5
Duration: 1 round feet away from you, depending o n the choice you made
for the spell.
The gravity in a 10-foot-radius sphere centered on a In addition, unsecured objects that are completely
point you can see within range increases for a moment. within the cone are likewise pulled or pushed 15 feet.
Each creature in the sphere on the turn when you cast At Higher Levels. When you cast this spell using a
the spell must make a Constitution saving throw. On a spell slot of 4th level or higher, the damage increases by
failed save, a creature takes 2d8 force damage, and its ld6 and the distance pulled or pushed increases by 5
speed is halved until the end of its next turn. On a suc­ feet for each slot level above 3rd.
cessful save, a creature takes half as much damage and
suffers no reduction to its speed. RAVENOUS Vorn
Until the start of your next turn, any object that isn't 9th-level evocation
being worn or carried in the sphere requires a success­
Casting Time: 1 action
ful Strength check against your spell save DC to pick
Range: 1 ,000 feet
up or move.
Components: V, S, M (a small, nine-pointed star
At Higher Levels. When you cast this spell using a
made of iron)
spell slot of 2nd level or higher, the damage increases by
Duration: Concentration, up to 1 minute
ld8 for each slot level above 1 st.

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

C H A PTE R 4 I C HARACTER OPTI O N S


H E ROI C C H RONIC LE
You target a creature you can see within range, putting
its physical form through the devastation of rapid aging.
The target must make a Constitution saving throw, tak­ The heroic chronicle is a system that allows players and
ing 10dl2 necrotic damage on a failed save, or half as Dungeon Masters to work together to build a compel­
much damage on a successful one. If the save fails, the ling character story. It even allows characters to gain
target also ages to the point where it has only 30 days additional proficiencies, magic items, spells, or feats
left before it dies of old age. In this aged state, the target before the campaign begins. This section assumes that
has disadvantage on attack rolls, ability checks, and the player is starting from scratch-without having
saving throws, and its walking speed is halved. Only the chosen a race, class, or background for their character.
wish spell or the greater restoration cast with a 9th-level The events that occur as a result of these random rolls
spell slot can end these effects and restore the target to inform what kind of character the player has. A player
its previous age. who already has a character concept in mind can choose
options from the tables instead of rolling randomly, ig­
WRISTPOCKET noring anything that doesn't fit their character concept.
2nd-level conjuration (ritual) If you're a player using these tables, don't be surprised
Casting Time: 1 action if creating a backstory inspires you to change some as­
Range: Self pect of your character concept. Let this tool inspire your
Components: S imagination rather than limit it.
Duration: Concentration, up to 1 hour The "Backstory" section of the chronicle roots a char­
acter's history in the land of Wildemount by helping the
You flick your wrist, causing one object in your hand
player determine the character's nation, home settle­
to vanish. The object, which only you can be holding
ment, and relationships with family members, allies,
and can weigh no more than 5 pounds, is transported
and rivals. It helps establish major events that happened
to an extradimensional space, where it remains for
to the character before the campaign began. Options for
the duration.
determining a character's favorite food and mysterious
Until the spell ends, you can use your action to sum­
secrets can help further define a character's relationship
mon the object to your free hand, and you can use your
to their homeland and the other party members.
action to return the object to the extradimensional
The "Prophecy" section of the chronicle sets out three
space. An object still in the pocket plane when the spell
aspirations or goals that the player has for their char­
ends appears in your space, at your feet.
acter. Prophecy goals can help players and DMs create
engaging stories that make the game more interesting.
Each time a goal is met, it takes on a prophetic tone as

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

C H A PTER 4 I C HARACTER OPTI O N S

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