Valley of Broken Ascension world illustration - Chinese Mythology theme
Chinese Mythology

Valley of Broken Ascension

C
ChocoChip

Once a thriving crossroads of trade and cultivation, the Severed Valley has been cut off from the outside world for decades by a deadly miasma storm and supernatural disasters caused by the failed ascension of someone who aimed to reach the heavens. Within its borders, survivors fight for hope, power, and escape. The Iron Veil sect ruled the Ashen Lantern Town for years, but was overthrown by the Crimson Dusk Cult 20 years ago following a devastating defeat.


Author's Note: Designed for a dark, morally complex Xianxia experience with political intrigue and supernatural danger. Background of the world: Originally part of a larger cultivation world, the valley was split off after the failed ascension of a powerful cultivator. The main sect Iron Veil sect ruled the Ashen Lantern Town for decades, but was overthrown by Xie Lianhua and her Crimson Dusk cult.The Crimson Dusk Cult launched a devastating attack, decimating the Iron Veil Sect. Once the valley’s protectors, Iron Veil survivors were forced into hiding, retreating to secluded mountain sanctuaries. Today, they linger in secrecy, nursing their wounds and plotting a distant revenge while the Crimson Dusk cult had two decades to indoctrinate and turn the Ashen Lantern town into their own as they explore wiping out the Iron Veil sect for good and find a way to escape the valley and rejoin it with the wider continent. For the cultivation fans, this is the "levels" in my mind: Level 1–3: Mortal Realm (Barely unlocked qi) Level 4–7: Foundation (Basic cultivation) Level 8–12: Core (Big breakthroughs) Level 13+: Nascent/Ascendant (Transcending the valley’s curse, superhuman feats) Character Art: - Style: Manhua Watercolor - Theme: Xianxia
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Created
18 days ago
Last Updated
8 days ago
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Void-Severing Slash
9

Void-Severing Slash

You slash at the space your enemy occupies, tearing a rift in reality that pulls them into a void of nothingness, dealing massive force damage.

I Am the Blade
9

I Am the Blade

You transform into the ultimate weapon, delivering a single, devastating melee strike that can wound even a god before your existence ends.

Final Stand
3

Final Stand

You invoke the memory of a heroic last stand, bolstering your resolve to keep fighting despite fatal wounds. For the duration, when you drop to 0 hit points, you instead drop to 1 hit point and gain temporary hit points equal to your spellcasting ability modifier.

Blade of the Setting Sun
8

Blade of the Setting Sun

Unleash a massive horizontal slash in a 180-degree cone up to 1000 feet, striking all enemies with radiant energy.

The Unseen Blade
7

The Unseen Blade

You strike with a sword so fast it becomes invisible, wounding the target without them knowing how they were cut.

Heart of the Sword
7

Heart of the Sword

You merge your consciousness with your blade, transforming into a flying, sentient sword that strikes with immense power.

Realm of a Thousand Swords
6

Realm of a Thousand Swords

You transform the battlefield within a 60-foot radius into a desolate landscape filled with swords protruding from the ground, creating difficult terrain and allowing allies to hurl swords as improvised projectiles.

Living Blade
1

Living Blade

You infuse your sword with your qi, awakening a spirit within the steel that can fight independently for a short duration.

World-Cutting Edge
6

World-Cutting Edge

Imbue your melee weapon with the power of severance, allowing it to bypass resistances and immunities, and disrupt magical effects on hit.

The Final Rest
5

The Final Rest

A merciful touch that instantly ends the suffering of a willing or dying creature, regardless of their defenses, by delivering a painless cut.

One Mind, One Blade
1

One Mind, One Blade

You form a perfect bond with your sword, preventing disarmament and allowing you to summon it to your hand from any distance instantly.

Heaven-Cleaving Sword Wave
5

Heaven-Cleaving Sword Wave

You leap and bring your sword down, releasing a massive wave of sword qi that cuts a deep trench in a 100-foot line, dealing heavy slashing damage to all in its path.

Ghost-Thorn Blade
4

Ghost-Thorn Blade

You infuse your melee weapon with ethereal qi, allowing your next attack to ignore cover and shields, striking the target directly.

Mirror-Blade Defense
4

Mirror-Blade Defense

You spin your blade rapidly, creating a shimmering barrier that deflects incoming projectiles and weakens spells targeting you.

Storm of Blades
4

Storm of Blades

You summon phantom swords that hover around you, which you can send flying to strike enemies at range, dealing force damage.

Iaijutsu: The Draw
3

Iaijutsu: The Draw

When you draw your sword and attack in the same turn, your strike is swift and devastating, dealing extra damage.

Dance of the Steel Lotus
3

Dance of the Steel Lotus

You perform a fluid, graceful series of slashes and spins, striking all enemies within 5 feet with a deadly dance of steel.

Whispering Blade
2

Whispering Blade

For 1 minute, your melee weapon attacks make no sound, granting advantage on attack rolls against creatures that rely on hearing to detect you.

Blinding Steel
2

Blinding Steel

You angle your blade to catch the light, creating a brilliant flash that temporarily blinds a creature within 30 feet. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Sword Qi Projection
2

Sword Qi Projection

You slash your sword, sending a crescent-shaped wave of sharp qi flying in a 60-foot line towards your enemies, dealing slashing damage.

Heart-Seeking Thrust
1

Heart-Seeking Thrust

A precise melee spell attack that targets an enemy's heart, increasing the chance of a critical hit and dealing piercing damage.

Flowing River Slash
1

Flowing River Slash

A smooth, defensive sword movement that deflects an incoming melee attack and immediately follows with a precise counter-attack, dealing moderate slashing damage.

Thousand-Cut Flash
2

Thousand-Cut Flash

A swift melee slash that strikes the target with blinding speed, creating multiple after-images as if cut a dozen times instantly.

Sheathing Sound
0

Sheathing Sound

When you sheathe or draw your sword, a sharp, supernaturally loud sound distracts enemies within 15 feet, imposing disadvantage on their next attack roll before the end of their next turn.

