Yamato world illustration - Japanese Mythology theme
Japanese Mythology

Yamato

S
Shinrai

A fantastical world heavily inspired by japanese mythology and the edo time period.


Author's Note: Complete custom world without any 5e Defaults. Still a work in progress, but playable and almost complete. Atm there are: 12 custom races 9 custom classes (all are able to cast spells, physical classes as well as magical ones) over 100 playable characters over 200 custom cantrips and spells 114 custom items Planned for the future: Better balance between classes and spells Maybe some reworked graphics Known issues: - In Fights Franz tells me that I can not eat any of the healing items like Onigiri: should he complain, anwer him that the item is a Potion and should be treated like one and he will let you drink it. At least it worked for me this way when testing. A bit odd, but atm the only workaround. All graphics were made with Nightcafé. You are free to use my graphics, spell descriptions, races, items etc. in your own build worlds and campaigns.
Played184 times
Cloned27 times
Created
135 days ago
Last Updated
Yesterday
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Brushstroke of Binding Shadows
6

Brushstroke of Binding Shadows

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a brush or writing tool) Duration: Concentration, up to 10 minutes You conjure a swirling ink glyph that anchors your enemies in place. Choose up to 3 creatures within range; they must make a Dexterity saving throw or be restrained by magical ink tendrils for the duration. Restrained creatures take 7d8 acid damage at the start of their turns. You can use an action on subsequent turns to shift the glyph to target a new creature within range.

Illusory Noh Mask
7

Illusory Noh Mask

Enchantment Cast Time: 1 bonus action Range: 30 feet Components: V, S, M (a small theatrical mask) Duration: 10 minutes You project an eerie Noh mask onto a target, forcing them to confront their deepest fears. The target must make a Wisdom saving throw or be paralyzed and take 5d8 psychic damage. The paralyzed effect ends if the creature takes damage.

Crushing Horizon
6

Crushing Horizon

Evocation Cast Time: 1 action Range: 60 feet (20-foot radius sphere) Components: V, S Duration: Concentration, up to 1 minute You conjure a gravitational well that pulls all creatures within a 20-foot sphere toward its center. Each creature must make a Strength saving throw or take 7d10 force damage and be restrained for the duration. Creatures that succeed take half damage and are not restrained. Allies will not be restraint or pulled to the well.

Ink Binding Dance
7

Ink Binding Dance

Conjuration Cast Time: 1 action Range: 30 feet (15-foot radius) Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute A swirling, magical ink pool emerges beneath your enemies, forming calligraphic chains. All creatures in the radius must make a Dexterity saving throw or be restrained. Restrained creatures take 5d8 acid damage at the start of their turns.

Gravitational Singularity
7

Gravitational Singularity

Evocation Cast Time: 1 action Range: 100 feet Components: V, S, M (a small iron sphere) Duration: Concentration, up to 1 minute You create a black, swirling singularity that pulls everything toward it. Each creature within 30 feet must make a Strength saving throw or be pulled 10 feet closer and take 7d8 force damage. The singularity collapses after 1 minute, dealing an additional 2d10 fire damage to creatures still in range.

Mind-Rending Reverie
7

Mind-Rending Reverie

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a haunting melody or dance, entrancing up to 5 creatures of your choice within range. Each target must make a Wisdom saving throw or be charmed for the duration. Charmed creatures take 6d8 psychic damage if they attempt to attack or cast a spell.

Dance of Falling Stars
8

Dance of Falling Stars

Evocation Cast Time: 1 action Range: 150 feet (30-foot radius) Components: V, S, M (a small star-shaped token) Duration: Concentration, up to 1 minute You summon an illusory starry sky that rains radiant meteors imbued with gravitational energy. Each round, a target of your choice in the radius must make a Dexterity saving throw or take 7d10 radiant damage and 3d10 force damage.

Eternal Brushstroke
8

Eternal Brushstroke

Conjuration Cast Time: 1 action Range: 120 feet Components: V, S, M (a paintbrush or writing tool) Duration: Concentration, up to 1 hour You paint an enormous glyph or sigil midair, which can serve one of three purposes: Barrier (creates a wall of force with 150 HP), Portal (teleports up to 10 creatures to a location you know), or Rune Trap (explodes, dealing 8d10 psychic damage in a 20-foot radius when activated).

Soulbound Crescendo
8

Soulbound Crescendo

Enchantment (Psychic Damage, Buff) Cast Time: 1 minute Range: 30 feet Components: V, S, M (a musical instrument) Duration: Concentration, up to 10 minutes You perform a soul-stirring masterpiece that inspires allies and devastates foes. Allies in range gain 30 temporary hit points, and their attacks deal an additional 3d10 radiant damage for the duration. Enemies must make a Wisdom saving throw or take 8d8 psychic damage and be frightened for 1 minute.

 Graviton Waltz
9

Graviton Waltz

Evocation (Gravity, Force Damage) Cast Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A celestial dancer manifests, wielding immense gravitational power. Each turn, you can direct the dancer to slam into a creature or structure, dealing 8d10 force damage and knocking the target 30 feet away.

Inkstorm
9

Inkstorm

Conjuration Cast Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a jar of ink) Duration: Concentration, up to 1 minute A vortex of enchanted ink swirls around the area, blinding creatures and cutting them with force-infused droplets. All enemies within the radius must make a Dexterity saving throw or take 9d8 force damage and be blinded for 1 minute. The inkstorm obscures vision within its radius.

