Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!
Played | 100 times |
Cloned | 22 times |
Created | 26 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Multiattack
You unleash a flurry of strikes, making multiple attacks in quick succession. When you take the multiattack action, you can make 2 attacks using your fists or a melee/ranged weapon in your hands, increasing to 3 attacks at 11th level and 4 attacks at 20th level.
Balance: Astral Concord
As a bonus action, you briefly open a conduit to the planes of light and shadow, empowering yourself with their combined energies. For 1 minute, you gain truesight out to 60 feet, deal an extra 2d6 radiant or necrotic damage (your choice) whenever you deal damage, sprout wings granting a flying speed of 60 feet, and gain 10 temporary hit points each turn. Additionally, you have advantage on saving throws against spells and other harmful effects.
Balance: Astral Step
As a bonus action, you briefly step into the liminal space between shadow and light, bolstering your resilience and awareness. Each turn for the next minute, you gain temporary hit points equal to your level plus your spellcasting modifier, and you have advantage on Wisdom (Insight) rolls for the duration. These temporary hit points do not stack.
Balance: Equilibrium Shift
As a bonus action, you manipulate the balance of energies in a creature you can see within 30 feet. Choose one creature; until the end of your next turn, that creature has disadvantage on attack rolls and ability checks of a type you choose (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Simultaneously, you gain advantage on attack rolls and ability checks of the same type until the end of your next turn.
Balance: Umbral Aegis
As a bonus action, you weave together threads of shadow and faint light to create a protective barrier around yourself. Until the start of your next turn, you gain a +3 bonus to your Armor Class and have resistance to radiant and necrotic damage.
Balance: Duality Strike
As a bonus action, you infuse your next melee weapon attack with both searing light and chilling shadow. If the attack hits, it deals an extra 3d6 radiant damage and 3d6 necrotic damage, representing the clash of light and darkness.
Power Armor: Shoulder Cannon
As an action, your power armor's shoulder-mounted weapon fires a powerful energy blast at one creature within 60 feet. Make a ranged spell attack; on a hit, the target takes 6d10 lightning damage.
Power Armor: Siege Mode
As an action, you enter a heavily fortified mode while wearing power armor for 1 minute. Your speed becomes 0, but you gain advantage on Strength and Constitution saving throws, cannot be knocked prone or moved, and receive a +4 bonus to your AC. You can unleash a powerful integrated weapon attack, the Plasma Cannon, making a ranged spell attack against a creature within 120 feet, dealing 6d10 radiant damage on a hit.
Power Armor: Visor Scan
As a bonus action, your power armor's advanced sensors analyze the immediate area, allowing you to detect the presence of creatures within 30 feet that are not behind total cover. You gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks. This effect lasts until the end of your next turn, granting you heightened awareness of your surroundings.
Power Armor: Wrist Rockets
As an action, your power armor launches a volley of small rockets at up to 8 creatures within 60 feet. Make a separate ranged spell attack for each rocket, dealing 1d10 fire damage on a hit. You can target multiple creatures or the same creature with different rockets.
The Powerless: Precision Shot
As an action, you fire a specialized projectile. Make a ranged weapon attack. On a hit, the attack deals an extra 1d10 piercing damage. This spell allows you to fire two projectiles at 5th level, three at 11th level, and four at 17th level. Make a separate attack roll for each.
The Powerless: Predictive Analysis
As a bonus action, your gear analyzes enemy movements, granting you advantage on all attack rolls and all saving throws until the end of your next turn.
The Powerless: Reactive Camouflage
As a bonus action, your suit blends seamlessly with your surroundings, allowing you to become invisible for the next minute.
The Powerless: Restraining Foam
As a bonus action, you deploy a mass of quick-hardening foam at a point within 30 feet. The foam fills a 10-foot cube and becomes difficult terrain. A creature that starts its turn in the foam or enters it for the first time on a turn must succeed on a Strength saving throw or have its speed reduced to 0 until the end of its turn.
The Powerless: Smoke Grenade
As a bonus action, you deploy a smoke grenade in a 20-foot radius centered on a point within 60 feet. The area becomes heavily obscured for the next minute, allowing you to maneuver stealthily while your visor enables you to see through the smoke.
The Powerless: Stimulant Injection
As a bonus action, you inject yourself with a potent combat stimulant, temporarily enhancing your physical prowess. Choose either your Strength or Dexterity score to increase by 2 for 1 minute, allowing your score to exceed 20 during this time.
The Powerless: Tactical Retreat
As a bonus action, you deploy a grappling line and reel yourself away, allowing for a swift escape from danger. You can move up to 30 feet to an unoccupied space you can see, avoiding opportunity attacks during this movement.
The Powerless: Targeted Sonic Disruptor
As a bonus action, you emit a disorienting targeted sonic pulse in a 20-foot radius around you. Each hostile creature in that area must make a Constitution saving throw or take 4d8 thunder damage, be deafened, and have disadvantage on attack rolls until the end of their next turn.
The Powerless: Targeting System (Minor)
As a bonus action, your gear enhances your aim, granting you a +4 bonus to your attack rolls until the end of your next turn. This spell is designed to improve your accuracy in combat, making it easier to hit your foes with ranged attacks.
The Powerless: Armored Plating
As a reaction when a creature deals bludgeoning, piercing, or slashing damage to you, you activate a layer of reinforced material, granting yourself resistance to those damage types until the end of your next turn. This spell allows you to absorb the impact of physical attacks, enhancing your survivability in combat.
The Powerless: Calculated Strike
As a bonus action, you identify a weak point in your target's defenses. You gain advantage on your next attack roll made before the end of your turn, allowing you to strike with precision and confidence.
The Powerless: Combat Drone Deployment
As a bonus action, you deploy a small, armed combat drone in an unoccupied space within 30 feet. The drone has 30 hit points, an AC of 14, and a speed of 30 ft (hover). It can make a ranged attack with its integrated blaster, which has a +8 to hit and deals 1d12 force damage. The drone is friendly to you and your allies, obeying your verbal commands without requiring an action from you. It rolls its own initiative and takes actions based on your commands or defends itself if none are given. The drone disappears when it drops to 0 hit points or when redeployed.
The Powerless: Concussive Blast
Harness the power of thunder to enhance your weapon strikes. As a bonus action, your next successful weapon attack before the end of your turn deals an extra 2d6 thunder damage and can push the target 10 feet away from you.
The Powerless: Contingency Protocol
As a reaction when you drop to 0 hit points, a pre-programmed system activates, allowing you to regain 1 hit point and gain 50 temporary hit points. This effect can occur only once per long rest, providing a crucial second chance in dire situations.
The Powerless: Emergency Shield
As a reaction when you take damage, a personal energy shield flares to life, absorbing some of the impact. This shield reduces the damage taken by rolling 1d8, providing a temporary barrier against harm.
The Powerless: Enhanced Targeting
As a bonus action, your gear provides advanced targeting data, granting you a +4 bonus to attack rolls until the end of your next turn. Additionally, your weapon attacks ignore half and three-quarters cover, allowing you to strike your foes with precision.
The Powerless: First Aid
As a bonus action, you administer quick medical treatment to yourself, healing your wounds and revitalizing your spirit. You regain hit points equal to 2d4 + 2, allowing you to continue the fight with renewed vigor.
The Powerless: Flashbang
As a reaction when you are targeted by an attack, you deploy a disorienting device that emits a blinding flash and a loud bang. You deploy a disorienting device, imposing disadvantage on the attacker's roll.
The Powerless: High-Explosive Round
As a bonus action, your next successful attack detonates with concussive force. The target and each creature within 10 feet must make a Dexterity saving throw or take 5d6 bludgeoning damage.
The Powerless: Incendiary Device
As a bonus action, you imbue your weapon with volatile energy. Your next successful weapon attack before the end of your turn deals an additional 4d8 fire damage, igniting your target in flames.
The Powerless: Orbital Strike Beacon
You deploy a targeting beacon at a point you can see within 120 feet. Each creature in a 10-foot radius, 40-foot high cylinder centered on that point must make a Dexterity saving throw, taking 10d10 radiant damage on a failed save, or half as much on a successful one.
The Powerless: Personal Cloaking Field
As a bonus action, you activate a personal cloaking field that renders all creatures within a 10-foot radius centered on yourself invisible for the next minute. Creatures that exit the radius become visible, but those inside can see each other, and the field moves with you as you move.
Power Armor: Deflector Field
As a reaction when you are hit by a ranged attack, a small energy field briefly activates, granting you a +5 bonus to your AC against that attack potentially causing the attack to miss. This AC bonus lasts until the end of the turn.
Power Armor: Energy Barrier
As a bonus action, your power armor projects a powerful energy barrier, granting you a +4 bonus to your AC for the next minute. This barrier absorbs incoming energy attacks, reducing their damage by half.
Power Armor: Fusion Cannon
As an action, your power armor unleashes a devastating blast of fusion energy at one creature within 90 feet. Make a ranged spell attack; on a hit, the target takes 12d10 radiant damage.
Power Armor: Gauntlet Burst
As an action, your power armor's gauntlets release a burst of kinetic energy, targeting one creature within 30 feet. Make a ranged spell attack; on a hit, the target takes 4d10 force damage.
Power Armor: Integrated Shield
As a bonus action, your power armor projects a personal energy shield, granting you a +2 bonus to your AC for the next minute.
Power Armor: Jet Boots
As a bonus action, activate your power armor's jet boots, granting you a flying speed equal to your movement speed and increasing your movement speed by 10 feet until the end of your current turn. This allows for swift aerial maneuvers and enhanced mobility on the battlefield.
Cryomancy: Icy Touch
As a bonus action, you imbue your next melee attack with intense cold. The first successful melee attack you make before the end of your turn deals an extra 1d8 cold damage.
Cryomancy: Numbing Strike
Harness the power of cryomancy to enhance your melee attacks. As a bonus action, your next successful melee attack deals an additional 2d8 cold damage, and the target's speed is reduced by half until the end of its next turn.
Cryomancy: Slick Terrain
As a bonus action, you create a 20-foot radius patch of slick ice on the ground at a point you can see within 60 feet. The area becomes difficult terrain until the end of your next turn, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a Dexterity saving throw or fall prone. You are immune to slipping on this surface.
Cryomancy: Slick Defense
As a reaction when a creature moves within 5 feet of you, you create a slick patch of ice in a 5-foot radius centered on you. The triggering creature must succeed on a Dexterity saving throw or fall prone, slipping on the icy surface.
Cryomancy: Restraining Ice
As a bonus action, your next successful melee attack deals an additional 5d8 cold damage and encases the target in ice. The target must succeed on a Strength saving throw or be restrained until the end of your next turn.
Cryomancy: Resist Cold
As a bonus action, you manipulate the cold within your body to resist frigid temperatures. For 1 minute, you have resistance to cold damage.
Cryomancy: Ray of Frost
You unleash a beam of freezing energy that can strike up to four separate targets within 60 feet of each other. Make a ranged spell attack against each target; on a hit, the target takes 3d8 cold damage and its speed is reduced by 10 feet until the end of its next turn.
Cryomancy: Chill Mend
As a bonus action, you draw on ambient cold to soothe minor injuries, regaining 2d4+2 hit points.
Cryomancy: Chill Ward
As a reaction when you would take damage from a fire, cold, lightning, or acid effect that requires a saving throw, you can intensify the cold around you, granting yourself advantage on the saving throw against the effect that caused the damage.
Cryomancy: Elemental Form (Ice)
As a bonus action, transform into a being of ice for 1 minute, gaining immunity to cold damage, resistance to bludgeoning damage from nonmagical attacks, and doubled movement speed on icy surfaces. As a bonus action, you can create a 20-foot radius patch of slippery ice that becomes difficult terrain, causing creatures to make a Dexterity saving throw or fall prone if they start their turn in it or enter it for the first time.
Cryomancy: Freezing Aura
As a bonus action, a frigid aura emanates from you in a 10-foot radius. For the next minute, any hostile creature that starts its turn within the aura takes 3d6 cold damage.
Cryomancy: Freezing Blow
Channel the power of cryomancy to enhance your melee attack. As a bonus action, your next successful melee attack deals an additional 4d6 cold damage, and the target must make a Constitution saving throw or have its speed halved until the end of its next turn.
Cryomancy: Frost Dart
As an action, you project a small shard of ice. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 cold damage from the ice and its speed is reduced by 5 feet until the end of its next turn. This spell creates two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. Make a separate attack roll for each dart.
Cryomancy: Frost Step
As a bonus action, you condense moisture into a thin layer of ice, allowing you to glide effortlessly across the ground. Your walking speed increases by 10 feet until the end of your current turn, and you do not provoke opportunity attacks while moving.
Cryomancy: Frostbite Grip
As a bonus action, your next successful melee attack before the end of your turn deals an additional 2d8 cold damage and imposes disadvantage on the target's next dexterity saving throw before the end of its next turn.
Cryomancy: Glacial Spike
You conjure five massive spikes of ice that erupt from the ground at 5 different points you can see within 120 feet. Each creature in a 5-foot radius, 30-foot high cylinder centered on each spike must make a Dexterity saving throw. On a failed save, a creature takes 10d8 piercing damage and is restrained until the end of its next turn as ice encases it. On a successful save, the creature takes half damage and is not restrained.
Cryomancy: Ice Armor
As a bonus action, you encase yourself in a protective layer of ice, granting you a +2 bonus to your Armor Class for the next minute. The icy armor shimmers with a frosty glow, providing both defense and a chilling aura to nearby foes.
Cryomancy: Ice Shard Barrier
As a reaction when a creature within 5 feet makes a melee attack against you, you can create a momentary barrier of ice shards, granting you a +6 bonus to AC against that attack. The shield shatters after deflecting the attack, dealing 4d8 cold damage to the attacker.
Cryomancy: Ice Shard Volley
You launch two small shards of ice at four separate targets within 60 feet. Make a separate ranged spell attack for each shard. On a hit, a target takes 1d12 piercing damage and has its speed reduced by 5 feet until the end of its next turn.
Cryomancy: Ice Storm
You call down a flurry of icy shards in a 20-foot radius cylinder, 40 feet high, centered on a point you can see within 90 feet. Each creature in the cylinder must make a Dexterity saving throw, taking 5d8 cold damage and 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The ground in the area becomes difficult terrain until cleared.