Guiding Edge
0

Guiding Edge

You channel qi to subtly guide your sword, granting your next melee weapon attack with a sword advantage on the attack roll.

Blade Ward
0

Blade Ward

You trace a protective glyph in the air with your sword, granting you resistance to the next weapon attack that hits you before the end of your next turn.

World-Breaker Punch
9

World-Breaker Punch

You channel all your life energy into a devastating melee punch that shatters reality around the target, dealing massive force damage but risking severe backlash to yourself.

Grand Master of the Unbroken Form
9

Grand Master of the Unbroken Form

You achieve perfection in mortal form, gaining flawless defense and fists that strike with the force of falling meteors, dealing massive force damage.

The Final Word
8

The Final Word

You deliver a single punch of such incredible force that it shatters the sound barrier, deafening and cracking the target's soul, dealing massive thunder damage.

Asura's Wrath
3

Asura's Wrath

You manifest four additional arms made of pure qi, granting you the ability to make extra unarmed strikes as a bonus action for the duration.

Heart of the Volcano
7

Heart of the Volcano

You channel your inner qi to unleash a fiery explosion, creating a searing aura that damages all creatures within 20 feet. Enemies must make a Dexterity saving throw or take full fire damage, half on a success.

The Unmovable Mountain
2

The Unmovable Mountain

You become an avatar of stability, immune to all external forces for the duration, but you cannot move or take actions that require movement.

Empty Fist
6

Empty Fist

You throw a punch that projects your qi to strike a target up to 30 feet away, dealing force damage.

Quivering Palm
6

Quivering Palm

A legendary two-part technique where a light touch implants a lethal vibration in the target. You can trigger the vibration later to attempt an instant kill, forcing the target to make a Constitution saving throw or be reduced to 0 hit points.

Iron Body Ascension
6

Iron Body Ascension

Your body transforms into a living weapon, granting immunity to pain and resistance to all physical damage.

Tiamat's Wrath
5

Tiamat's Wrath

Unleash five simultaneous palm strikes, each imbued with a different elemental energy, dealing massive mixed elemental damage in melee range.

Resonant Heartbeat
2

Resonant Heartbeat

You strike a foe's chest in a specific rhythm, disrupting their qi flow and preventing them from being healed. The target cannot regain hit points until the spell ends.

The Mountain's Fist
5

The Mountain's Fist

You channel the earth's qi to encase your arm in solid rock, delivering a powerful, slow punch that crushes your target with immense force.

Shatterpoint Strike
4

Shatterpoint Strike

You focus on a single opponent, perceiving its structural weaknesses to deliver a perfectly placed, critical blow that deals extra force damage.

Flow Like Water
4

Flow Like Water

You enter a state of supreme reflexes, gaining advantage on Dexterity saving throws and Dexterity-based attack rolls, and you can move through spaces occupied by creatures as if they were difficult terrain until the start of your next turn.

Ripple Fist
4

Ripple Fist

You strike a target with a powerful fist, and the force of the blow ripples through to a second target standing directly behind the first, dealing damage to both.

Force Palm
3

Force Palm

You strike a target's chest with an open palm, sending a wave of qi that deals force damage, stuns, and pushes them back.

Inner Fire Fist
3

Inner Fire Fist

You channel your qi to ignite your fists with searing heat, causing your melee attacks to deal additional fire damage.

Hundred-Fist Flurry
3

Hundred-Fist Flurry

You unleash a rapid barrage of punches against a single target, delivering a devastating cumulative effect in melee range.

Breath of Iron
2

Breath of Iron

You take a deep, centering breath that suffuses your body with protective qi, making your skin tough as iron, granting you resistance to non-magical bludgeoning, piercing, and slashing damage for the duration.

Deflecting Palm
2

Deflecting Palm

You meet a melee attack with an open palm, redirecting the blow's energy and leaving the attacker vulnerable to the next attack.

Quaking Blow
2

Quaking Blow

You strike the ground, sending a tremor in a 20-foot line that knocks foes off their feet. Creatures in the line must succeed on a Dexterity saving throw or be knocked prone.

Adamantine Stance
2

Adamantine Stance

You root yourself firmly to the ground, gaining advantage on saving throws against being moved or knocked prone for the duration.

Crushing Embrace
1

Crushing Embrace

You lock an opponent in a powerful grapple, exerting immense crushing pressure with your qi, dealing bludgeoning damage and restraining them.

Iron Fist Strike
1

Iron Fist Strike

A powerful melee punch that channels the strength of a martial artist, capable of shattering wood and denting steel.

Stinging Jab
0

Stinging Jab

A quick, precise jab to a nerve cluster that causes intense pain and distraction, dealing minor damage and imposing disadvantage on the target's next attack roll.

Flowing Dodge
0

Flowing Dodge

You channel a burst of qi to enhance your reflexes, allowing you to effortlessly sway and dodge the next melee attack against you before the start of your next turn.

Stone Knuckle
0

Stone Knuckle

You harden your fist to stone, delivering a forceful punch that deals bludgeoning damage.

One-Man Army
9

One-Man Army

For one minute, you move with impossible speed. Each time you defeat an enemy, you gain an additional full action on your turn.

Sever the Fates
9

Sever the Fates

You unleash a mystical thrust that targets the threads of fate binding your enemy, causing catastrophic failure in their destiny and weakening their resolve.

Pillar of Heaven
3

Pillar of Heaven

You thrust your spear skyward, summoning a towering column of golden energy at a point within range. The pillar provides half cover to allies within 10 feet and heals them for 3d8 hit points at the start of their turn while they remain in the area.

World-Serpent's Coil
8

World-Serpent's Coil

You spin your spear to create a massive vortex of qi within 60 feet that slowly crushes enemies, dealing force damage before imploding with a powerful burst.