Electromancy: Catastrophic Discharge
You unleash a massive surge of uncontrolled electricity in a 30-foot radius sphere centered on a point you can see within 120 feet. Each creature in that area must make a Constitution saving throw, taking 10d8 lightning damage on a failed save and being stunned for 1 round. On a successful save, the creature takes half damage and is not stunned.
Electromancy: Arc Bolt
As an action, you launch a small bolt of electricity. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 lightning damage. This spell creates two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Electromancy: Thunderous Charge
As a bonus action, you become infused with electrical energy. For 1 minute, your walking speed increases by 20 feet, and the first time you hit a creature with a melee attack on each of your turns, the target takes an extra 2d6 thunder damage as a sonic boom accompanies your strike.
Electromancy: Static Step
Harnessing the power of electromancy, you generate a small static charge that allows you to teleport to a location you can see within 15 feet. This sudden burst of energy propels you forward, leaving a faint crackling sound in your wake.
Electromancy: Static Cling
You create a localized static charge on a creature within 30 feet, causing it to become temporarily hindered by the charge. The affected creature must succeed on a Strength saving throw or have its speed be reduced to 0 until the start of your next turn.
Electromancy: Spark Strike
Channel a spark of electricity into your next melee attack, enhancing its power. The first successful melee attack you make before the end of your turn deals an additional 1d8 lightning damage.
Electromancy: Resist Electricity
You manipulate your bioelectric field to create a protective barrier against electrical currents. For the duration of 1 minute, you gain resistance to lightning damage, allowing you to withstand electrical attacks more effectively.
Electromancy: Paralytic Arc
Harnessing the power of electromancy, you channel a surge of lightning into your next melee attack. If the attack hits, it deals an additional 3d8 lightning damage, and the target must make a Constitution saving throw or be paralyzed until the end of its next turn.
Electromancy: Overload Strike
Harnessing the power of electromancy, you channel a surge of lightning into your next melee attack. If successful, the attack deals an additional 3d8 lightning damage, and the target must make a Constitution saving throw or be stunned until the end of its next turn.
Electromancy: Lightning Teleport
As a bonus action, you transform into a bolt of lightning, teleporting up to 60 feet to an unoccupied space you can see. Creatures within 15 feet of the location you teleport to must make a Dexterity saving throw or take 3d10 lightning damage, taking half damage on a successful save.
Electromancy: Lightning Storm
You conjure a tempest of lightning that strikes down in a 20-foot radius centered on a point you can see within 90 feet. Each creature in the area must make a Dexterity saving throw, taking 7d8 lightning damage on a failed save, or half as much on a successful one.
Electromancy: Lightning Shroud
As a reaction when you are hit by a melee attack, you can unleash a burst of electricity around you, dealing 4d6 lightning damage to the attacker. The crackling energy also causes the attacker to make a Dexterity saving throw, taking half damage on a success.
Electromancy: Grounding Reaction
As a reaction when a creature within 5 feet of you attempts to move away, you can emit a localized electrical field. The creature must make a Strength saving throw or have its movement speed reduced to 0 until the end of the current turn.
Electromancy: Forked Lightning
You unleash a bolt of lightning that splits to strike two targets within 60 feet of each other. Make a ranged spell attack against each target; on a hit, each takes 5d8 lightning damage.
Electromancy: Energy Transfer
As a bonus action, you can touch a willing creature to transfer a small amount of electrical energy, healing them for 2d4+2 hit points. This spell channels your mastery of electromancy to provide a jolt of restorative energy, invigorating your ally.
Electromancy: Elemental Form (Lightning)
Transform into a being of pure lightning for 1 minute. While in this form, you gain immunity to lightning damage, resistance to nonmagical bludgeoning, piercing, and slashing damage, and your movement speed is doubled. You can move through other creatures' spaces as if they were difficult terrain, dealing 1d6 lightning damage to them if you end your turn in their space.
Electromancy: Disruptive Field
You create a field of erratic electrical energy in a 15-foot radius around a point you can see within 60 feet. For the next minute, any hostile creature starting its turn in that area must make a Constitution saving throw or have disadvantage on the first attack roll it makes on that turn.
Electromancy: Charged Blow
Harnessing the power of electromancy, you infuse your next melee attack with disruptive energy. On a successful hit, the attack deals an additional 2d8 lightning damage, and the target cannot take reactions until the start of its next turn.
Electromancy: Charge Shield
As a reaction when you are hit by a melee attack, you can release a jolt of static electricity, imposing disadvantage on the attacker's attack roll against you. This spell harnesses the power of electromancy to create a protective barrier of energy that disrupts incoming strikes.
Electromancy: Chain Lightning
You unleash a bolt of lightning that arcs to another target. Make a ranged spell attack against three creatures within 30 feet. On a hit, the target takes 3d6 lightning damage if it hits.
Umbramancy: Shadow Bolt
As an action, you project a focused bolt of shadow. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 necrotic damage. This spell creates two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Umbramancy: Shadow Binding
You create shadowy tendrils that attempt to restrain a creature within 30 feet that you can see. The target must succeed on a Strength saving throw or be restrained for 1 minute. The creature can use its action to make a Strength check against your spell save DC to attempt to break free.
Umbramancy: Deeper Darkness
As a bonus action, you deepen the shadows in a 20-foot radius sphere centered on a point within 60 feet that you can see. This area becomes heavily obscured for the next minute, allowing you to see through it clearly while others cannot.
Umbramancy: Enervating Shadow
Harness the power of umbramancy to drain the vitality of your foes. As a bonus action, your next successful melee attack deals an additional 3d8 necrotic damage, and the target suffers disadvantage on its next Strength or Constitution saving throw before the end of its next turn.
Umbramancy: Flickering Darkness
You meld into the shadows, becoming one with the darkness. As a bonus action, you can teleport to a shadow you can see within 20 feet, allowing you to evade attacks or reposition yourself strategically.
Umbramancy: Into the Shadows
As a bonus action, you manipulate darkness and disappear into your shadow. You become invisible until the start of your next turn. Attacking while invisible does not dispel the invisibility granted by this spell.
Umbramancy: Obscuring Shroud
As a reaction when you are targeted by a ranged attack, you can instantly deepen the shadows around you, imposing disadvantage on the attacker's roll. This spell draws upon the power of umbramancy to cloak you in darkness, making it difficult for enemies to land their shots.
Umbramancy: Resist Necrotic
You draw on the resilience of the void, enveloping yourself in a protective shroud. For the duration, you gain resistance to necrotic damage, allowing you to withstand the dark forces that seek to drain your life essence.
Umbramancy: Shadow Armor
As a bonus action, you blend into the shadows, becoming harder to hit. For the next minute, all attacks made against you have disadvantage, as you meld with the darkness around you.
Umbramancy: Void Strike
As an action, you unleash a devastating strike of pure void energy at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 12d10 necrotic damage, and its maximum hit points are reduced by an amount equal to the necrotic damage taken until it finishes a long rest.
Umbramancy: Shadow Tendrils
As a bonus action, the next successful melee attack you make before the end of your turn causes shadowy tendrils to briefly restrain the target. The target must succeed on a Strength saving throw or have its speed reduced to 0 until the end of its next turn.
Umbramancy: Shadow Strike
As a bonus action, you infuse your next melee attack with shadowy energy. The first successful melee attack you make before the end of your turn deals an extra 1d8 necrotic damage as a tendril of shadow lashes out at your target.
Umbramancy: Shadow Step
As a bonus action, you meld briefly with shadows, enhancing your movement. Your walking speed increases by 10 feet until the end of your current turn, and you leave no visible tracks, allowing you to move stealthily and evade detection.
Umbramancy: Shadow Snare
As a bonus action, you create a patch of clinging shadows on the ground in a 30-foot square within 60 feet that you can see. This area becomes difficult terrain for 1 minute, ensnaring those who enter it, while you remain unaffected by the shadows' grasp.
Umbramancy: Shadow Puppetry
You manipulate the shadow of a creature within 30 feet that you can see, causing it to falter. The target must succeed on a Wisdom saving throw or suffer disadvantage on its attack rolls and ability checks made against you for the next minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Umbramancy: Shadow Jaunt
You teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. Creatures within 15 feet of your destination must make a Dexterity saving throw or take 6d6 necrotic damage, halved on a success.
Umbramancy: Shadow Form
You become a being of living shadow for 1 minute. While in this form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, can move through creatures and objects as if they were difficult terrain, and have advantage on Dexterity (Stealth) checks in dim light or darkness. You can also teleport up to 90 feet to a shadow you can see as a bonus action. If you end your turn inside an object, you take 1d10 force damage.
Umbramancy: Shadow Eruption
As an action, shadows erupt from a point on the ground you can see within 60 feet, creating a 20-foot radius area of darkness. Each creature in that area must make a Dexterity saving throw, taking 7d8 necrotic damage and becoming blinded until the end of its next turn on a failed save, or half damage and no blindness on a successful save.
Umbramancy: Shadow Darts
You conjure three darts of solidified shadow and launch them at up to three different targets within 60 feet. Each dart requires a separate ranged spell attack, dealing 4d4 necrotic damage on a hit.
Umbramancy: Shadow Blast
As an action, you unleash a focused blast of pure shadow at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 6d10 necrotic damage.
Summoning: Hand of Thephtos
You conjure a gargantuan hand that descends from the heavens, crushing all in its path. Each creature in a 20-foot radius sphere centered on the point of impact must make a Dexterity saving throw or take 7d8 bludgeoning damage, or half as much on a successful save.
Summoning: Dire Wolf Spirit
You summon a powerful Dire Wolf Spirit that serves you in battle. The Dire Wolf Spirit has 45 hit points, an AC of 15, and a speed of 40 ft. It has a bite attack that deals 4d6 + 5 piercing damage, with a chance to knock targets prone if they are Large or smaller if they fail a Strength saving throw. The Dire Wolf Spirit disappears when it drops to 0 hit points or when it's resummoned. The Dire Wolf Spirit is friendly to you and your companions for the duration. Roll initiative for the Dire Wolf Spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Dire Wolf Spirit, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Spectral Blight
You summon a Spectral Blight that manifests as a spectral entity, embodying the essence of decay and darkness. The Spectral Blight has 35 hit points, an AC of 15, and a speed of 30 ft. wielding spectral claws with a +7 to hit that deal 1d10 necrotic damage on a successful hit. The Spectral Blight disappears when it drops to 0 hit points or when it's resummoned. The Spectral Blight is friendly to you and your companions for the duration. Roll initiative for the Spectral Blight, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Spectral Blight, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Shadow Mastiff
You summon a Shadow Mastiff that serves you in battle. The Shadow Mastiff has 40 hit points, an AC of 15, and a speed of 40 ft. It can bite with a +7 to hit, dealing 1d8 piercing damage, and can knock a target prone if they fail a Strength saving throw. The Shadow Mastiff disappears when it drops to 0 hit points or when it's resummoned. The Shadow Mastiff is friendly to you and your companions for the duration. Roll initiative for the Shadow Mastiff, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Shadow Mastiff, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Resistive Aura
As a bonus action, you briefly emanate a protective field from a tethered entity. For 1 minute, you gain resistance to one damage type of your choice: bludgeoning, piercing, or slashing. This aura shimmers with energy, providing a sense of safety and fortitude against physical attacks.
Summoning: Protective Shell
As a bonus action, you channel a protective aura from a tethered entity, enveloping yourself in a shimmering shell. You gain temporary hit points equal to 4d8 plus your spellcasting modifier, absorbing damage and providing a buffer against harm.
Summoning: Phase Wolf
You summon a semi-corporeal Phase Wolf that serves you in battle. The Phase Wolf has 12 AC, 25 hit points and a speed of 40 feet, and it can make a melee attack with its bite, which has a +5 to hit and deals 1d8 piercing damage. The wolf disappears when it is killed or when you choose to resummon it. The Phase Wolf disappears when it drops to 0 hit points or when it's resummoned. The Phase Wolf is friendly to you and your companions for the duration. Roll initiative for the Phase Wolf , which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Phase Wolf , it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Spectral Executioner
You summon a towering Spectral Executioner that serves as your ally in battle. This Spectral Executioner has 100 hit points, an AC of 18, and a speed of 40 ft. It is capable of delivering a melee attack with a spectral greatsword that has a +11 to hit and deals 4d8 + 8 slashing damage. The Spectral Executioner disappears when it drops to 0 hit points or when it's resummoned. The Spectral Executioner is friendly to you and your companions for the duration. Roll initiative for the Spectral Executioner, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Spectral Executioner, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Spectral Guardian
You summon a powerful Spectral Guardian to aid you in battle. The Spectral Guardian has 50 hit points, an AC of 17, and a speed of 30 ft. It is capable of delivering a melee attack with a spectral slam that has a +9 to hit and deals 2d8 + 5 bludgeoning damage. The Spectral Guardian disappears when it drops to 0 hit points or when it's resummoned. The Spectral Guardian is friendly to you and your companions for the duration. Roll initiative for the Spectral Guardian, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Spectral Guardian, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Spectral Shove
As a reaction when a creature moves within 5 feet of you, you can manifest a brief, incorporeal limb that attempts to push it away. The target must succeed on a Strength saving throw or be pushed 10 feet away from you, potentially disrupting its movement or actions.
Summoning: Spectral Warrior
You summon a Spectral Warrior that fights alongside you. The Spectral Warrior has 20 hit points, an AC of 13, and a speed of 30 ft. It attacks with a spectral longsword, dealing 1d8 slashing damage with a +5 to hit. The Spectral Warrior disappears when it drops to 0 hit points or when it's resummoned. The Spectral Warrior is friendly to you and your companions for the duration. Roll initiative for the Spectral Warrior, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Spectral Warrior, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: The Devourer
You open a massive portal to another world, and the head of a powerful demon lunges at a creature of your choice within 60 feet. The target must make a Dexterity saving throw or take 14d10 piercing damage, halved on a successful save. If reduced to 0 hit points, the creature is consumed, and their body becomes irrecoverable as the demon retreats back into the portal.
Summoning: Vulnerability Link
As a bonus action, you establish a temporary link with a tethered entity, making one creature you can see within 30 feet vulnerable to one damage type of your choice (acid, cold, fire, lightning, or thunder) until the end of your next turn. This spell allows you to exploit your enemy's weaknesses, enhancing the effectiveness of your allies' attacks against the target.
Summoning: Animated Shield
You summon an Animated Shield construct with 15 hit points and an AC of 16. The shield can move up to 20 feet and grant a +2 bonus to the AC of one creature within 5 feet of it until the start of your next turn. The Animated Shield disappears when it drops to 0 hit points or when it's resummoned. The Animated Shield is friendly to you and your companions for the duration. Roll initiative for the Animated Shield, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Animated Shield, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned shield's statistics.