Tianxia's Legacy
1

Tianxia's Legacy

You imbue your spear with the concept of inevitability, making your thrown spear attacks impossible to miss until the spell ends.

Constellation's Wrath
7

Constellation's Wrath

You trace a constellation with your spear, summoning starlight to rain down as powerful, homing energy bolts that strike a target within range.

Eight-Point Interception
2

Eight-Point Interception

For 1 minute, when an ally within 30 feet is targeted by a melee attack, you can use your reaction to instantly dash to them and intercept the attack, taking the hit instead.

Split the River
6

Split the River

You unleash a perfect slash that projects a thin wall of pure force in a 60-foot line, cleaving enemies in its path.

Field of Phantom Pikes
6

Field of Phantom Pikes

You stab the ground, causing an army of spectral pikes to erupt in a 20-foot radius within 60 feet, creating hazardous terrain that damages enemies.

Dragon's Roar Bellow
5

Dragon's Roar Bellow

You slam your spear down, releasing a 30-foot cone shockwave and thunderous roar that deals thunder damage and can deafen and disorient enemies.

Still Water Stance
1

Still Water Stance

You enter a state of perfect calm, allowing you to parry or dodge the next three melee attacks against you until the start of your next turn.

Hundred-Head Hydra Strike
5

Hundred-Head Hydra Strike

You unleash a blindingly fast series of spear thrusts that appear as if dozens of spearheads strike the target simultaneously, dealing multiple piercing strikes in rapid succession.

Sun-Piercer
4

Sun-Piercer

You hurl a radiant spear in a straight line up to 120 feet, piercing all enemies in its path. Each target must make a Dexterity saving throw or take full radiant damage; on a success, they take half damage. The spear then returns to your hand.

Unstoppable Charge
4

Unstoppable Charge

You surge forward in a straight line up to 30 feet, breaking through barriers and knocking aside creatures in your path. Creatures in the line must succeed on a Strength saving throw or be pushed 10 feet and knocked prone.

Cyclone of Steel
4

Cyclone of Steel

You transform into a whirlwind of flashing steel, resisting ranged attacks and dealing slashing damage to nearby enemies.

Pinning Rain
3

Pinning Rain

You summon a volley of phantom spears that rain down in a 20-foot radius within 60 feet, forcing creatures to dodge or be pinned to the ground, reducing their movement.

Comet Strike
3

Comet Strike

You leap into the air and bring your spear crashing down on a target like a falling star, dealing massive piercing damage.

Phalanx Formation
3

Phalanx Formation

You and allies within 10 feet gain a surge of collective discipline, instinctively covering each other's openings, granting advantage on saving throws against being frightened and on Dexterity saving throws until the start of your next turn.

Sky-Vault Pole
2

Sky-Vault Pole

You use your spear to vault high into the air, allowing you to reposition up to 30 feet vertically and horizontally. On your next melee attack, you gain advantage and deal an additional 1d6 piercing damage from the aerial strike.

Dragon's Tail Sweep
2

Dragon's Tail Sweep

You perform a powerful 360-degree spin, unleashing a ring of force that strikes and pushes back all enemies within 5 feet.

Impaling Lunge
2

Impaling Lunge

You lunge forward with a spectral spear, impaling an enemy and pinning them in place, severely restricting their movement until the start of your next turn.

Lancer's Step
1

Lancer's Step

You dash forward with a burst of qi, instantly closing the distance to a target within 30 feet. This movement does not provoke opportunity attacks.

Sweeping Gale
1

Sweeping Gale

You spin your spear in a wide, low arc, creating a 10-foot cone of wind and debris that deals bludgeoning damage and can knock creatures prone.

Piercing Thrust
1

Piercing Thrust

A focused melee strike that pierces through simple armor and shields, dealing significant piercing damage.

Spear's Reach
0

Spear's Reach

You channel qi to momentarily extend the threat of your spear, increasing its reach by 5 feet for a single melee attack this turn.

Whirling Parry
0

Whirling Parry

You spin your spear in a defensive arc, creating a brief shield of qi that can deflect a minor projectile, granting a +2 bonus to AC against ranged weapon attacks until the start of your next turn.

Pointed Threat
0

Pointed Threat

You make a sharp, non-damaging jab that forces an opponent to flinch back a step, disrupting their stance without causing harm.

One with the Pack
9

One with the Pack

You extend your beast bond to all allies for a day, turning the group into a perfect hunting pack with shared senses.

Mythic Fusion
9

Mythic Fusion

A forbidden art where you and your bonded beast permanently merge into a single, perfect, demigod-level entity.

Beast Lord's Decree
8

Beast Lord's Decree

You issue a command that all non-bonded beasts and monsters within a mile must obey, causing a stampede or uprising.

Primal Evolution
8

Primal Evolution

You force a sudden, permanent evolution upon your bonded spirit beast, turning it into a true monster of legend.

Awaken the Land
7

Awaken the Land

You appeal to the ancient spirit of the land itself, causing the earth to rise into a massive elemental defender.

Soul Devouring
7

Soul Devouring

You command your beast to devour the spirit of a fallen foe, allowing it to permanently learn one of their techniques.

Nature's Prison
6

Nature's Prison

You command the plants in an area to rapidly grow and intertwine, creating a thick, thorny cage to trap your enemies.

Call the Wild Hunt
6

Call the Wild Hunt

You summon the spectral forms of all predators that have ever died in the area to sweep through and attack your prey.

Aspect of the Chimera
6

Aspect of the Chimera

You partially merge your physical form with your bonded beast, creating a monstrous hybrid with the strengths of both.

Primal Rejuvenation
5

Primal Rejuvenation

Your beast companion curls around you, creating a cocoon of natural energy where you can rapidly heal.

Summon Spirit Beast (Major)
5

Summon Spirit Beast (Major)

You summon a powerful, non-bonded spirit beast like a Spirit Tiger to fight for you for a short time.

Twin Souls
5

Twin Souls

Your bond with your beast deepens, allowing you to transfer your consciousness into its body and take direct control.