Summoning: Arm of Kunhaal
You open a portal in front of you, summoning a massive clawed arm that shoots out in a line 40 feet long and 10 feet wide. Each creature in the line must make a Dexterity saving throw or take 5d8 bludgeoning damage, or half as much on a successful save.
Summoning: Echoing Hound
You summon a semi-corporeal Echoing Hound that serves as a loyal companion in battle. The Echoing Hound has 5 hit points, an AC of 10, and a speed of 40 ft. It can make a melee bite attack with a +3 to hit, dealing 1d4 piercing damage. The Echoing Hound disappears when it drops to 0 hit points or when it's resummoned. The Echoing Hound is friendly to you and your companions for the duration. Roll initiative for the Echoing Hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Echoing Hound, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Energy Shard
As an action, you project a fragment of energy from a tethered entity. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 force damage. This spell projects two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
Summoning: Minor Contract
You summon a small Contracted Fiend that serves as a loyal companion in battle. The creature has 5 hit points, an AC of 10, and a speed of 30 ft. It can make a melee sword attack with a +3 to hit, dealing 1d4 slashing damage. The Contracted Fiend disappears when it drops to 0 hit points or when it's resummoned. The Contracted Fiend is friendly to you and your companions for the duration. Roll initiative for the Contracted Fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Contracted Fiend, it defends itself from hostile creatures but otherwise takes no actions. The DM has the summoned creature's statistics.
Summoning: Flicker Step
As a bonus action, you draw on a tethered entity to momentarily shift your position. You teleport up to 15 feet to an unoccupied space you can see, allowing for quick repositioning in combat or evasion from danger.
Summoning: Forceful Tendrils
You summon two tendrils of force from a tethered entity, striking at nearby foes. Make a melee spell attack against up to two creatures within 30 feet, dealing 3d8 force damage on a hit.
Photomancy: Glare Shield
As a reaction, you create a sudden burst of bright light when a creature within 30 feet makes an attack roll against you. This blinding flash imposes disadvantage on the attack roll, potentially causing the attack to miss.
Photomancy: Brilliant Strike
As a bonus action, you infuse your next melee attack with radiant energy. Upon a successful hit, the attack deals an additional 3d8 radiant damage, and the target must make a Constitution saving throw or be blinded until the end of its next turn.
Photomancy: Blinding Spark
As a bonus action, you create a sudden, intense flash of light at a point you can see within 30 feet. One creature of your choice within 10 feet of that point must succeed on a Constitution saving throw or be blinded for one minute, repeating the saving throw at the end of each of its turns.
Photomancy: Blinding Nova
You unleash a burst of brilliant light in a 20-foot radius centered on you. Each creature in that area must make a Constitution saving throw or take 7d8 radiant damage and be blinded for 1 minute, repeating the saving throw at the end of each of its turns to end the effect on a success.
Photomancy: Absorb Light
As a bonus action you absorb surrounding light, gaining temporary hit points equal to twice your level. These temporary hit points last for 1 minute, but this spell cannot be used if you are in complete darkness.
Photomancy: Solar Flare
You unleash a focused burst of solar energy at a point you can see within 90 feet. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage and is not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Photomancy: Wall of Light
As a bonus action, you create a wall of brilliant light on the ground at a point you can see within 60 feet. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick, lasting for one minute. Creatures entering the wall for the first time on a turn or starting their turn there take 6d6 radiant damage.
Photomancy: Solar Beam
As an action, you unleash a focused beam of intense light at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 6d10 radiant damage.
Photomancy: Searing Ray
As a bonus action, you unleash a radiant beam that sears your target. The next successful ranged spell attack you make before the end of your turn deals an extra 2d8 radiant damage, and the target suffers disadvantage on its next attack roll due to the lingering brightness.
Photomancy: Resist Radiant Energy
As a bonus action, you attune your body to resist bright light. For 1 minute, you have resistance to radiant damage.
Photomancy: Radiant Touch
As a bonus action, you infuse your next melee attack with bright light. The first successful melee attack you make before the end of your turn deals an extra 1d8 radiant damage.
Photomancy: Radiant Teleport
As a bonus action, you transform into a flash of light, teleporting up to 60 feet to an unoccupied space you can see. This spell allows you to evade attacks and reposition yourself strategically in combat, leaving a trail of radiant energy in your wake. Creatures within 15 feet of the space where you teleport to must make a Constitution saving throw or take 6d6 Radiant damage. Creatures that succeed on the saving throw take half damage.
Photomancy: Prismatic Shroud
As a bonus action, you are surrounded by a shifting aura of brilliant colors for 1 minute. While this shroud is active, the first time each turn you are hit by an attack, the attacker takes 4d8 radiant damage and must make a Constitution saving throw or be blinded until the end of their next turn.
Photomancy: Photon Dart
As an action, you launch a focused beam of light. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 radiant damage. This spell creates two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. Make a separate attack roll for each dart.
Photomancy: Luminescent Mend
You channel bright light to stimulate healing in yourself or an ally, restoring vitality with a warm glow. As a bonus action, you can regain 2d4+2 hit points, illuminating the area around you with a soothing radiance.
Photomancy: Light Speed Burst
As a bonus action, you create a brilliant flash of light that teleports you to a location you can see within 20 feet. This sudden burst of photonic energy allows for quick repositioning in the heat of battle or to escape danger.
Photomancy: Light Refraction
As a reaction when targeted by a ranged attack, you bend the light around you, granting a +5 bonus to your AC against that attack. The attacker must make a Constitution saving throw against the flash of light or be blinded until the end of their next turn.
Photomancy: Light Orb Volley
You conjure and launch two orbs of concentrated light at four different targets within 60 feet. Each orb requires a separate ranged spell attack, dealing 1d12 radiant damage on a hit.
Photomancy: Illumination Aura
As a bonus action, you create a 15-foot radius sphere of bright light centered on you. This light moves with you and lasts for 1 minute, ranged weapon attacks made against creatures within the 15-foot radius sphere are made with disadvantage.
Photomancy: Flash Step
As a reaction when a creature moves within 5 feet of you, you can create a sudden flash of light, momentarily blinding the creature and allowing you to teleport up to 10 feet to a location you can see. This spell allows you to evade attacks and reposition yourself strategically in combat.
Vitakinesis: Minor Regeneration
You accelerate your body's natural healing processes, allowing you to regain vitality. At the start of each of your turns for 1 minute, you regain 1d4 hit points, bolstering your resilience in battle.
Shapeshift: Winged Form
As a bonus action, you sprout temporary wings, granting yourself a flying speed of 40 feet for the next hour. While in this form, you can maneuver through the air with grace, allowing you to avoid difficult terrain and obstacles on the ground.
Shapeshift: Venomous Bite
As a bonus action, your mouth transforms to grant you a bite attack. If you hit with this unarmed strike before the end of your turn, the target takes 2d6 piercing damage, 7d6 poison damage, and must make a Constitution saving throw be poisoned until the end of its next turn.
Shapeshift: Temporary Plating
As a bonus action, you can grow a layer of bony plating over your body, enhancing your natural defenses. This plating grants you a +3 bonus to your Armor Class for the next minute, allowing you to better withstand attacks.
Shapeshift: Shifting Defense
As a reaction when a creature within 5 feet hits you with a melee attack, you can momentarily shift your form to become more fluid, imposing disadvantage on the attacker's next attack roll against you before the end of their next turn.
Shapeshift: Sensory Shift
As a bonus action, you can alter your senses to gain darkvision out to a range of 60 feet or advantage on Wisdom (Perception) checks relying on smell or hearing for 1 minute. This spell allows you to adapt to your surroundings, enhancing your ability to detect hidden threats or navigate in darkness.
Shapeshift: Quick Shift
As a bonus action, you subtly alter your leg structure for a burst of speed. Your walking speed increases by 15 feet until the end of the current turn. Your movement doesn't provoke Opportunity Attacks.
Shapeshift: Natural Weapons
You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d10 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Shapeshift: Multi-Strike Form
Transform your limbs to become more numerous or adapt for multiple attacks. As an action, make three unarmed strikes to one or several targets. On a successful hit, deal 4d6 damage of your choice to each target: bludgeoning, piercing, or slashing.
Shapeshift: Minor Weaponize
As a bonus action, you briefly harden a part of your body into a natural weapon. The first successful unarmed strike you make before the end of your turn deals an extra 1d8 bludgeoning damage.
Shapeshift: Environmental Adaptation
As a bonus action, you can alter your physiology to gain resistance to one of the following damage types: cold, fire, or poison. This adaptation lasts until the end of your next turn, allowing you to better withstand environmental hazards or enemy attacks.
Shapeshift: Enhanced Reach
As a bonus action, you can extend your limbs, increasing your reach by 10 feet for one minute. This allows you to interact with objects, make melee attacks, or cast spells at a greater distance, enhancing your versatility in combat and exploration.
Shapeshift: Enhanced Camouflage
As a bonus action, you can drastically alter your appearance and texture to blend seamlessly with your surroundings, granting yourself advantage on Dexterity (Stealth) checks for the next hour. While camouflaged, you can attempt stealth checks even when in direct line of sight.
Shapeshift: Corrosive Form
As an action, you briefly transform your body into a mass of acidic goo. As part of the action, move up to 30 feet. Any creature who is in a space within 15 feet of where you end your movement must make a dexterity saving throw, taking 8d6 acid damage on a failed save, and half as much on a successful one. You revert to your normal form at the end of your movement.
Shapeshift: Colossal Titan
Shapeshift: Colossal Titan: As an action, you undergo a massive transformation into a towering, humanoid titan for 1 minute. While in this form, you become Huge. You gain the following benefits: Your Strength score becomes 25. You have advantage on Strength checks and Strength saving throws. Your carrying capacity is massively increased. Your AC increases by 4. Your reach increases to 15 feet. As a bonus action, you can stomp the ground, creating a tremor in a 30-foot radius centered on you. Each creature in that area must make a Dexterity saving throw (DC 18 + your proficiency bonus + your Strength modifier) or be knocked prone. You can make 3 unarmed strikes as an action on your turn. Your unarmed strikes deal 3d10 bludgeoning damage. If you hit a creature with an unarmed strike, you can choose to push it up to 30 feet away from you. You gain 100 temporary hit points at the start of this transformation. These temporary hit points are lost when the form ends.
Shapeshift: Bestial Claws
As a bonus action, your hands transform into sharp claws, enhancing your natural weaponry. Until the end of your turn, your unarmed strikes deal an additional 1d8 slashing damage, allowing you to unleash ferocious attacks on your foes.
Shapeshift: Aquatic Adaptation
As a bonus action, you adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed for the next hour.
Shapeshift: Apex Predator Form
As an action, you undergo a powerful transformation into a large, fearsome predator (size Large). While in this form, you gain the following benefits for 1 Hour: Your armor class increases by 4. You gain advantage on Strength checks and Strength saving throws. You have a walking speed of 40 feet and a climbing speed of 30 feet. You gain darkvision out to a range of 60 feet. You gain a powerful bite attack you can make as a bonus action that deals 2d10 piercing damage and can attempt to grapple a Large or smaller creature on a hit on a failed strength saving throw. You can make three claw attacks as an action, each dealing 2d8 slashing damage on a hit. You gain advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. You gain 75 temporary hit points at the start of this transformation. These temporary hit points are lost when the form ends.
Shapeshift: Alter Appearance
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Shapeshift: Acidic Spit
You project a glob of corrosive bio-matter at one target within 30 feet. Make a ranged spell attack against the target; on a hit, the target takes 5d10 acid damage.
Shapeshift: Accelerated Healing
As a bonus action, you can stimulate rapid cellular regeneration, allowing you to regain 3d8+4 hit points. This spell harnesses the power of your body's natural healing processes, making it a vital tool in the heat of battle.
Vitakinesis: Accelerated Healing
You harness your internal energies to accelerate your natural healing process. As a bonus action, you regain 1d6 hit points, allowing you to recover quickly from injuries in the heat of battle.
Vitakinesis: Vital Transfer
As a bonus action, you can touch a willing creature to transfer some of your life energy, healing it for 4d6+4 hit points. You lose half the number of hit points they regain, creating a bond of vitality between you and the target.
Vitakinesis: Vital Strike
As a bonus action, you channel your life-force into your next melee attack. The first successful melee attack you make before the end of your turn deals an extra 1d8 radiant damage.
Vitakinesis: Total Regeneration
As an action, you touch a living creature that has died within the last hour. That creature returns to life with 1 hit point, but this spell cannot restore any missing body parts, leaving them as they were at the time of death.
Vitakinesis: Swift Recovery
As a reaction when you become poisoned, you can activate a burst of accelerated metabolism to flush the toxins from your system. This grants you advantage on the saving throw against the poisoned condition, allowing you to recover more swiftly from the effects of poison.
Vitakinesis: Suppress Poison
As a bonus action, you touch a creature and attempt to neutralize toxins within them. The target creature is cleansed of the poisoned condition, restoring their vitality and allowing them to regain their composure.
Vitakinesis: Shared Recovery
As a bonus action, you can channel your healing energy to share it with a willing creature within 30 feet. Until the end of your turn, when you use a Vitakinesis spell to heal yourself, that creature regains half the hit points you do (rounded up).
Vitakinesis: Revitalizing Touch
With a gentle touch, you can heal and restore a creature suffering from debilitating conditions. As a bonus action, you can end the diseased, poisoned, blinded, or deafened condition on a target and restore their vitality, granting them 2d8 hit points.
Vitakinesis: Resist Necrotic
As a bonus action, you bolster your life force against decay. For 1 minute, you gain resistance to necrotic damage, allowing you to withstand the ravages of dark magic and decay.
Vitakinesis: Regenerative Aura
As a bonus action, you emit an aura of accelerated healing in a 15-foot radius. You and any friendly creatures that start their turn in the aura regain 1d8 hit points. The aura lasts for 1 minute, providing a soothing presence that revitalizes allies and encourages resilience in battle.
Vitakinesis: Reactive Mend
As a reaction to taking bludgeoning, piercing, or slashing damage, you can accelerate your cellular regeneration, reducing the damage taken by 1d8. This spell allows you to momentarily harness your body's natural healing abilities to mitigate harm.
Vitakinesis: Rapid Reconstruction
You harness the power of life energy to rapidly mend significant wounds. As a bonus action, you focus your energy to restore vitality, regaining 3d8 hit points.