Earth-Shaker Stomp
4

Earth-Shaker Stomp

Your large bonded beast stomps the ground with qi-infused force, creating a tremor that knocks enemies down.

Hunter's Pack
4

Hunter's Pack

You forge a temporary pack bond between your spirit beast and your allies for supernatural coordination.

Beastial Fury
4

Beastial Fury

You send your bonded beast into a primal frenzy. It becomes stronger and faster, but you lose fine control.

Goad
3

Goad

You magically infuriate an enemy creature, forcing it to focus all its attacks on someone.

Summon Swarm
3

Summon Swarm

You summon a swarm of spectral insects to attack your enemies, causing painful stings and distraction.

Spirit Beast's Guise
3

Spirit Beast's Guise

You take on a minor physical trait of your bonded beast—a wolf's smell, a hawk's eyesight, or a bear's hide.

Pheromone Cloud
2

Pheromone Cloud

Your beast releases a cloud of potent pheromones that can enrage, pacify, or attract other beasts of its kind.

Shared Senses
2

Shared Senses

You merge your senses with your bonded beast, perceiving through its eyes and ears for the duration. You gain the beast's sensory input, allowing you to see and hear as it does within its normal sensory range.

Primal Roar
2

Primal Roar

You or your beast unleash a terrifying roar infused with primal qi in a 30-foot cone, frightening enemies with weaker wills. Affected creatures must succeed on a Wisdom saving throw or become frightened until the end of your next turn.

Beast's Vigor
1

Beast's Vigor

You touch your beast companion, transferring your own stamina to heal its wounds, restoring 2d8 hit points.

Minor Beast Summoning
1

Minor Beast Summoning

You summon a small, spectral spirit beast within 30 feet to perform a simple task such as scouting an area or delivering a small object. The beast remains for up to 1 hour or until the task is completed.

Bonded Strike
1

Bonded Strike

You coordinate an attack with your spirit beast, granting it advantage on its next attack against a target within 60 feet.

Animal Scent
0

Animal Scent

You exude a calming scent that makes wild animals perceive you as non-threatening, allowing you to approach them without causing alarm.

Call Companion
0

Call Companion

You send a mental call to your bonded spirit beast, sensing its direction, distance, and emotional state within 1 mile.

Beast's Speech
0

Beast's Speech

You gain the ability to understand and communicate with a specific type of common animal within 30 feet, allowing simple conversation and commands.

Steal Identity
9

Steal Identity

You touch a target and steal their identity, perfectly assuming their appearance while leaving them a blank slate.

Kiss of the Penumbra
9

Kiss of the Penumbra

You open a shadowy gateway that can pull a building or group of creatures into the shadow realm, temporarily removing them from the material plane. Creatures in a 20-foot radius must succeed on a Dexterity saving throw or be pulled into the shadows for 1 minute, becoming incapacitated and unseen.

Isolate
4

Isolate

You sever a target's connection to the world, trapping them alone in a gray, featureless void for the duration. The target is incapacitated and unaware of their surroundings, though they can hear faint echoes of the outside world.

Army of Shadows
4

Army of Shadows

You animate the shadows of every creature in a 20-foot radius within 60 feet, causing them to rise and harass their owners, imposing disadvantage on their next attack or ability check.

Soulknife's Shadow
7

Soulknife's Shadow

You forge a blade of solidified despair that strikes the soul, bypassing physical defenses to deal psychic damage.

Shadow Eclipse
7

Shadow Eclipse

You summon a massive disc of pure blackness in the sky that covers the sun, plunging a large area into magical darkness resembling night. The affected area is heavily obscured and lasts for 1 minute or until dispelled.

The Unseen Hand
1

The Unseen Hand

As a reaction, you cause a physical attack aimed at an ally within 60 feet to mysteriously miss, diverting the attack harmlessly away.

Living Shadow
2

Living Shadow

You detach your shadow from your body, animating it to follow a single complex command for up to 1 minute. The shadow can move independently within 30 feet, performing tasks such as scouting, retrieving objects, or distracting foes.

Umbral Maze
6

Umbral Maze

You trap a creature within a shifting maze of shadows, rendering them catatonic and unable to act while they remain trapped. The target must succeed on an Intelligence saving throw or be trapped for the duration of 60 minutes.

One with the Shadows
5

One with the Shadows

You merge with the shadows, becoming invisible and intangible for 1 minute. While merged, you can move through creatures and objects as if they were difficult terrain.

Summon Shadow Beast
3

Summon Shadow Beast

You coalesce ambient shadows within 30 feet into a semi-corporeal predatory beast that obeys your commands silently and loyally for up to 1 minute.

Veil of Secrets
5

Veil of Secrets

Creates a 30-foot radius zone centered on a point within range that blocks all magical scrying and supernatural eavesdropping, ensuring privacy within the area.

Assassin's Reprieve
2

Assassin's Reprieve

While unseen, your next melee or ranged weapon attack is silent and leaves no magical or spiritual trace, preventing detection by divination or magical tracking until your next turn.

Nightfall Arrow
2

Nightfall Arrow

You fire a shadowy arrow up to 120 feet that explodes on impact, creating a 10-foot-radius sphere of magical darkness that lasts for 1 minute, obscuring vision and dampening light within.

Shadow Jaunt
2

Shadow Jaunt

You teleport from one shadow to another within 60 feet, even without a direct line of sight, emerging from the nearest shadow at the destination point.

Poisoner's Guile
3

Poisoner's Guile

You touch a food or drink item, infusing it with a slow-acting, untraceable poison that causes debilitating sickness hours later. The poison causes the target to suffer disadvantage on ability checks and saving throws for 1 hour after ingestion.

Shadow Form
3

Shadow Form

You transform into a two-dimensional shadow, allowing you to slip through narrow openings such as under doors and through cracks, becoming nearly impossible to detect.

Blackout
2

Blackout

Extinguishes all non-magical light sources in a 20-foot radius within 60 feet, creating an area of deep, impenetrable darkness until the start of your next turn.

Shadow Puppet (Major)
2

Shadow Puppet (Major)

You animate a target's shadow within 60 feet, causing it to lash out with distracting, harmless strikes that impose disadvantage on the target's attack rolls and ability checks until the start of your next turn.

Venomous Kiss
2

Venomous Kiss

You coat a blade in a shadowy poison. Those struck suffer wracking pain and clouded vision, taking poison damage over time.

Cloak of Deception
2

Cloak of Deception

You envelop yourself in shifting shadows, creating a minor illusion that alters your appearance to that of a generic, nondescript figure, obscuring your identity.

Umbral Sight
1

Umbral Sight

You grant yourself the ability to see perfectly in all forms of darkness, including magical darkness, for 10 minutes.

Gloom Dart
1

Gloom Dart

You fling a dart of solidified shadow that deals cold, numbing damage and dims the light around the target, reducing visibility.

Shadow Step
2

Shadow Step

While in shadow, you can instantly teleport to another shadow within your line of sight. This movement does not provoke opportunity attacks.

Phantom Touch
0

Phantom Touch

You create a brief, unnerving sensation on a target's skin within 30 feet, like the feeling of being watched, causing mild distraction.

Silent Footfalls
0

Silent Footfalls

For the duration, your footsteps make no sound regardless of the surface you walk on, granting advantage on Stealth checks that rely on moving silently.

Shadow's Veil
0

Shadow's Veil

You draw nearby shadows around yourself, granting a subtle veil that makes you harder to detect. While active, you gain advantage on Dexterity (Stealth) checks and creatures have disadvantage on Wisdom (Perception) checks to spot you in dim light or darkness.

Eternal Silence
9

Eternal Silence

You drain all sound, vibration, and resonance in an area around you, creating a silent, terrifying world for one minute or for you to fill with any sound you wish.

The First Word
9

The First Word

You speak a fragment of the true language of creation, un-making reality in a localized area with unpredictable results.

Emotion Transference
8

Emotion Transference

You play a song that forges a link between two targets, allowing you to siphon emotions from one and force them upon another.

The Last Song
8

The Last Song

A mournful ballad summons phantom legions of fallen disciples to fight alongside you.

Perfect Frequency
7

Perfect Frequency

You find the unique resonant frequency of a single being or object and amplify it, tearing them apart from the inside.

Wave of Stasis
7

Wave of Stasis

You emit a perfect tone that causes the vibrations of matter to cease, freezing everything in the area for a few seconds.

The Sound of Inevitability
6

The Sound of Inevitability

You create a haunting tolling bell sound audible only to one target within range, filling them with an overwhelming certainty of their impending demise, unsettling their spirit.

Hypnotic Melody
3

Hypnotic Melody

You play an enchanting tune that lulls creatures within a 60-foot radius into a trance-like state, making them highly suggestible and incapacitated for the duration.

Song of Creation
1

Song of Creation

By maintaining a perfect melody, you slowly mend broken objects, purify water, or encourage plant growth within a 30-foot radius around you.

Steal Voice
2

Steal Voice

You steal the sound from a target's throat within 60 feet, rendering them mute. While the effect lasts, you can perfectly mimic their voice.

The Ancestor's Chant
1

The Ancestor's Chant

You perform a haunting song that summons ancestral echoes around you, granting cryptic advice that enhances your insight and wisdom for a short duration.

Cacophony
5

Cacophony

Unleash a deafening cone of pure noise that deals thunder damage and disorients creatures within range. Targets must make a Constitution saving throw or take full damage and be disoriented; on a success, they take half damage.

Resonant Blade
4

Resonant Blade

You sheath your weapon in high-frequency vibrations, allowing it to slice through armor with unnatural ease. The weapon deals extra thunder damage on a hit.

Voice of Madness
4

Voice of Madness

You utter a phrase of pure chaos, causing creatures within 30 feet to suffer short-term madness and psychic damage.

War Drum's Rhythm
2

War Drum's Rhythm

You conjure a phantom thunderous drumbeat within a 60-foot radius that bolsters your allies' courage and bloodlust, granting them advantage on attack rolls and saving throws against being frightened for 1 minute.

Song of Memories
3

Song of Memories

You play a soft, enchanting tune that causes a creature within 30 feet to become lost in a vivid memory, rendering them oblivious and unable to take actions until the spell ends.

Revealing Resonance
3

Revealing Resonance

You emit a low hum that sends out echoes within a 100-foot radius, creating a mental map of your surroundings visible only to you. This map reveals the layout and any creatures within the area, including those hidden or invisible.

Discordant Blast
3

Discordant Blast

You unleash a wave of chaotic sound in a 30-foot cone, disorienting and dealing thunder damage to creatures caught within. Targets must succeed on a Constitution saving throw or take full damage and be sickened; on a success, they take half damage.

Zone of Silence
2

Zone of Silence

Creates a 20-foot radius sphere centered on a point within range where all sound is completely nullified, preventing any noise from being heard inside or passing through the area.

Hymn of Vigor
2

Hymn of Vigor

You sing or play a rousing tune that invigorates allies within 30 feet, granting them resistance to exhaustion effects for 1 minute.

Shattering Crescendo
2

Shattering Crescendo

You cause a non-magical object within 60 feet to resonate violently until it shatters, dealing thunder damage to the object and any creature in a 5-foot radius.

Piercing Shriek
1

Piercing Shriek

You unleash a high-frequency shriek that causes intense ear pain and damages a target within range. The target must make a Constitution saving throw or take full thunder damage and be deafened until the end of their next turn.

Song of Soothing
1

Song of Soothing

You play a gentle melody that calms agitated animals and pacifies anxious individuals within a 30-foot radius. Creatures affected have advantage on saving throws against being frightened and are calmed for the duration.

Sonic Pulse
1

Sonic Pulse

You clap your hands to release a sharp pulse of sound in a 15-foot cone, knocking creatures off balance and pushing them back.