Vitakinesis: Mass Life Drain
You unleash a wave of life-draining energy in a 30-foot radius around you. Each hostile creature in that area must make a Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much on a successful one. You regain hit points equal to half the total necrotic damage dealt.
Vitakinesis: Healing Burst
As an action, you release a wave of healing energy in a 10-foot radius around you. You and each willing creature in that area regain 2d4+2 hit points, revitalizing their spirits and mending their wounds.
Vitakinesis: Greater Mend
You channel a powerful surge of healing energy into one creature you touch, restoring 7d8 hit points. This spell can mend even the most grievous wounds, revitalizing the target and granting them a sense of renewed vigor.
Vitakinesis: Focused Pulse
As an action, you emit a small, focused pulse of revitalizing energy. Target one creature within 30 feet. The target regains 1d6 hit points. This spell emits two pulses at 5th level, three pulses at 11th level, and four pulses at 17th level. You can direct the pulses at the same target or at different ones.
Vitakinesis: Focused Mend
You project a beam of focused healing energy at a creature within range, restoring their vitality. The target regains 4d10 hit points, mending their wounds with precision and care.
Vitakinesis: Enhanced Vigor
As a reaction when you are forced to make a Constitution saving throw, you surge with vitality, granting yourself advantage on all Constitution saving throws until the end of your next turn. This surge of energy allows you to better resist harmful effects and maintain your composure in dire situations.
Vitakinesis: Accelerated Metabolism
As a bonus action, you accelerate your body's processes for 1 minute. During this time, you gain advantage on Constitution checks and saving throws, and you become immune to poison and disease effects.
Ultimate Specimen: Reactive Healing Factor
As a reaction to taking damage from a spell or attack, you immediately heal 4d6 hit points. This ability allows you to recover swiftly, turning the tide of battle in your favor.
Ultimate Specimen: Indomitable Will
As a bonus action, you steel your mind against debilitating effects. For the next minute, you gain advantage on all saving throws to resist the stunned, paralyzed, frightened, and charmed conditions, bolstering your mental fortitude against such threats.
Ultimate Specimen: Enhanced Physique
As a bonus action, your muscles bulge and your physical power surges. For 1 minute, your Strength, Dexterity, and Constitution scores each increase by 2, enhancing your physical capabilities and resilience in battle.
Ultimate Specimen: Accelerated Movement
As a bonus action, you tap into your enhanced physiology, allowing for a burst of speed. Your movement speed increases by 30 feet until the end of your current turn, and you can also jump as far as your movement speed. Until the start of your next turn you take no fall damage.
Ultimate Specimen
Transform into a powerful form for 1 minute, gaining extraordinary physical abilities and resilience. Your Strength and Dexterity scores become 30, you gain resistance to all damage, and you regain 10 hit points at the start of each of your turns. You have advantage on Strength, Dexterity, and Constitution checks and Strength, Dexterity, and Constitution saving throws. You can make 3 unarmed strikes as an action on your turn. Your unarmed strikes deal 3d10 bludgeoning, piercing, and slashing damage.
Close Combat Mastery: Forceful Palm
You deliver a focused strike with the palm of your hand, channeling your inner strength. Make a melee spell attack against a creature within 5 feet; on a hit, the target takes 4d10 force damage and must succeed on a Strength saving throw or be pushed 30 feet away from you.
Close Combat Mastery: Focused Flurry
As an action, you unleash a whirlwind of precise strikes. Make two melee spell attacks against a creature or two creatures within 5 feet of you. Each successful hit deals 5d10 bludgeoning damage.
Close Combat Mastery: Perfect Form
As a bonus action, you enter a state of absolute combat mastery for 1 minute. While in this form, your melee attack rolls have advantage, and your melee attacks score a critical hit on a roll of 18, 19, or 20. Additionally, as a reaction when you are hit by a melee attack, you can immediately make one melee attack against the attacker.
Perfect Soldier: Telekinetic Weapon
As a bonus action, conjure a melee weapon you are proficient with and control it telekinetically. Until the end of your next turn, make melee weapon attacks against creatures within 30 feet as if you were wielding it, using your Strength or Dexterity modifier for attack and damage rolls.
Perfect Soldier: Phantom Step
As a bonus action, you momentarily blur between dimensions, becoming difficult to pin down. Until the end of your next turn, your movement doesn't provoke opportunity attacks, and you gain advantage on Dexterity saving throws.
Perfect Soldier: Avatar of Blades
You enter a state of absolute combat mastery for 1 minute. While in this form, your melee attack rolls have advantage, and your melee attacks score a critical hit on a roll of 18, 19, or 20. You conjure two of your favored weapons, gaining a +3 bonus to AC and to hit, and can make one additional attack during your Attack action.
Perfect Soldier: Conjured Aegis
As a bonus action, you conjure a shield of pure force energy that hovers in front of you. For the next minute, you gain a +3 bonus to your Armor Class, providing enhanced protection against attacks.
Close Combat Mastery: Focused Defense
As a reaction, when a creature within 5 feet makes an attack against you that would be considered a hit. The attacker has to reroll their attack roll, possibly turning the hit into a miss.
Close Combat Mastery: Disarming Blow
As a bonus action, you precisely target an opponent's weapon. The first successful melee attack you make before the end of your turn deals an extra 3d8 slashing damage, and the target must succeed on a Strength saving throw or drop one item of its choice that it is holding.
Close Combat Mastery: Defensive Stance
As a bonus action, you adopt a balanced and defensive posture. Until the start of your next turn attacks made against you are at disadvantage.
Close Combat Mastery: Crippling Blow
As a bonus action, you aim for a vulnerable joint on your next melee attack. The first successful attack deals an extra 2d8 bludgeoning damage, and the target must succeed on a Strength saving throw or have its movement speed halved until the end of its next turn.
Close Combat Mastery: Counter Push
As a reaction when a creature within 5 feet hits you with a melee attack, you can use your reflexive movements to create space. You immediately push the attacking creature up to 10 feet away from you, disrupting their attack and gaining a tactical advantage.
Close Combat Mastery: Combat Flow
As a bonus action, you harness your mastery of close quarters combat, allowing you to fluidly switch between offensive and defensive maneuvers. You gain a +2 bonus to your attack rolls and your Armor Class until the end of your next turn, enhancing your effectiveness in battle.
Close Combat Mastery: Blinding Speed
As a bonus action, you become a blur of motion, increasing your movement speed by 15 feet for the next minute. During this time, you can navigate through difficult terrain without penalty and gain advantage on Dexterity saving throws.
Close Combat Mastery: Anticipatory Movement
As a reaction when a creature within 5 feet of you makes an attack roll against you, you can use your honed senses to shift slightly, gaining a +4 bonus to your AC. This +4 AC bonus lasts for the next minute.
Perfect Soldier: Elemental Weapon Infusion
As a bonus action, conjure a melee weapon of your choice and infuse it with raw elemental power. Choose from acid, cold, fire, lightning, or thunder damage types; the weapon lasts for 1 minute, dealing an extra 4d6 damage of the chosen type on successful attacks. You can change the damage type as a bonus action on subsequent turns.
Weapon Conjuration: Bladestorm
You conjure multiple spectral versions of your favored melee weapon that whirl around you in a storm of blades. Each creature within 5 feet must succeed on a Dexterity saving throw or take 3d8 damage of the weapon's type.
Weapon Conjuration: Cataclysmic Weapon
As an action, you conjure a massive, empowered version of your favored weapon and unleash a devastating attack. Make an attack roll with advantage against one target within the weapon's normal range (or 60 feet for a ranged weapon). On a hit, the target takes 12d10 damage of the weapon's type (or force if it's a force-based weapon), and the area in a 15-foot radius around the target takes 6d8 damage of the same type. Creatures in the area must succeed on a Dexterity saving throw to take half damage.
Weapon Conjuration: Crippling Shot
A bonus action spell that conjures or enhances a weapon to hinder an enemy’s movement. The first successful attack forces a Strength saving throw, dealing an additional 2d8 force damage and halving the target's speed on a failed save.
Weapon Conjuration: Disarming Aura
As a bonus action, you create a field of disruptive energy around your conjured weapon. Until the end of your next turn, any creature that is struck with a weapon attack from your conjured weapon must succeed on a Strength saving throw or drop one weapon of its choice that it is holding.
Weapon Conjuration: Enhanced Edge
A conjured weapon is sharpened or imbued with focused energy as a bonus action, dealing 2d8 extra force damage on its first successful attack before the end of your turn.
Weapon Conjuration: Focused Barrage
You conjure a series of rapid attacks with your conjured weapon, making six attacks against targets within range.
Weapon Conjuration: Force Bolt
As an action, you conjure a small, focused bolt of pure force from your favored weapon. Make a ranged spell attack with a range of 60 feet. On a hit, the target takes 1d10 force damage. This spell conjures two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Weapon Conjuration: Forceful Projection
As a bonus action, you activate this effect, which lasts until the end of your turn. You telekinetically enhance your conjured weapon, dealing an additional 1d8 force damage on a hit and allowing ranged attacks as if it had a thrown property with a range of 30/90 feet until the end of your turn.
Weapon Conjuration: Perfect Arsenal
You conjure two of your favored weapons as a bonus action, allowing you to switch between them freely. While wielding both, you gain a +3 bonus to AC and to hit, and can make one additional attack during your Attack action. The effect lasts for 1 minute.
Weapon Conjuration: Phase Strike
Conjure a weapon that, as a bonus action, can be partially incorporeal for a single attack, firing in a straight line. Creatures in a 60-foot line must make a Dexterity saving throw or take 7d8 force damage, with half damage on a successful save.
Weapon Conjuration: Precision Aim
A bonus action that enhances your focus with a conjured weapon, granting advantage on the first attack roll made with it before the end of your turn.
Weapon Conjuration: Quick Draw
As a bonus action, you conjure your favored weapon in your hand and can immediately move up to 10 feet.
Weapon Conjuration: Reflexive Reload
A reaction that allows you to instantly reload a conjured ranged weapon after a missed attack, enabling a second attack with the same weapon during the same reaction.
Weapon Conjuration: Resilient Form
As a bonus action, the conjured weapon pulses with protective energy, granting you temporary hit points equal to 1d8 + your constitution bonus. These last for 1 minute or until lost,
Weapon Conjuration: Ricocheting Shot
You conjure a magical projectile that can bounce between multiple targets. Make a ranged attack against three different creatures; on a hit, it damages the each target for 3d6 piercing damage.
Weapon Conjuration: Seeking Projectile
As a bonus action, you conjure a magical projectiles that tracks its target, making an unerring ranged attack. All your ranged conjured weapon attacks are made with advantage until the end of your next turn.
Weapon Conjuration: Shifting Defense
A reaction spell that conjures a temporary shield-like form of your weapon when an enemy would hit you with an attack, granting a +2 bonus to AC against the attack.
Weapon Conjuration: Swift Strike
As a bonus action, your mastery allows for rapid attacks. You can make one extra attack with your conjured weapon this turn.
Weapon Conjuration: Tactical Reposition
Allows the caster to teleport up to 30 feet away to an unoccupied space they can see as a bonus action.
Weapon Conjuration: Weapon Bond
A spell that allows you to conjure a weapon and imbue it with additional 1d10 force damage for 1 minute.
Close Combat Mastery: Sudden Shift
As a bonus action, your honed reflexes allow for a burst of repositioning. You can move up to 10 feet to an unoccupied space you can see within range without provoking opportunity attacks.
Close Combat Mastery: Stunning Strike
As a bonus action, you focus your energy to aim for a vital area on your next melee attack. The first successful melee attack you make before the end of your turn deals an extra 2d8 bludgeoning damage, and the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Close Combat Mastery: Pressure Point
As a bonus action, you target a nerve cluster on your next attack. The first successful melee attack you make before the end of your turn deals an additional 2d8 damage and forces the target to make a Constitution saving throw or be poisoned for the next minute.
Close Combat Mastery: Precision Strike
As a bonus action, you focus your technique for your next melee attack. The first successful melee attack you make before the end of your turn deals an extra 1d8 piercing damage as you target a vital point.
Close Combat Mastery: Parry
As a reaction when a creature within 5 feet of you hits you with a melee attack, you can use your honed reflexes to move slightly, reducing the damage taken by 1d10.
Close Combat Mastery: Nerve Sever
As a bonus action, you target a critical nerve cluster on your next melee attack. If the attack hits, the target must make a Constitution saving throw or be paralyzed for the next minute. They can repeat this saving throw at the end of each of their turns to remove the paralyzed condition.
Close Combat Mastery: Kinetic Onslaught
As an action, you unleash a rapid series of focused strikes against a creature within 5 feet. Make three melee spell attacks; each successful hit deals 3d6 force damage.
Close Combat Mastery: Kinetic Annihilation
As an action, you unleash a devastatingly focused close-range attack. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 12d10 force damage. If this reduces the target to 0 hit points, its body is violently thrown up to 30 feet away in a direction of your choice and bursts into a gory mess.
Close Combat Mastery: Joint Lock
As a bonus action, you attempt to grapple a creature. The target must succeed on their choice of a Strength or Dexterity Saving throw or be restrained until the grapple ends. A creature currently grappled this way can try to break free as an action by making a Strength or a Dexterity saving throw.
Enhanced Durability: Fortified Barrier
As a bonus action, you create a temporary barrier of resilient force around yourself, granting you a +4 bonus to your AC for the next minute. This barrier absorbs incoming damage, providing a protective shield that enhances your durability in combat.
Enhanced Durability: Adaptive Resistance
As a bonus action, you analyze incoming threats and adapt your defenses. Choose three damage types (acid, cold, fire, lightning, thunder, bludgeoning, piercing, or slashing) to gain resistance to for 1 minute.
Enhanced Durability: Cataclysmic Shield
As an action, you create a resilient sphere of force with a 10-foot radius centered on you. The sphere lasts for 1 minute, providing total cover to you and creatures within it from attacks and other effects originating outside the sphere.
Enhanced Durability: Concussive Eruption
As an action, you unleash a devastating omnidirectional burst of concussive force. Each creature within a 30-foot radius sphere centered on you must make a Constitution saving throw or take 10d8 thunder damage and be stunned for 1 minute. A creature that succeeds on the saving throw takes half the damage and is not stunned.
Enhanced Durability: Concussive Shove
As an action, you unleash a wave of concussive force in a 10-foot radius around you. Each creature in that area must make a Strength saving throw or take 3d8 bludgeoning damage and be pushed 15 feet away from you.
Enhanced Durability: Damage Absorption
As a reaction when you take acid, cold, fire, lightning, or thunder damage, you can absorb some of the energy, granting yourself resistance to that damage type until the end of your next turn. This spell allows you to momentarily harness the elemental energy, providing a protective buffer against further harm.
Enhanced Durability: Enduring Form
As a bonus action, you bolster your physical resilience, granting yourself temporary hit points equal to 3d8 plus your Constitution modifier. This spell enhances your durability, allowing you to withstand greater damage in battle.
Enhanced Durability: Energy Redirection
As a reaction when you take acid, cold, fire, lightning, or thunder damage, you can redirect a portion of it. You gain resistance to the damage, and one creature within 30 feet takes half of the damage of the same type.
Enhanced Durability: Forceful Feedback
As a bonus action, you channel a reactive force into your next melee attack. The first successful melee attack you make before the end of your turn deals an extra 1d8 force damage as the impact rebounds against your enhanced resilience.
Enhanced Durability: Forceful Repulsion
As an action, you emit a powerful wave of repulsive force in a 15-foot radius around you. Each creature in that area must make a Strength saving throw or take 4d8 force damage, be pushed 10 feet away from you, and knocked prone.
Enhanced Durability: Hardened Skin
As a reaction when you take bludgeoning, piercing, or slashing damage, your skin momentarily hardens, reducing the damage taken by half. This spell grants you a temporary boost in resilience, allowing you to withstand physical attacks more effectively.
Enhanced Durability: Impenetrable Stance
As a reaction when you are subjected to an effect that would paralyze or stun you, you can tense your entire being to resist it, granting yourself advantage on the saving throw. This spell embodies your willpower, allowing you to stand firm against debilitating effects.
Enhanced Durability: Iron Will
You steel your mind against debilitating effects, granting yourself advantage on the next saving throw you make against being poisoned or frightened before the end of your next turn.
Enhanced Durability: Kinetic Deflection
As a reaction when you are targeted by a ranged attack, you create a momentary field of deflecting force, granting you a +5 bonus to your AC against that attack. If the attack misses, you can reflect the damage you would have taken back to the attacker.
Enhanced Durability: Reactive Shell
As a reaction when a creature within 5 feet hits you with a melee attack, a momentary shell of force flickers around you, dealing 3d4 force damage to the attacker. This protective barrier absorbs the impact and retaliates with a burst of energy, momentarily disrupting the attacker's focus.
Enhanced Durability: Resilient Step
As a bonus action, you briefly reinforce your physical form, increasing your walking speed by 10 feet and granting you advantage on Strength and Constitution saving throws until the end of your turn. This spell allows you to push through physical challenges with greater ease and resilience.
Enhanced Durability: Steadfast Grounding
As a reaction when a creature attempts to push you, you can root yourself in place, enhancing your stability. This grants you advantage on the Strength saving throw to avoid being moved, allowing you to stand your ground against powerful forces.
Enhanced Durability: Steadying Force
As a reaction when a creature within 5 feet of you moves moves away from you, you can emit a localized field of resistance. That creature must succeed on a Strength saving throw or have its movement speed reduced to 0 until the end of its turn.
Enhanced Durability: Temporal Resilience
As a reaction when you take damage, you briefly slow the effects of the impact, reducing the damage taken by 6d8 plus your Constitution modifier. This spell allows you to momentarily bend the flow of time, granting you enhanced durability against sudden harm.
Enhanced Durability: Unyielding Form
As a bonus action, you enter a state of ultimate resilience for 1 minute. While in this form, you gain resistance to all damage types, and whenever you take damage, you regain hit points equal to half the damage taken (minimum of 1).
Enhanced Speed: Afterimage
As a bonus action, you move with such speed that you leave a fleeting afterimage. Until the end of your next turn, creatures have disadvantage on attack rolls against you.
Enhanced Speed: Blurring Movement
As a bonus action, you become so swift that you blur into near invisibility, making it difficult for enemies to track your movements. You remain invisible for the next minute or until you make an attack or cast a spell.
Enhanced Speed: Chrono-Shift
As a bonus action, you enter a state of near-perfect temporal manipulation for 1 minute. During this time, you can take two actions on each of your turns and can choose to act again immediately after taking an action, allowing for unparalleled speed and agility in combat.
Enhanced Speed: Displacement Field
As a bonus action, you create a field of rapidly shifting motion around a creature you can see within 30 feet. That creature has disadvantage on attack rolls against you for the next minute, as the field distorts their perception and makes it difficult to focus on you.
Enhanced Speed: Evasive Burst
As a reaction when a creature moves within 5 feet of you, you can unleash a short burst of speed to create distance. You can immediately move up to 10 feet away from that creature without provoking opportunity attacks.
Enhanced Speed: Kinetic Barrage
You unleash a rapid-fire series of kinetic blasts, targeting up to three creatures you can see within 60 feet. Make a separate ranged spell attack against each target; on a hit, the target takes 4d8 force damage.
Enhanced Speed: Kinetic Dart
As an action, you launch a focused burst of kinetic energy at high speed. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 force damage. This spell creates two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. Make a separate attack roll for each dart.
Enhanced Speed: Kinetic Ricochet
You launch a fast-moving projectile that strikes multiple targets. Make a ranged spell attack against one creature within 30 feet; on a hit, the target takes 3d8 force damage, and the projectile can then bounce to a second creature within 20 feet, requiring another attack roll.
Enhanced Speed: Phase Dodge
As a reaction when you are targeted by an attack, you can momentarily accelerate your movement to phase partially out of reality, granting you a +4 bonus to your AC for the next minute.
Enhanced Speed: Precognitive Dodge
As a reaction, you gain advantage on all dexterity saving throws until the start of your next turn. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Enhanced Speed: Quick Dash
As a bonus action, you tap into a reserve of rapid motion, your movement speed is doubled until the end of the current turn.
Enhanced Speed: Rapid Healing
As a bonus action, you tap into your accelerated metabolism, allowing for quick recovery. You regain 2d4+2 hit points, rejuvenating your body and spirit in the heat of battle.
Enhanced Speed: Reflex Boost
As a reaction when you make a Dexterity saving throw, you can enhance your reaction time, granting yourself advantage on the saving throw.
Enhanced Speed: Swift Step
As a bonus action, you move with incredible agility, allowing you to take the Disengage action. For the duration of the spell, your movement speed is doubled, and you can move through the space of creatures without provoking opportunity attacks.
Enhanced Speed: Temporal Acceleration
You unleash a concentrated wave of accelerated particles, targeting a creature within range. On a hit, the target takes 8d10 force damage and its speed is halved until the end of its next turn.
Enhanced Speed: Temporal Slip
As a reaction when you are hit by an attack, you can briefly shift your position in time, reducing the damage taken by 1d10 + your Dexterity modifier. This spell allows you to momentarily evade the full impact of an attack, creating a brief distortion in your presence.
Enhanced Speed: Time Dilation
As a bonus action, you briefly alter your perception of time, allowing you to take an additional action on each of your turns. This effect lasts until the end of your next turn.
Enhanced Speed: Velocity Cataclysm
You unleash a devastatingly fast and widespread kinetic explosion, affecting all creatures in a 30-foot radius sphere. Each creature must make a Dexterity saving throw or take 10d8 force damage and be knocked prone; on a successful save, they take half damage and remain standing.
Enhanced Speed: Velocity Shackles
As a bonus action, you unleash a burst of focused speed that can momentarily restrain a target. One creature you can see within 30 feet must succeed on a Dexterity saving throw or have its movement speed reduced to 0 until the end of its next turn.
Enhanced Speed: Velocity Strike
As a bonus action, you channel kinetic energy into your next melee attack. The first successful melee attack you make before the end of your turn deals an extra 1d8 force damage due to the increased momentum.
Enhanced Strength: Adamantine Shell
As a reaction, when you are hit by an attack, you can instantly reinforce your body with a layer of pure muscle density. You gain a +3 bonus to your AC against that attack, potentially causing it to miss. This increase AC lasts for 1 minute.
Enhanced Strength: Apex Form
As a bonus action, you tap into the absolute pinnacle of your enhanced strength for 1 minute. Your Strength score becomes 30. While in this form, your carrying capacity is quadrupled, and you have advantage on all Strength checks and Strength saving throws. Additionally, your melee attacks deal an extra 1d10 force damage.
Enhanced Strength: Cataclysmic Impact
As an action, you unleash a focused strike of overwhelming power at a single target within 60 feet. Make a ranged spell attack. On a hit, the target takes 12d10 force damage. If this damage reduces the target to 0 hit points, any excess damage is dealt to objects and structures within 30 feet of the target as thunder damage.
Enhanced Strength: Concussive Burst
You unleash a devastating wave of concussive force in a 30-foot cone originating from you. This force can take the form of a powerful clap or a powerful stomp. Creatures in the area must make a Constitution saving throw or take 7d8 thunder damage and be stunned until the end of their next turn. A creature in the area takes half damage on a successful saving throw.
Enhanced Strength: Concussive Wave
You unleash a powerful wave of force in a 15-foot cone originating from you. Each creature in that area must make a Strength saving throw or be knocked prone and take 5d8 bludgeoning damage.
Enhanced Strength: Crippling Grasp
As a bonus action, you empower your grip with constricting force. The first successful melee attack you make with a free hand or unarmed strike before the end of your turn can attempt to impose the restrained condition on the target, who must succeed on a Strength saving throw to avoid being restrained until the end of its next turn.
Enhanced Strength: Focused Blow
As a bonus action, you concentrate your enhanced strength into your next attack. The first melee weapon attack you make before the end of your turn deals an extra 1d8 bludgeoning damage on a hit.
Enhanced Strength: Fortified Form
As a reaction, when you take bludgeoning, piercing, or slashing damage, you can instantly tense your muscles, granting yourself resistance to that damage type until the end of your next turn
Enhanced Strength: Ground Rupture
As a bonus action, you can cause the ground in a 15-foot radius centered on a point you can see within 60 feet to become difficult terrain for 1 minute. Creatures starting their turn in that area must succeed on a Dexterity saving throw or have their speed reduced by half until the start of your next turn.
Enhanced Strength: Impactful Strike
As a bonus action, you infuse your next melee attack with additional power. The first successful melee weapon attack you make before the end of your turn deals an extra 2d8 bludgeoning damage.
Enhanced Strength: Impenetrable Bulwark
As a reaction when you are hit by an attack, you create a temporary barrier of pure force around yourself. You gain temporary hit points equal to 2d8 + your Strength modifier, which last for 1 minute.
Enhanced Strength: Muscle Sense
As a bonus action, you heighten your kinesthetic awareness, granting you an intuitive understanding of your physical capabilities. You gain advantage on your next Strength check or Strength saving throw made before the end of your next turn.
Enhanced Strength: Power Push
As a reaction, when a hostile creature moves within 5 feet of you, you can unleash a sudden burst of force from your muscles. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you, representing your enhanced physical prowess.
Enhanced Strength: Redirected Force
As a reaction when a creature within 10 feet of you is hit by an attack, you can channel your strength to intercept some of the force. You reduce the damage the creature takes by half. For example, you harden your muscles and block some of the force of a ranged attack for them, or you throw a large chunk of asphalt in the way of a ranged attack.
Enhanced Strength: Renewed Vigor
As a bonus action, you channel your enhanced strength to mend minor injuries, allowing you to regain vitality. You regain 2d4 + 2 hit points, feeling a surge of energy as your wounds close and your body revitalizes.
Enhanced Strength: Seismic Strike
As a bonus action, you charge your next melee attack with earth-shattering power. The first successful melee attack you make before the end of your turn deals an extra 3d8 thunder damage, and the target must succeed on a Strength saving throw or be knocked prone.
Enhanced Strength: Swift Leap
As a bonus action, you channel a burst of muscle power into your legs, allowing you to jump long distances as a part of this bonus action. Your jumping distance is tripled and you don't take any fall damage until the end of your current turn.
Enhanced Strength: Throw
As an action, you throw an object of your choosing at a creature. Make a ranged spell attack against one target within 60 feet; on a hit, the target takes 4d10 bludgeoning, piercing, or slashing damage.
Enhanced Strength: Thunder Clap
As an action, you bring your hands together in a thunderous clap that results in a powerful concussive force on a single target within 5 feet. The target must make a constitution saving throw, and on a failure it takes 6d10 thunder damage and be knocked prone. The target takes half damage on a successful save.
Enhanced Strength: Unyielding Stance
As a reaction, when you are about to be knocked prone, you can flex your muscles with incredible force, anchoring yourself to the ground. You have advantage on the saving throw to avoid being knocked prone.
Super Soldier: Flight
As a bonus action, you gain a flight speed equal to your movement speed for 1 minute. During this time, you can maneuver freely in the air, allowing you to avoid obstacles and reposition yourself strategically in combat.
Super Soldier: Heat Vision
You channel intense heat through your eyes, unleashing a focused beam of fiery energy at a target. Make a ranged spell attack against a creature within 60 feet, dealing 6d10 fire damage on a hit.
Super Soldier: Perfect Form
As a bonus action, you gain resistance to all damage types and regain hit points equal to half the damage taken (minimum of 1). You can take two actions on each of your turns and can act again immediately after taking an action, enhancing your speed and agility. Your Strength score becomes 30, your carrying capacity is quadrupled, and you have advantage on all Strength checks and saving throws. Additionally, your melee attacks deal an extra 1d10 force damage. These effects last for 1 minute.
Super Soldier: Sonic Shout
Unleashing a powerful shout, you create a devastating wave of sound that travels in a 30-foot cone. Creatures caught in the area must make a Constitution saving throw or take 6d10 thunder damage and be stunned until the end of their next turn; on a successful save, they take half damage and are not stunned.
Super Soldier: Super Senses
As a bonus action, for the next minute, you gain advantage on all Perception and Investigation checks. You can see and hear things up to 1 mile away as clearly as if they were within 30 feet, allowing you to detect hidden threats and gather information from afar.