Thrown Voice
0

Thrown Voice

You create an illusory sound of your voice that seems to come from a point you choose within range, distracting or confusing creatures nearby.

Distracting Hum
0

Distracting Hum

You create a low, annoying hum around a target's head within range, imposing disadvantage on their next concentration check or ability check to maintain focus.

Resonant Note
0

Resonant Note

You emit a pure, single note that reveals structural weaknesses or hidden hollows within 30 feet, allowing you to detect concealed spaces or fragile materials.

Enforce Unity
9

Enforce Unity

You overwrite the core allegiances of a settlement's population, making them unshakeably devoted to you.

The Grand Devouring
9

The Grand Devouring

You become a spiritual black hole, draining potential, memories, and emotions from all creatures within a 1-mile radius, weakening their resolve and vitality.

Forge Hivemind
8

Forge Hivemind

You perform a ritual that links the minds of up to six willing creatures you touch, creating a shared consciousness you control. While linked, they share thoughts and senses, and you can command their actions as a single entity.

Symphony of Hearts
8

Symphony of Hearts

You attune to the emotions of a large crowd and "conduct" them, inciting riots or quelling dissent.

Weaver of Fates
7

Weaver of Fates

You conjure a web of spiritual tethers within a 60-foot radius, allowing you to swap or redirect pain, healing, and attacks between any creatures caught in the web until the spell ends.

Sever the Soul
7

Sever the Soul

A vicious psychic attack that attempts to sever the target's connection to their spirit, dealing heavy psychic damage and potentially leaving them a husk.

Parasitic Apotheosis
6

Parasitic Apotheosis

You touch a willing or incapacitated cultivator and absorb their spiritual essence, gaining temporary access to their knowledge and power. The target must succeed on a Charisma saving throw or be overwhelmed, allowing you to integrate their abilities for 1 hour.

Dual Soul-Nuptials
6

Dual Soul-Nuptials

You permanently fuse your soul with a willing partner you touch, sharing a single life force and qi pool. If either of you dies, the other dies as well, linking your fates inseparably.

Create Thrall
6

Create Thrall

You perform an invasive ritual on a touched creature, breaking their will and reshaping their personality to be absolutely devoted to you. The target must succeed on a Wisdom saving throw or become your thrall, obeying your commands without question for 1 hour.

Overwhelming Ecstasy
5

Overwhelming Ecstasy

You overload a single target's senses with pure, unendurable pleasure, causing them to collapse in a daze. The target takes intense psychic damage and may be incapacitated by the overwhelming sensation.

Steal Memory
5

Steal Memory

Through intimate contact, you pluck a specific memory from a target's mind, experiencing it as your own.

Dual Pleasure-Bondage Edict
5

Dual Pleasure-Bondage Edict

Within a 30-foot radius, creatures perceive pain as pleasure and feel euphoric when submitting. Affected creatures must succeed on a Wisdom saving throw or be charmed and gain temporary hit points as long as they remain submissive.

Dual Reflective Charm
4

Dual Reflective Charm

You create a magical ward around yourself that redirects the next hostile spiritual technique aimed at you to a creature of your choice within 30 feet.

Shatter Bonds
4

Shatter Bonds

You target the emotional bonds between others, turning allies against each other with paranoid whispers.

Forge Soul-Larva
4

Forge Soul-Larva

You implant a tiny, parasitic fragment of your spirit into a creature you touch, siphoning their qi to weaken them and empower yourself. The target must succeed on a Charisma saving throw or suffer psychic damage and have their vitality drained for the spell's duration.

Enervating Embrace
3

Enervating Embrace

You grapple a foe, flooding their system with a chaotic mix of pleasure and pain, draining their qi and dealing necrotic damage.

Heart's Deceit
3

Heart's Deceit

You create a powerful illusion that makes you appear as a lost loved one or object of desire to a target within range, captivating their senses and emotions.

Devour Essence
3

Devour Essence

You form a deep bond with a helpless target you touch, draining their spiritual essence to empower yourself. The target must be incapacitated or restrained for the spell to take effect.

Spirit-Bond Pledge
2

Spirit-Bond Pledge

You forge a temporary spiritual bond with a willing partner you touch, enabling telepathic communication and shared senses for the duration.

Chains of Lust
2

Chains of Lust

You conjure ethereal chains of energy that bind a creature within 60 feet, overwhelming them with distracting ecstasy and impairing their ability to act effectively.

Dual Qi Siphon
2

Dual Qi Siphon

You create an invisible conduit to a willing partner within touch range, siphoning their qi to heal yourself while dealing necrotic damage to them.

Mirror of Desire
1

Mirror of Desire

You subtly alter your appearance and demeanor to reflect a target's subconscious desires, making you more trusted by them for the duration.

Dual Drain Vigor
2

Dual Drain Vigor

By maintaining prolonged touch, you siphon the target's stamina, causing them to become weary while you gain renewed energy.

Dual Soul-Tether Touch
2

Dual Soul-Tether Touch

You establish a temporary parasitic link with a creature you touch, allowing you to sense and subtly influence their emotions for 1 minute. The target must succeed on a Charisma saving throw or be slightly swayed by your emotional influence, granting you advantage on Insight checks against them and imposing disadvantage on their saving throws against being frightened or charmed.

Aura of Allure
0

Aura of Allure

You emit a subtle, enchanting aura that makes creatures within 10 feet more inclined to notice and respond positively to you, granting advantage on Charisma (Persuasion) checks.

Consuming Kiss
0

Consuming Kiss

A light touch or kiss drains a minuscule amount of qi from a target, dealing necrotic damage and refreshing the caster slightly.

Captivating Gaze
0

Captivating Gaze

Your eyes flash with an alluring light, charming a creature within 30 feet to be more agreeable, causing them to have disadvantage on the next attack roll or saving throw they make before the end of their next turn.