Necromancy: Soul Harvest
As an action, you unleash a wave of necrotic energy in a 30-foot radius sphere centered on a point you can see within 90 feet. Each living creature in that area must make a Constitution saving throw. On a failed save, the creature takes 14d10 necrotic damage, and you regain hit points equal to the total necrotic damage dealt. On a successful save, the creature takes half the damage, and you regain half the damage dealt to that creature. Any creature that dies as a result of this spell rises as a Shadow Berserker under your control at the start of your next turn. The Shadow Berserker has an Armor Class of 10, 10 hit points, and a speed of 40 ft, capable of making a rend attack with a +6 to hit, dealing 1d6 slashing damage. The Shadow Berserker disappears when it drops to 0 hit points or after 1 hour. The Shadow Berserker is friendly to you and your companions for the duration. Roll initiative for the Shadow Berserker, which has its own turns. It obeys any verbal commands that you issue.
Necromancy: Soul Drain
You unleash a beam of pure life-draining energy at a creature within 60 feet. On a hit, the target takes 10d10 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.
Necromancy: Soul Bolt
You unleash a bolt of shadowy energy at a target within 60 feet, channeling the essence of the undead. This necromantic attack siphons life force, dealing significant damage to your foe.
Necromancy: Shroud Step
You meld into the shadows, becoming one with the darkness. As a bonus action, you can teleport to a shadow you can see within 20 feet, allowing you to evade attacks or reposition yourself strategically.
Necromancy: Shadowed Strike
As a bonus action, you infuse your next melee attack with a touch of death. The first successful melee attack you make before the end of your turn deals an extra 2d6 necrotic damage, and the target is marked. The next attack made against a marked creature is made with advantage.
Necromancy: Minor Life Drain
As a bonus action, you siphon the life force from a creature you can see within 30 feet. That creature must succeed on a Constitution saving throw or take 4d4+4 necrotic damage, and you regain hit points equal to the damage dealt.
Necromancy: Life Transfer
As a bonus action, you can transfer a significant portion of your life force to heal another creature you touch. You take 4d8 necrotic damage, and the touched creature regains twice that many hit points. This damage cannot be reduced in any way.
Necromancy: Greater Shroud Step
You meld into the shadows, becoming one with the darkness. As a bonus action, teleport to a shadow you can see within 60 feet. Until the start of your next turn, you gain resistance to all damage, allowing you to evade harm as you slip through the veil of darkness.
Necromancy: Withering Touch
As a bonus action, your next successful melee attack before the end of your turn deals an extra 3d8 necrotic damage. Additionally, the target's movement speed is reduced by half and they gain vulnerability to necrotic damage until the end of their next turn.
Necromancy: Spectral Prison
As a bonus action, you create a cage of spectral energy around one creature you can see within 30 feet. The creature must succeed on a Dexterity saving throw or be restrained and have disadvantage on attack rolls and saving throws against you while in the cage. The target can make a strength check against your spell save DC as an action, ending the effect on a success.
Necromancy: Spectral Knives
As an action, you project a fragment of spectral energy in the form of a knife. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d12 necrotic damage as a piece of its life force is momentarily drained. This spell projects two knives at 5th level, three knives at 11th level, and four knives at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
Necromancy: Spectral Form
You become fully incorporeal and invisible for 1 minute. While in this form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and can move through creatures and objects as if they were difficult terrain. Ending your turn inside an object deals 1d10 force damage, and you cannot take actions or reactions during this time.
Necromancy: Soul Scythe
You unleash a sweeping arc of necrotic energy in a 15-foot cone, targeting all creatures within range. Those caught in the area must make a Dexterity saving throw or take 7d8 necrotic damage, while those who succeed take half damage.
Necromancy: Enervating Touch
As a bonus action, the next successful melee attack you make before the end of your turn deals an extra 4d6 necrotic damage. The target must succeed on a Strength saving throw or suffer disadvantage on all attack rolls they make until the end of their next turn.
Necromancy: Deathless Resistance
As a reaction when you take damage, you channel deathly energies to bolster yourself, granting resistance to the triggering damage type until the start of your next turn. This spell allows you to momentarily defy the effects of death, drawing on the power of necromancy to protect yourself.
Necromancy: Arise (Wraith Soldier)
You touch the corpse of a medium or larger creature that has been dead for no more than 1 hour. The corpse rises as a Wraith Soldier under your control. The Wraith Soldier has an Armor Class of 13, 40 hit points, and a speed of 60 ft (hover). It can make a Life Drain attack with a +10 to hit, dealing 4d10 necrotic damage. The Wraith Soldier disappears when it drops to 0 hit points. The Wraith Soldier is friendly to you and your companions for the duration. Roll initiative for the Wraith Soldier, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Wraith Soldier, it defends itself from hostile creatures but otherwise takes no actions. The summoner can have up to two Wraith Soldiers under their control at a time. The DM has the Wraith Soldier's statistics.
Necromancy: Arise (Wraith Knight)
You touch the corpse of a medium or larger creature that has been dead for no more than 1 hour. The corpse rises as a Wraith Knight under your control. The Wraith Knight has an Armor Class of 18, 60 hit points, and a speed of 40 ft. It can make a Greatsword attack with a +12 to hit, dealing 6d10 slashing damage. The Wraith Knight disappears when it drops to 0 hit points or when it's resummoned. The Wraith Knight is friendly to you and your companions for the duration. Roll initiative for the Wraith Knight, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Wraith Knight, it defends itself from hostile creatures but otherwise takes no actions. The DM has the Wraith Knight's statistics.
Necromancy: Arise (Shadow Warrior)
You touch a corpse of a Medium creature that has been dead for no more than 24 hours, animating it as a Shadow Warrior under your control. The Shadow Warrior has an Armor Class of 12, 20 hit points, and a speed of 30 ft, capable of making a rend attack with a +6 to hit, dealing 1d6 slashing damage. The Shadow Warrior disappears when it drops to 0 hit points. The Shadow Warrior is friendly to you and your companions for the duration. Roll initiative for the Shadow Warrior, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Shadow Warrior, it defends itself from hostile creatures but otherwise takes no actions. The summoner can have a number of Shadow Warrior under their control equal to their level divided by 3 rounded down (min 1). The DM has the Shadow Warrior's statistics.
Necromancy: Arise (Shadow Soldier)
You touch a corpse or pile of bones of a Medium or Small creature that has been dead for no more than 24 hours. The corpse or bones rise as a Shadow Soldier under your control. The Shadow Soldier has an Armor Class of 12, 10 hit points, and a speed of 40 ft. It can make a Shadow Rend attack with a +4 to hit, dealing 1d4 slashing damage. The Shadow Soldier disappears when it drops to 0 hit points. The Shadow Soldier is friendly to you and your companions for the duration. Roll initiative for the Shadow Soldier, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Shadow Soldier, it defends itself from hostile creatures but otherwise takes no actions. The summoner can have a number of Shadow Soldiers under their control equal to their level. The DM has the Shadow Soldier's statistics.
Necromancy: Arise (Shadow Mage)
You touch a corpse of a Medium creature that has been dead for no more than 1 hour. The corpse rises as a Shadow Mage under your control. The Shadow Mage has an Armor Class of 13, 36 hit points, and a speed of 30 ft. It can make one Magic Blast with a +8 to hit, dealing 5d6 force damage. The Shadow Mage disappears when it drops to 0 hit points. The Shadow Mage is friendly to you and your companions for the duration. Roll initiative for the Shadow Mage, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Shadow Mage, it defends itself from hostile creatures but otherwise takes no actions. The summoner can have a number of Shadow Mage under their control equal to their level divided by 5 rounded down (min 1). The DM has the Shadow Mage's statistics.
Pyromancy: Ring of Fire
As a bonus action, you create a ring of fire that erupts in a 5-foot radius around you. Creatures that start their turn within the ring or enter it for the first time on a turn take 3d6 fire damage. The ring lasts for one minute and follows you as you move.
Pyromancy: Resist Flames
A bonus action that grants you resistance to fire damage for 1 minute, enhancing your resilience against heat and flames.
Pyromancy: Lingering Flames
As a bonus action, the next melee attack that hits a creature before the end of your turn explodes with a burst of flames, dealing an additional 2d8 fire damage.
Pyromancy: Heat Shield
A fiery barrier that activates as a reaction when hit by a melee attack, imposing disadvantage on the attacker's attack roll by generating intense heat.
Pyromancy: Focused Inferno
As an action, you unleash a focused beam of intense fire at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 6d10 fire damage.
Pyromancy: Flicker Step
A bonus action that creates a burst of heat, increasing your speed by 10 feet and leaving a trail of harmless sparks until the end of your turn.
Pyromancy: Fireball Burst
As an action, you create a burst of flame at a point you can see within 60 feet. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw or take 7d8 fire damage, or half as much on a successful save.
Pyromancy: Fire Teleport
As a bonus action, you briefly transform yourself into a burst of flame, teleporting up to 30 feet to an unoccupied space you can see. Creatures within 15 feet of the space where you teleport to must make a Dexterity saving throw or take 6d6 fire damage. Creatures that succeed on the saving throw take half damage.
Pyromancy: Fire Bolt Volley
As an action, you launch three small bolts of fire at three different targets within 60 feet. Make a separate ranged spell attack for each bolt. On a hit, a target takes 3d4 fire damage.
Pyromancy: Ember Blast
As an action, you launch a small, focused burst of flame. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 fire damage. This spell creates two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Pyromancy: Elemental Form (Fire)
Transform into a being of pure flame for 1 minute. While in this form, you gain immunity to fire damage, resistance to nonmagical bludgeoning, piercing, and slashing damage, and your movement speed is increased by 10. Any creature that starts its turn within 5 feet of you takes 2d6 fire damage.
Pyromancy: Conflagration
You unleash a devastating wave of fire in a 60-foot cone originating from you. Each creature in the cone must make a Dexterity saving throw, taking 10d10 fire damage on a failed save, or half as much on a successful one. Objects in the area that aren't being worn or carried ignite.
Pyromancy: Cinder Cloud
As a bonus action, you create a 15-foot radius cloud of hot cinders centered on a point you can see within 60 feet. The cloud is lightly obscured, and any creature that starts its turn in the cloud takes 4d6 fire damage. The cloud lasts for 1 minute.
Aeromancy: Air Dart
As an action, you launch a small, focused blast of air. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 bludgeoning damage from the compressed air. This spell creates two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts at the same target or at different ones. Make a separate attack roll for each dart.
Geomancy: Boulder Toss
As an action, you hurl a chunk of rock at a creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 6d10 bludgeoning damage.
Geomancy: Cataclysmic Eruption
You unleash a violent upheaval of the ground in a 20-foot radius centered on a point you can see within 90 feet. Each creature in that area must make a Dexterity saving throw or take 10d8 bludgeoning damage and be knocked prone, while the area becomes difficult terrain until cleared.
Geomancy: Earth Meld
As a bonus action, you meld into a section of unworked earth or stone large enough to fully contain your body. While melded, you cannot move and have total cover from all outside effects, remaining hidden from sight and undetectable by most means. You can use a bonus action to emerge in an unoccupied space within 5 feet of where you entered. This effect lasts for 1 minute.
Geomancy: Earth Sense
By attuning yourself to the vibrations of the earth, you gain heightened awareness of your surroundings. For the duration, you have advantage on Wisdom (Survival) checks made to track creatures on unworked earth or stone surfaces, allowing you to sense their movements more clearly.
Geomancy: Earthen Armor
As a bonus action, you encase yourself in a protective layer of earth, granting you a +2 bonus to your Armor Class for the next minute. This armor absorbs minor impacts and provides a natural barrier against attacks, enhancing your defense in battle.
Geomancy: Elemental Form (Earth)
As a bonus action, you become attuned to the earth for 1 minute. You partially meld with the earth, gaining the ability to move through earth and stone as if it were difficult terrain. While in this form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you have advantage on Strength checks and Strength saving throws for the duration.
Geomancy: Entangling Roots
As a bonus action, you cause roots to erupt from the ground in a 10-foot radius centered on a point you can see within 30 feet. The area becomes difficult terrain, and each creature starting its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Geomancy: Forceful Shove
As an action, you manipulate the earth beneath a creature within 30 feet, attempting to push it. That creature must make a Strength saving throw or take 6d10 bludgeoning damage and be pushed up to 20 feet away from you.
Geomancy: Grounded Stance
As a reaction when a creature within 5 feet of you attempts to shove you, you can root yourself firmly to the ground, granting yourself advantage on the Strength saving throw to avoid being moved. This spell embodies the essence of geomancy, allowing you to draw strength from the earth beneath you.
Geomancy: Minor Tremor
As a bonus action, you cause a slight vibration in the ground within 5 feet of you. Each creature in that area must succeed on a Dexterity saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Geomancy: Pebble Dart
As an action, you launch a small, sharp pebble with surprising force. Make a ranged spell attack against one creature within 30 feet. On a hit, the target takes 1d10 piercing damage. This spell launches two pebbles at 5th level, three at 11th level, and four at 17th level. You can direct the pebbles at the same target or at different ones. Make a separate attack roll for each pebble.
Geomancy: Quicksand
As a bonus action, you transform a 15-foot square of earth or stone you can see within 60 feet into treacherous quicksand. The area becomes difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or sink and become restrained. As an action on their turn, a restrained creature can use its action to make a Strength Saving throw to escape.
Geomancy: Rock Shards
As an action, you unleash a spray of sharp rock fragments in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw or take 4d8 piercing damage.
Geomancy: Shifting Earth
As a bonus action, you cause a small section of earth or stone within 30 feet to shift into a sandpit. One creature within 30 feet must make a Dexterity saving throw or have their speed reduced to 0 until the start of your next turn.
Geomancy: Stone Barrage
As an action, you launch multiple heavy stones at one or more targets. Choose up to three creatures you can see within 60 feet. Make a separate ranged spell attack against each target. On a hit, a target takes 3d12 bludgeoning damage.
Geomancy: Stone Shape
As a bonus action, you manipulate existing stone within 20 feet of you into a shape of your choice that is no larger than a 20-foot cube. You can form a simple weapon, a barrier, or other simple objects, which last for 1 hour.
Geomancy: Stone Shard
As a reaction, when a creature within 30 feet makes a ranged attack against you, you can flick a small stone into the air, imposing disadvantage on the attacker's roll. The stone shimmers with magical energy, creating a brief distraction that causes the attack to falter.
Geomancy: Stone Skin
As a reaction when you take bludgeoning damage from a nonmagical attack, you can briefly harden your skin with a layer of earth, reducing the damage taken by 3d10. This spell allows you to channel the power of the earth to protect yourself from physical harm, making you more resilient in battle.
Geomancy: Stone Spike
As a bonus action, you cause a sharp stone spike to erupt from the ground beneath a creature you can see within 30 feet. The target must make a Dexterity saving throw or take 3d10 piercing damage and have their speed reduced by half until the end of their next turn.
Pyromancy: Blazing Strike
Channel the power of pyromancy to enhance your melee attack with searing flames. Upon a successful hit, the target takes an additional 3d8 fire damage and suffers disadvantage on its next saving throw against being ignited before the end of its next turn.
Pyromancy: Backdraft
As a reaction when a creature you can see within 15 feet casts a spell, you can create a sudden rush of hot air, imposing disadvantage on that creature's attack roll.
Primordial: Elemental Translocation
As a bonus action, you momentarily dissolve into your constituent elemental forms, allowing for rapid movement. You teleport up to 60 feet to an unoccupied space you can see, and immediately after teleporting, you can choose one of the following effects: Blasting Arrival: Each creature within 10 feet of where you reappear takes 4d8 damage of a type of your choice (acid, cold, fire, or lightning). Protective Aura: You gain 20 temporary hit points.
Primordial: Elemental Burst
As an action, you launch a small, focused burst of elemental force. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d12 force damage. This spell creates two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Primordial: Burst
As a bonus action, you unleash a burst of combined elemental forces, creating a 15-foot radius sphere of raw primordial energy at a point you can see within 120 feet. Creatures in the area must make a Constitution saving throw. On a failed save, the creature takes 1d10 force, 1d10 cold, 1d10 fire, 1d10 bludgeoning, and 1d10 piercing damage, or half as much damage on a successful one. The area becomes difficult terrain until the end of your next turn as residual elemental energy crackles and shifts.
Primordial: Aether State
You tap into the raw, undifferentiated essence of creation, transforming into a being of pure elemental potential. For the duration, you gain immunity to acid, cold, fire, and lightning damage, your movement speed is doubled, and you gain a fly speed of 60 feet. As a bonus action on each of your turns, you can unleash a blast of pure elemental energy, forcing a creature within 60 feet to make a Dexterity saving throw or take 6d10 damage of your choice (force, cold, fire, bludgeoning, or piercing).
Primordial: Aegis
As a bonus action, you conjure a swirling barrier of elemental energy around yourself. For the next minute, you gain a +4 bonus to AC and resistance to one type of damage of your choice (acid, cold, fire, lightning, or thunder).
Aeromancy: Fast Flight
Harness the power of aeromancy to propel yourself into the air. As a bonus action, you gain a flying speed of 90 feet until the end of your turn, allowing you to navigate the battlefield with agility and grace. In addition, you provoke opportunity attacks until the start of your next turn.
Aeromancy: Evasive Gust
As a reaction when a creature moves within 5 feet of you, you can conjure a sudden gust of wind that pushes the creature 15 feet away from you. This spell can disrupt an enemy's movement and create distance, providing you with a tactical advantage in combat.
Aeromancy: Elemental Form (Air)
As a bonus action, you transform into a being of pure air for 1 minute. While in this form, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, can move through creatures and objects as if they were difficult terrain, and have a flying speed of 60 feet.
Aeromancy: Dust Veil
As a bonus action, you create a swirling cloud of dust and wind in a 10-foot radius centered on a point you can see within 30 feet. The area is heavily obscured for the next minute, hindering visibility and providing cover for you and your allies.
Aeromancy: Blustering Shove
As a bonus action, harness the power of aeromancy to enhance your melee attack with a forceful burst of wind, dealing an additional 2d8 bludgeoning damage. Upon a successful melee attack, you can push the target up to 30 feet away from you, provided they are Large or smaller.
Hydromancy: Water Teleport
You briefly transform into a swirling mass of water, teleporting up to 30 feet to an unoccupied space you can see that is in contact with water or a similar liquid. All creatures within a 10-foot radius from where you left must make a Dexterity saving throw or be knocked prone.
Hydromancy: Water Orb Volley
You launch four orbs of condensed water at four targets within 60 feet. Make a separate ranged spell attack for each orb. On a hit, a target takes 1d12 bludgeoning damage and becomes soaked until the end of its next turn.
Hydromancy: Water Lash
As a bonus action, your next successful melee attack before the end of your turn can attempt to restrain the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
Hydromancy: Water Jet
As an action, you project a focused stream of water. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 bludgeoning damage from the force of the water. This spell creates two jets at 5th level, three jets at 11th level, and four jets at 17th level. You can direct the jets at the same target or at different ones. Make a separate attack roll for each jet.
Hydromancy: Water Glide
As a bonus action, you manipulate moisture in the air and ground to ease your movement. Your walking speed increases by 15 feet until the end of the current turn, and you ignore difficult terrain.
Hydromancy: Wall of Water
As a bonus action, you create a wall of water at a point you can see within 60 feet. The wall can be up to 20 feet long, 10 feet high, and 5 feet thick, lasting for one minute, creating difficult terrain and imposing disadvantage on ranged attacks made through it.
Hydromancy: Undertow
You create a localized current in a 10-foot radius centered on a point you can see within 30 feet. Each creature starting its turn in that area must succeed on a Strength saving throw or have its speed reduced to 0 until the end of its turn.
Hydromancy: Tsunami Strike
You conjure a massive wave of water that crashes down in a 30-foot wide, 60-foot long line originating from you. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is swept up to 30 feet away and knocked prone. On a successful save, the creature takes half damage and is not moved or knocked prone.
Hydromancy: Soothing Mist
As a bonus action, you create a gentle mist that carries restorative moisture. You and each creature within 10 feet of you regain 1d8 hit points, feeling refreshed and revitalized by the soothing waters.
Hydromancy: Slick Step
As a reaction when a creature moves within 5 feet of you, you can instantly create a small slick spot on the ground in a 5-foot radius centered on you. The triggering creature must succeed on a Dexterity saving throw or fall prone.
Hydromancy: Resist Cold
You manipulate the water within your body to create a protective barrier against cold temperatures. For the duration, you gain resistance to cold damage, allowing you to withstand frigid environments and attacks.
Hydromancy: Protective Bubble
You create a sphere of dense water around yourself or a creature within 30 feet, providing a protective barrier. The target gains a +4 bonus to AC for the next minute, shielding them from incoming attacks.
Hydromancy: Liquid Buffer
As a reaction when you are hit by a bludgeoning attack, you can briefly surround yourself with a layer of dense water, reducing the damage taken by 1d10. This hydromantic shield absorbs the impact, allowing you to mitigate the force of the blow.
Hydromancy: Hydrate
As a bonus action, you draw moisture from the air to revitalize yourself, regaining 2d4+2 hit points.
Hydromancy: Geyser Eruption
You cause a powerful geyser to erupt from the ground at a point you can see within 60 feet. Each creature in a 10-foot radius, 20-foot high cylinder centered on that point must make a Dexterity saving throw or take 4d8 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Hydromancy: Focused Geyser
As an action, you unleash a powerful, focused jet of water at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 6d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Hydromancy: Elemental Form (Water)
Transform into a being of pure water for 1 minute. While in this form you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and can move through spaces as narrow as 1 inch without squeezing. As a bonus action, you can force a creature within 30 feet to make a dexterity saving throw. On a failed save they are restrained until the start of your next turn.
Hydromancy: Drenching Strike:
As a bonus action, you infuse your next melee attack with water. The first successful melee attack you make before the end of your turn deals an extra 1d8 cold damage as the moisture rapidly chills the target.
Hydromancy: Deluge
You create a heavy downpour in a 20-foot radius centered on a point you can see within 60 feet. The area becomes heavily obscured and difficult terrain for 1 minute, imposing disadvantage on ranged attack rolls within or into the area. You remain unaffected by these conditions, allowing you to see clearly, move normally, and attack without disadvantage.
Geomancy: Tremorsense
As a bonus action, you gain tremorsense out to a range of 30 feet for 1 minute. You can perceive the location of any creature in contact with the ground within that range, allowing you to detect hidden foes and navigate through difficult terrain with ease.
Hydromancy: Crushing Wave
Harness the power of water to enhance your melee attack. As a bonus action, your next successful melee attack deals an extra 3d8 bludgeoning damage, and the target must make a Strength saving throw or be knocked prone.
Aeromancy: Gale Force Strike
As a bonus action, your next successful melee attack before the end of your turn is accompanied by a powerful gust, dealing an extra 4d6 thunder damage and potentially deafening the target. The target must make a Constitution saving throw or be deafened until the end of its next turn.
Aeromancy: Gusting Blast
As an action, you unleash a focused blast of wind that can buffet your foes. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 6d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 30 feet away from you.
Aeromancy: Hurricane Force
As a bonus action, you become surrounded by a swirling vortex of air for 1 minute. While this effect lasts, you gain advantage on Strength and Dexterity saving throws, and any creature that starts its turn within 5 feet of you takes 2d6 bludgeoning damage from the buffeting winds.
Aeromancy: Redirecting Winds
As a reaction when targeted by a ranged attack, you conjure a powerful gust of wind that deflects the incoming projectile. For the next minute, all ranged attacks made against you are at disadvantage, as the winds swirl around you, creating a protective barrier.
Aeromancy: Resist Air Pressure
As a bonus action, you manipulate the air around you to stabilize pressure, granting you enhanced stability. For 1 minute, you have advantage on saving throws against effects that would push you or knock you prone.
Aeromancy: Suffocating Winds
As a bonus action, you create a localized area of turbulent, airless currents in a 20-foot radius centered on a point you can see within 60 feet that lasts 1 minute. Any creature that starts its turn in that area must make a Constitution saving throw or take 4d8 bludgeoning damage and begin to suffocate until it leaves the area. Creatures in this area have their movement speed reduced by half.
Aeromancy: Tailwind
As a bonus action, you create a sustained gust of wind in a 120-foot line, 5 feet wide, originating from you in a direction you choose. Until the end of your next turn, your movement speed is doubled when moving through that area, and creatures moving against the wind in that area have their speed halved.
Aeromancy: Tailwind Strike
As a bonus action, channel a focused gust of wind into your next melee attack, enhancing its force. The first successful melee attack you make before the end of your turn deals an extra 1d8 bludgeoning damage as the wind adds power to your strike.
Aeromancy: Tornado
You create a swirling, destructive vortex of wind in a 15-foot radius, 40-foot high cylinder centered on a point you can see within 120 feet. Creatures that enter the tornado for the first time or start their turn within it must make a Strength saving throw or take 10d8 bludgeoning damage and be lifted 20 feet into the air, becoming restrained. On a successful save, they take half damage and remain grounded. Restrained creatures can repeat the saving throw to free themselves as an action on their turn. You can move the tornado up to 30 feet in any direction at the start of your turns, and it lasts for 1 minute.
Aeromancy: Vortex Shackle
As a bonus action, you create a swirling vortex of air around a creature you can see within 30 feet. The target must succeed on a Strength saving throw or take 3d8 bludgeoning damage and have its movement speed reduced to 0 until the end of its next turn. On a successful save, the target takes half damage and suffers no movement penalty.
Aeromancy: Wind Buffer
As a reaction when you are hit by a ranged weapon attack, you create a momentary swirl of air around you, imposing disadvantage on the attacker's roll. This spell harnesses the power of aeromancy to deflect incoming projectiles, providing a brief but effective shield against harm.
Aeromancy: Wind Shear
As an action, you create three focused blades of wind that slice through the air, targeting one, two, or three creatures within 30 feet of each other. Make a ranged spell attack against the targets; on a hit, they take 2d10 slashing damage from the sharp winds.
Aeromancy: Wind Wall
As an action, you create a wall of strong wind at a point you can see within 120 feet. The wall can be up to 50 feet long, 15 feet high, and 1 foot thick, lasting for 1 minute. The wind imposes disadvantage on ranged weapon attack rolls that pass through it, extinguishes unprotected flames, and prevents small or smaller flying creatures from passing through. Loose, lightweight materials are lifted upward when entering the wall.
Aeromancy: Zephyr Step
As a bonus action, you create a small gust of wind that propels you forward, granting you a flying speed equal to your walking speed for the next minute. Your movement speed increases by 10 feet on the turn you activate Zephyr Step. Zephyr Step can be recast as a bonus action on each of your turns to increase your movement speed by 10 feet until the end of your turn.
Pyromancy: Warmth Mend
As a bonus action, you draw on ambient heat to soothe minor injuries, regaining 2d4+2 hit points.
Pyromancy: Warding Flame
As a reaction when you take damage, you resonate with heat, gaining temporary hit points equal to your level plus your Intelligence score. These temporary hit points last for 1 minute, allowing you to withstand further damage.
Pyromancy: Wall of Heat
You create a line of intense heat that is 20 feet long, 5 feet high, and 1 foot thick at a point you can see within 60 feet. The wall lasts until the end of your next turn, dealing 4d6 fire damage to creatures entering it for the first time on a turn or starting their turn there if they fail a Dexterity saving throw. Creatures that succeed on the saving throw take half damage.
Pyromancy: Smoke Screen
You create a thick cloud of smoke that heavily obscures a 10-foot radius area within 30 feet for the next minute.
Pyromancy: Searing Touch
A bonus action that imbues your next melee attack with intense heat, dealing an additional 1d8 fire damage on a successful hit before the end of your turn.
Chronokinesis: Delayed Strike
As a bonus action, you charge your next melee attack with a temporal echo. The first successful melee attack you make before the end of your turn deals an extra 1d8 force damage and reduces your target's speed by 10 until the end of their next turn.
Chronokinesis: Time Stop
You briefly stop the flow of time for everyone but yourself and up to 4 creatures of your choice within 30 feet of you. No time passes for other creatures, while you and your allies take 5 turns in a row, during which you and your allies can use actions and move as normal. The spell ends if you affect another creature or move more than 1,000 feet from where you cast it.
Chronokinesis: Time Snare
You create a localized temporal distortion that ensnares a creature within 30 feet. The target must succeed on a Dexterity saving throw or suffer disadvantage on all ability checks and saving throws for the next minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Chronokinesis: Time Shard
As an action, you project a small, unstable fragment of altered time. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d12 force damage as its local timeline flickers. This spell projects two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
Chronokinesis: Time Flicker
As a reaction when a creature moves within 5 feet of you, you can manipulate time to send them back to their original position. The creature must make a Dexterity saving throw; on a failure, they are teleported back to where they started their movement, effectively negating their advance.