Sever the Lineage
9

Sever the Lineage

A potent blood curse that targets a creature and attempts to erase them and their bloodline from existence, causing devastating effects. The target must succeed on a Charisma saving throw or suffer catastrophic consequences.

Sacrament of the Crimson Dusk
9

Sacrament of the Crimson Dusk

Drains the life force from every living creature within a 1-mile radius, condensing it into a single, perfect Blood Pearl artifact that pulses with dark energy.

Bloodforged
8

Bloodforged

You perform a dark ritual using the blood of a powerful being to forge a sentient, loyal, and deadly warrior that serves you. The warrior remains until destroyed or dismissed.

Blood Storm
8

Blood Storm

You summon a churning vortex of razor-sharp blood shards in a 30-foot radius. Creatures caught within the storm take severe slashing damage as the shards flay their flesh.

Call the Blood Tide
7

Call the Blood Tide

You exert your will over blood, pulling it from all creatures in a 60-foot radius, dealing necrotic damage as their life essence is torn away.

Sanguine Apotheosis
7

Sanguine Apotheosis

You perform an irreversible ritual that consumes your heart, replacing it with a core of pure blood qi. This core armors you in blood qi, granting resistance to necrotic and poison damage and advantage on Constitution saving throws for the duration.

Dominate Vessel
6

Dominate Vessel

You inject your blood into a creature you touch, overriding their motor functions and controlling their movements for up to 1 minute. The target must succeed on a Wisdom saving throw or be charmed and controlled by you.

Blood Rite: Vengeance
3

Blood Rite: Vengeance

You channel an ally's spilled blood to empower your next melee attack, making it devastatingly accurate and powerful.

River of Blood
6

River of Blood

You open your veins to unleash a rushing river of necrotic blood in a 60-foot line, sweeping away enemies and dealing heavy damage. You are left severely weakened after casting.

Heart-Clutch Curse
5

Heart-Clutch Curse

You form a sympathetic link to a target's heart, causing immense chest pain that disrupts their actions and deals psychic damage.

Animate Blood Golem
5

Animate Blood Golem

You coalesce spilled blood within range to form a hulking, mindless blood golem that obeys your commands and attacks your enemies for the duration.

Blood Step
5

Blood Step

You dissolve your body into a spray of blood and instantly teleport to a location within 60 feet where blood has been spilled.

Aura of Hemorrhage
4

Aura of Hemorrhage

You emit a 15-foot aura that prevents blood from clotting, causing wounds to bleed profusely and making healing less effective for all creatures within the aura.

Crimson Prison
3

Crimson Prison

You manipulate a large pool of blood to rise up and form a thick, viscous cage around a target within 60 feet, restraining them in place.

Geyser of Gore
3

Geyser of Gore

You cause a corpse's blood to erupt in a violent, high-pressure geyser within 30 feet, dealing bludgeoning damage and potentially knocking down nearby enemies.

Blood Rite: Strength
3

Blood Rite: Strength

By touching a living creature and sacrificing it, you gain its physical strength, increasing your Strength score by 2 for 1 hour. The sacrifice must be a willing creature or one you have subdued.

Exsanguinate
3

Exsanguinate

You magically open all old wounds on a single target within 60 feet, causing them to bleed profusely and become weakened, dealing necrotic damage.

Blood Shield
3

Blood Shield

You conjure a swirling shield of your own blood, granting a significant temporary boost to your defense while causing necrotic backlash to attackers.

Trace the Bloodline
2

Trace the Bloodline

By anointing yourself with a target's blood, you gain a supernatural sense of their location, allowing you to sense their direction and distance within 1 mile for 1 hour.

Sanguine Healing
2

Sanguine Healing

You consume blood to rapidly heal a moderate wound, restoring 4d8 hit points. The process leaves you weakened, reducing your speed by 10 feet until the end of your next turn.

Bloodboil Curse
2

Bloodboil Curse

You curse a target's blood to run hot, causing feverish recklessness. The target has disadvantage on Wisdom saving throws and attack rolls for the duration.

Blood Puppet (Minor)
0

Blood Puppet (Minor)

You animate a small amount of spilled blood within range into a tiny, skittering blood creature that obeys one simple command on your next turn.

Life Siphon
1

Life Siphon

You touch a creature to drain its life force, dealing necrotic damage and healing yourself for the same amount. The target can make a Constitution saving throw to reduce the damage by half.

Crimson Lash
1

Crimson Lash

You conjure a short whip of hardened blood that lashes out at a target within 15 feet, delivering deep, stinging slashes.

Seal Wound
0

Seal Wound

You touch a minor wound, causing the blood to clot instantly and sealing the injury, providing minor healing.

Sanguine Sense
0

Sanguine Sense

By tasting a drop of blood, you gain insight into the creature's current health and emotional state, learning if it is wounded, poisoned, or under any magical effects, as well as its general mood (calm, angry, fearful).

Blood Sting
0

Blood Sting

You flick a drop of your own blood at a target within 30 feet, striking it with the force of a thrown rock and dealing necrotic damage.

The Failed Ascension
9

The Failed Ascension

You unleash a catastrophic blast that draws all life force within a 1-mile radius into a devastating explosion of corrupting energy, mimicking the disaster that sealed the valley.

Rain of Blight
8

Rain of Blight

You summon a 1-mile radius downpour of black, oily rain that causes hideous mutations and spiritual degradation. Creatures in the area must make a Constitution saving throw or suffer 4d10 corruption damage per hour and have their abilities weakened by the corruption.

Ascend to Abomination
7

Ascend to Abomination

You surrender to corruption, transforming into a monstrous horror for 1 minute. While transformed, you gain immense strength and resilience but lose control over your actions, attacking the nearest creature each turn.

Corruption's Wrath
7

Corruption's Wrath

You channel the raw curse magic into a devastating 120-foot line beam of pure corruption that scours the land, dealing heavy corrupting damage to all creatures in its path.