Chronokinesis: Time Dilation
You target one creature you can see within 60 feet, causing it to perceive time as moving several times faster than normal. The target must succeed on a Wisdom saving throw or be paralyzed for one minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Chronokinesis: Temporal Vortex
You create a swirling vortex of distorted time in a 15-foot radius cylinder, 20 feet high, centered on a point you can see within 90 feet. Creatures entering the vortex for the first time on a turn or starting their turn there must make a Dexterity saving throw or take 6d8 force damage and have their speed halved until the end of their next turn. The vortex lasts until the end of your next turn.
Chronokinesis: Temporal Stasis
As a bonus action you create a bubble of time distortion with a 10ft radius in an area you can see within 30 feet. All creatures in the area must succeed on a Constitution saving throw or be incapacitated until the end of their next turn as their local time flow is significantly slowed.
Chronokinesis: Temporal Slip
As a reaction when you make a saving throw, you momentarily exist slightly out of sync with normal time, granting yourself advantage on all saving throws until the start of your next turn. This ability allows you to manipulate your own temporal state, making it harder for enemies to affect you with their spells and abilities.
Chronokinesis: Temporal Resilience
As a bonus action, you slightly desynchronize your personal timeline, creating a temporal buffer around yourself. For 1 minute, you gain resistance to up to three types of damage of your choice from the following: acid, cold, fire, lightning, force, bludgeoning, piercing, slashing, thunder, necrotic, radiant, poison, or psychic.
Chronokinesis: Temporal Jolt
You unleash two small jolts of temporally charged energy at one or two targets within 60 feet. Each target must make a separate ranged spell attack, dealing 4d8 force damage on a hit and forcing the target to make a Constitution saving throw or suffer disadvantage on its next saving throw before the end of its next turn.
Chronokinesis: Temporal Distortion Field
As a bonus action, you create a 15-foot radius sphere of slowed time centered on a point you can see within 30 feet. Creatures starting their turn in this area take 2d8 necrotic damage and have their speed halved until the start of their next turn. The field lasts until the end of your next turn.
Chronokinesis: Temporal Cataclysm
As an action, you unleash a wave of temporal distortion in a 60-foot cone originating from you. Each creature in the cone must make a Constitution saving throw. On a failed save, the creature ages rapidly, taking 16d10 necrotic damage and reducing its maximum hit points by an amount equal to the damage taken until it takes a long rest. On a successful save, the creature takes half damage and its maximum hit points are unaffected. Objects in the area may also age rapidly, crumbling or decaying at the DM's discretion.
Chronokinesis: Temporal Acceleration
You briefly accelerate the timeline of one willing creature you can see within 30 feet. For the next minute, that creature can take two actions on its turn, allowing them to act with enhanced speed and efficiency.
Chronokinesis: Stuttering Strike
As a bonus action, your next successful melee attack causes the target's timeline to stutter. The target takes 4d8 force damage and must succeed on a Constitution saving throw or lose its action next turn.
Chronokinesis: Phase Out
As a reaction when you are hit by an attack, you can momentarily shift your entire being slightly out of sync with normal time, becoming immune to all damage from that attack. This ability allows you to manipulate your temporal presence, effectively dodging the attack by existing in a different temporal state for a brief moment.
Chronokinesis: Personal Time Warp
As a bonus action, you briefly accelerate your own perception of time. For the next minute you can take two bonus actions on each of your turns.
Chronokinesis: Minor Healing Surge
As a bonus action, you manipulate the flow of time to rewind your injuries, allowing you to regain 4d8 hit points. This spell harnesses the essence of time, providing a brief moment of respite from your wounds.
Chronokinesis: Haste Step
As a bonus action, you briefly accelerate your personal timeline, allowing you to move with incredible speed. Your walking speed increases by 30 feet until the end of your current turn, enabling you to traverse the battlefield with ease. Your movement does not provoke opportunity attacks during this turn.
Chronokinesis: Accelerated Blow
As a bonus action, the next successful melee attack you make before the end of your turn strikes with temporal acceleration, dealing an extra 4d6 force damage. Additionally, the target's speed is reduced to 5 feet until the end of its next turn.
Reality Warping: Interrupt
As a reaction, when a creature you can see within 30 feet casts a spell that requires a spell attack roll, you can create a sudden unexpected shift in reality, imposing disadvantage on that creature's attack roll. This spell represents your ability to manipulate the fabric of reality to disrupt your foes' magical intentions.
Reality Warping: Cataclysmic Shift
You unleash a wave of profound reality alteration in a 60-foot cone. Creatures in the area must make a Wisdom saving throw. On a failed save, they take 8d10 force and 8d10 psychic damage, perceive allies as enemies, and must move in a random direction on their next turn. On a successful save, they take half damage and suffer disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn. The terrain within the cone becomes difficult terrain for 1 minute, warping and shifting randomly.
Reality Warping: Erase
As an action, target one creature within 60 feet and attempt to unravel its connection to reality. The target must make a Constitution saving throw. On a failed save, it takes 12d10 force and 12d10 psychic damage, and has disadvantage on all attack rolls, ability checks, and saving throws until the end of your next turn. If the failed save reduces the creature to 0 hit points, it and its possessions are erased from existence. Memories of the erased creature become harder to recall for others, fading over time except for the caster. A successful save reduces the damage by half.
Reality Warping: Unstable Strike
As a bonus action, you infuse your next melee attack with a flicker of altered physics. The first successful melee attack you make before the end of your turn deals an extra 2d6 force damage and knocks your target back 10 feet.
Reality Warping: Unstable Shift
As a reaction when you take damage, you can destabilize your physical form, blinking out of existence until the start of your next turn. During this time, you reduce the damage taken to 0 and become immune to all damage and harmful effects.
Reality Warping: Unpredictable Projectile
You launch a 6 orbs of warped reality at up to six targets within 60 feet. Make a separate ranged spell attack for each orb. On a hit, a target takes 1d12 force damage, and the trajectory of the orb briefly defies normal physics, causing unpredictable effects that may alter the battlefield.
Reality Warping: Unmake
As an action, target a Huge or smaller creature or object within 30 feet. If an object, it partially unravels, taking 10d10 force damage and gaining vulnerability to all damage until the end of your next turn. If a creature, it must make a Constitution saving throw or take 10d10 force damage and gain vulnerability to all damage until the end of your next turn; a successful save halves the damage.
Reality Warping: Sensory Overload
As a bonus action, you bombard the senses of one creature you can see within 30 feet with conflicting and impossible sensory information. The target must succeed on a Wisdom saving throw or be paralyzed for the next minute, repeating the saving throw at the end of each of its turns to end the effect on a success.
Reality Warping: Probability Shift
As a reaction when you make an attack roll, saving throw, or ability check, you can briefly influence probability, granting yourself advantage on the roll. This spell allows you to manipulate the forces of chance in your favor, ensuring a more favorable outcome in critical moments.
Reality Warping: Phase Shift
As a bonus action, you shift your entire being partially out of normal reality. For 1 minute, you gain advantage on Dexterity saving throws and can move through other creatures and objects as if they were difficult terrain. However, if you end your turn inside an object, you take 1d10 force damage.
Reality Warping: Phase Out
As a bonus action, you briefly shift your physical form slightly out of phase with normal reality. For the next minute, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources, allowing you to evade physical attacks with ease.
Reality Warping: Phantom Terrain
As an action, you create an area of illusory terrain in a 20-foot radius centered on a point you can see within 60 feet. The terrain looks and feels real, deceiving those who enter it. Creatures must succeed on an Intelligence (Investigation) check against your spell save DC to discern its true nature. The illusion lasts for up to 1 hour.
Reality Warping: Phantom Bolt
As an action, you project a momentary distortion that behaves like a projectile. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d12 psychic damage as its perception of reality is momentarily twisted. This spell projects two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.
Reality Warping: Mental Static
You introduce a flicker of altered mental reality into the mind of one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw or be stunned for the next minute, repeating the saving throw at the end of each of their turns to end the effect on a success.
Reality Warping: Malleable Form
As a bonus action, you can briefly alter your physical structure. For 1 minute, you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and you have resistance to bludgeoning, piercing, and slashing damage.
Reality Warping: Gravity Inversion
As an action, you invert gravity in a 15-foot radius cylinder, 80 feet high, centered on a point you can see within 60 feet. Creatures and unsecured objects in the area fall upwards until the end of your next turn, requiring a Dexterity saving throw to avoid being launched into the air. While suspended in the air, all creatures in the cylinder have a movement speed of 0. At the end of the duration, all creatures affected by this spell fall 80 feet and take 8d6 bludgeoning damage.
Reality Warping: Gravity Nudge
As a bonus action, you briefly alter the local gravitational pull around yourself, allowing you to leap with incredible force. Your jumping distance is tripled until the end of your current turn, enabling you to reach heights and distances previously thought impossible. You also take no falling damage until the start of your next turn.
Reality Warping: Gravity Shift
As an action, you alter the direction of gravity in a 30-foot radius cylinder, 30 feet high, centered on a point you can see within 90 feet. Creatures in the area must make a Strength saving throw to avoid being moved in the new direction of gravity, taking 9d6 falling damage if thrown up or diagonally, or if they collide with structures when thrown sideways. Creatures thrown up or diagonally land in an area outside of the radius of the spell. The altered gravity lasts for 1 minute.
Reality Warping: Gravity Well
You create a localized distortion of gravity in a 10-foot radius centered on a point within 30 feet. For the next minute, creatures starting their turn in that area take 4d6 Force damage and have their speed reduced by half.
Reality Warping: Localized Density Shift
As a bonus action, you can make one object or creature you can see within 30 feet that is large or smaller become weightless for 1 minute. If the target is a creature, they must succeed on a Constitution saving throw or be weightless for the duration, floating harmlessly above the ground with a movement speed of 0. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Spatial Manipulation: Cataclysmic Warp
You unleash a devastating wave of spatial distortion in a 20-foot radius sphere centered on a point you can see within 120 feet. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 14d10 force damage and is teleported up to 60 feet to a random unoccupied space you can see. On a successful save, the creature takes half the damage and is not teleported.
Spatial Manipulation: Warp Shard
As an action, you project a small, unstable fragment of distorted space. Make a ranged spell attack against one creature within 60 feet. On a hit, the target takes 1d10 force damage as the space around it briefly twists. This spell projects two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
Spatial Manipulation: Warp Lance
As an action, you project a focused lance of spatial distortion at one creature within 60 feet. Make a ranged spell attack. On a hit, the target takes 7d10 force damage, and if it is a Large or smaller creature, you can choose to teleport it up to 30 feet in any direction.
Spatial Manipulation: Warp Bolts
You unleash four bolts of distorted space at up to four different targets within 60 feet. Each bolt requires a separate ranged spell attack, dealing 3d4 force damage on a hit and reducing the target's speed by 5 feet until the end of its next turn due to spatial disorientation.
Spatial Manipulation: Spatial Shear
You create a line of warped space 30 feet long and 5 feet wide at a point you can see within 60 feet. Each creature in that line must make a Dexterity saving throw or take 10d10 slashing damage as the fabric of space momentarily cuts through them.
Spatial Manipulation: Spatial Shackles
You create a localized spatial anomaly to restrain a creature. One creature you can see within 30 feet must succeed on a Strength saving throw or be paralyzed for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a success.
Spatial Manipulation: Spatial Sense
As a reaction when a creature moves to within 5 feet of you, you can teleport up to 15 feet away to an unoccupied space you can see. This ability allows you to evade attacks and reposition yourself strategically in combat, enhancing your mobility and tactical options.
Spatial Manipulation: Spatial Resistance
You attune yourself to minor spatial fluctuations, gaining resistance to various elemental forces. For the duration, you are less affected by force, fire, cold, electric, and acid damage, allowing you to withstand powerful attacks with greater ease.
Spatial Manipulation: Spatial Mend
As a bonus action, you manipulate the space around yourself to knit minor wounds, regaining 4d4+4 hit points. This spell allows you to harness the fabric of space to mend your injuries, providing a quick and effective means of healing in the heat of battle.
Spatial Manipulation: Shift Step
As a bonus action, you create a momentary spatial distortion, allowing you to teleport up to 30 feet to an unoccupied space you can see. This spell can be used to evade attacks or reposition yourself strategically in combat.
Spatial Manipulation: Rift
As a bonus action, you create a small, localized spatial distortion that lasts for 1 minute. Choose a location within 10 miles; creatures can step through this rift to appear at another rift in the designated location, allowing for quick movement across the battlefield or to escape danger.
Spatial Manipulation: Protective Distortion
As a bonus action, you create a field of warped space around yourself, granting you a +4 bonus to your AC and advantage on Dexterity saving throws for the next minute. The distortion causes attacks to miss more easily, and you can slip away from incoming dangers with greater agility.
Spatial Manipulation: Planar Gateway
As an action, you open a temporary rift to anywhere in the world or another existing plane, creating a 10-foot radius portal centered on a point you can see within 60 feet. The rift lasts for 1 minute, allowing creatures to enter or exit freely, facilitating travel across vast distances or to alternate dimensions.
Spatial Manipulation: Phase Strike
As a bonus action, you briefly phase part of your body out of sync with normal space for your next attack. The first successful melee attack you make before the end of your turn deals an extra 4d6 force damage.
Spatial Manipulation: Minor Rift
As a bonus action, you create a small, localized spatial distortion that lasts for 1 minute. Choose a location within 1 mile; creatures can step through this rift to appear at another rift in the designated location, allowing for quick movement across the battlefield or to escape danger.
Spatial Manipulation: Greater Rift
As a bonus action, you create a small, localized spatial distortion that lasts for 1 minute. Choose a location within 100 miles; creatures can step through this rift to appear at another rift in the designated location, allowing for quick movement across the battlefield or to escape danger.
Spatial Manipulation: Forceful Shift
You create a minor temporal distortion that affects one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw or be teleported up to 400 feet in a direction of your choosing, potentially placing them in a hazardous situation or out of combat entirely.
Spatial Manipulation: Forceful Displacement
As a bonus action, you create a localized spatial push that enhances your next melee attack. The first successful melee attack you make before the end of your turn can push the target up to 15 feet away from you, potentially disrupting their position and leaving them vulnerable.
Spatial Manipulation: Dimensional Flicker
As a reaction when you are hit by an attack that requires a saving throw, you briefly shift out of phase, granting yourself advantage on the saving throw against the attack's effects. This flicker in space allows you to momentarily evade the full impact of the attack, making it harder for the effects to take hold.
Spatial Manipulation: Bending Strike
As a bonus action, your next successful melee attack before the end of your turn deals an additional 4d8 force damage and distorts the space around the target. The target must succeed on a Constitution saving throw or have their movement reduced to 0 until the end of their next turn.