Field of Mutating Flesh
6

Field of Mutating Flesh

Creates a 30-foot radius area of writhing flesh that restrains creatures standing on it. Creatures must succeed on a Dexterity saving throw or become restrained until the spell ends or they escape.

Soul Rot
6

Soul Rot

A vile curse infects the target's spirit, causing their own techniques to have a chance of backfiring painfully for the duration.

Madness Insight
5

Madness Insight

You open your mind to the madness, gaining insight into a foe's deepest fears and weaknesses, revealing their vulnerabilities to you for a short duration.

Black Blood Eruption
5

Black Blood Eruption

You cause a target's blood to turn black and boil within their veins, inflicting a spiritually defiling poison that damages and weakens them.

Miasma Clone
5

Miasma Clone

You create a shadowy duplicate of yourself from ambient miasma. The clone can fight independently but has low durability and vanishes when reduced to 0 HP or after 1 minute.

Aura of Decay
4

Aura of Decay

You emit a 10-foot aura of corrupting rot that damages any creature ending its turn within the aura.

Weaken Resolve
4

Weaken Resolve

You emit a 30-foot aura of despair that saps enemies' willpower, reducing their effectiveness in combat by weakening their attacks and abilities.

Feast of the Damned
4

Feast of the Damned

You summon spiritual parasites to latch onto a foe within 60 feet, draining 4d6 vitality damage and healing you for the same amount.

Curse of Blindness
3

Curse of Blindness

You touch a creature and sear their eyes with corrupt energy, causing them to be blinded for 1 minute.

Twisted Form
3

Twisted Form

You mutate your arm into a monstrous weapon, gaining a buff that deals 3d8 slashing damage on your next melee attack.

Devour Purity
3

Devour Purity

You drain life force from plants and small animals in a 20-foot radius, converting it into a surge of tainted qi that heals you for 2d8 hit points.

Gift of Tongues
2

Gift of Tongues

You grow a temporary demonic tongue, allowing you to speak and understand the languages of corrupted beings for the spell's duration.

Bone Spur Eruption
2

Bone Spur Eruption

Jagged spurs of bone erupt from the ground in a 10-foot radius centered on a point within range, dealing piercing damage and creating difficult terrain. Creatures in the area must make a Dexterity saving throw or be slowed, reducing their movement speed by half until the end of their next turn.

Miasmic Cloud
2

Miasmic Cloud

You exhale a 15-foot cone of cursed miasma that causes violent coughing fits and obscures vision. Creatures in the area must make a Constitution saving throw or be poisoned and have disadvantage on attack rolls until the end of their next turn.

Gaze of Despair
1

Gaze of Despair

You lock eyes with a creature within 30 feet, forcing them to see a vision of their own decay and corruption, freezing them in fear momentarily.

Flesh-Knit Plague
1

Flesh-Knit Plague

You touch a creature, warping its flesh into a grotesque, temporary shield that absorbs the next incoming attack before decaying.

Corruption
1

Corruption

You infect a target with a minor curse, making them feel sluggish and leaving them spiritually vulnerable. The target must succeed on a Constitution saving throw or have their movement speed halved and have disadvantage on saving throws against necrotic damage for 1 minute.

Tainted Touch
0

Tainted Touch

You touch a liquid, food, or metal, causing it to sour, rot, or tarnish briefly. This can spoil small amounts of food, sour drinks, or dull metal surfaces for a short duration.

Unveiling Whisper
0

Unveiling Whisper

You whisper a blasphemous word to a creature within 30 feet, filling them with dread, imposing disadvantage on their next attack roll or saving throw.

Miasma Lash
0

Miasma Lash

You lash out with a tendril of corrupt qi at a target within range, inflicting a wound that festers and resists mundane healing.

Ghost-Sound Deception
4

Ghost-Sound Deception

You create a phantom sound such as footsteps, whispers, or clanging steel within range to misdirect and confuse enemies, potentially causing them to waste actions investigating the noise.

Wall of Qi
4

Wall of Qi

You create a solid, transparent barrier of compressed qi up to 60 feet away. The wall is immune to physical and magical damage and lasts for 1 minute or until dispelled.

Voice of Command
4

Voice of Command

You imbue your voice with qi, compelling weaker-willed creatures within 30 feet to obey a short command. Affected creatures must succeed on a Wisdom saving throw or be charmed and follow the command on their next turn.

Qi Mend
3

Qi Mend

By channeling your qi, you mend minor wounds on a target, restoring 2d8 hit points. The effort is taxing, requiring focus and energy.

Pressure Point Strike
3

Pressure Point Strike

You strike a minor pressure point on a creature within melee range, dealing 1d4 bludgeoning damage and disrupting their balance. The target must succeed on a Constitution saving throw or have disadvantage on their next attack roll before the end of their next turn.

Qi Blast
3

Qi Blast

You gather your qi and release it as a raw bolt of concussive force at a target within range, dealing force damage and potentially knocking them off balance.

Inner Spirit Cleansing
2

Inner Spirit Cleansing

Through focused meditation, you purge minor spiritual impurities or end a fear effect on yourself, restoring mental clarity and calm.

Resonant Ward
2

Resonant Ward

You create a shimmering barrier of qi around yourself that absorbs the next moderate attack, nullifying its damage before the ward shatters.

Flowing Step
2

Flowing Step

You infuse your legs with qi, granting you the ability to dash with unnatural speed or move along walls for a brief moment, allowing movement on vertical surfaces.

Guiding Light
0

Guiding Light

You create a small, floating orb of gentle light that follows you, illuminating your path and shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Minor Reinforcement
0

Minor Reinforcement

You channel qi to harden an object or a body part you touch, granting it enhanced durability that blocks a small amount of damage from the next attack.

Qi Sense
1

Qi Sense

You extend your spiritual perception in a 60-foot radius, sensing the presence and general power level of living beings, magical artifacts, or spiritual residue within range. This utility spell reveals vague auras indicating strength or magical potency but does not provide precise details or locations.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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