Phantom Dance of the Thousand Veils
9

Phantom Dance of the Thousand Veils

Illusion Cast Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a silk veil) Duration: Concentration, up to 10 minutes You conjure thousands of illusory dancers that confuse and assault your enemies. All creatures of your choice within range must make an Intelligence saving throw or take 9d10 psychic damage and be blinded for 1 minute. Allies in the radius gain advantage on all saving throws for the duration.

Gravity Surge
2

Gravity Surge

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of a shattered blade) Duration: Instantaneous Description: You summon a surge of force energy that crushes all creatures in a 20-foot radius sphere centered on a point you can see within range. Each creature must make a Strength saving throw or take 3d10 force damage and be knocked prone. On a successful save, they take half damage and remain standing.

Unyielding Force
3

Unyielding Force

Evocation Casting Time: 1 bonus action Range: Self (30 feet) Components: V, S, M (a fragment of an anvil) Duration: Concentration, up to 1 minute Description: You infuse your weapon with unrelenting force, turning every swing into a devastating attack. For the duration, your weapon attacks deal an additional 4d10 force damage and ignore resistances to force damage. Additionally, when you hit with a melee weapon attack, creatures within 5 feet of your target must make a Dexterity saving throw or take half of the force damage dealt.

Mind Rend
5

Mind Rend

Enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Description: You tear with your gaze into the mind of a single creature you can see within range. The target must make an Intelligence saving throw. On a failure, it takes 6d10 psychic damage and is incapacitated until the end of its next turn. On a success, it takes half damage and suffers no additional effects.

Phantom Edge
1

Phantom Edge

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Description: You summon an invisible blade of psychic energy to attack a creature's mind. Choose a creature within range; it must succeed on a Wisdom saving throw or take 2d8 psychic damage and suffer disadvantage on its next attack roll.

Forceful Strike
1

Forceful Strike

Evocation Casting Time: 1 action Range: Melee Weapon Range Components: V, S Duration: Instantaneous Description: You imbue your weapon with concentrated force energy, delivering a mighty strike. On a hit, the attack deals an additional 2d8 force damage and pushes the target 10 feet back. Creatures larger than Large have advantage on their saving throw (Strength DC 14) to resist being pushed back.

 Winter's Wrath
2

Winter's Wrath

Evocation Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a snowflake preserved in glass) Duration: Concentration, up to 1 minute A howling blizzard fills a 30-foot radius centered on a point you choose. Creatures in the area must make a Constitution saving throw at the start of their turns, taking 3d10 cold damage on a failure (half on success) and gaining 1 level of exhaustion. The ground becomes icy, turning it into difficult terrain for the duration.

Chilling Wind Slash
5

Chilling Wind Slash

Evocation Casting Time: 1 action Range: 30 feet (line) Components: V, S, M (a shard of ice) Duration: Instantaneous You slash your weapon, sending forth a blade of freezing wind in a 30-foot line. Creatures in the line must make a Constitution saving throw or take 6d8 cold damage and have their speed reduced to 0 until the end of their next turn. On a successful save, they take half damage and no speed reduction.

Spectral Sting
5

Spectral Sting

Transformation Casting Time: 1 bonus action Range: Self Components: V, S, M (a shard of ice) Duration: Concentration, up to 1 minute You transform your weapon into a spectral blade of frost and force. Your attacks deal 4d10 cold and 2d10 force damage combined in a 30 feet straight line in front of you. The targets are paralyzed until the end of your next turn. The targets must succeed a Dexterity saving throw to suffer only half damage and to not suffer paralysis.

 Bladestorm Barrage
4

Bladestorm Barrage

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S, M (a broken arrow) Duration: Instantaneous You summon a tempest of spectral blades in a 30-foot radius, dealing 5d10 slashing damage to all creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

Wail of the Ronin
4

Wail of the Ronin

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S Duration: Concentration, up to 1 minute A spectral cry echoes, affecting enemies within range. They must succeed on a Wisdom saving throw or take 5d8 psychic damage and have disadvantage on attack rolls for the duration.

 Spirit Shroud
3

Spirit Shroud

Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a piece of silk) Duration: Concentration, up to 10 minutes An ethereal shroud of warrior spirits surrounds you, granting resistance to cold and psychic damage. When you are hit by a melee attack, the attacker takes 4d8 force damage.

Frostbound Aura
3

Frostbound Aura

Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V (Verbal), S (Somatic), M (a piece of ice or a snowflake) Duration: Concentration, up to 10 minutes Swirling mist and icy winds envelop the Samurai, creating an aura of frost and wind that chills enemies and empowers the caster. While the aura is active: All enemies within 30 feet of you take 4d10 cold damage at the start of their turn. Your movement speed increases by 10 feet. You gain a +4 bonus to initiative for the duration of the spell. The ground in the aura’s radius becomes slippery and coated in frost. Enemies treat it as difficult terrain. At Higher Levels: When cast using a spell slot of 6th level or higher, the cold damage increases by 1d10 for each slot level above 5th.

Crescent Slash
3

Crescent Slash

Evocation Casting Time: 1 action Range: 30 feet (cone) Components: V, S, M (a small curved blade) Duration: Instantaneous You unleash a wave of slashing energy in a 30-foot cone, dealing 4d10 slashing damage to creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

Doppelgänger
2

Doppelgänger

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that strikes at a target within range. The illusion deals 3d10 psychic damage and distracts the target, granting advantage to your next attack roll against them.

Coldsteel Wall
2

Coldsteel Wall

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You summon a translucent wall of icy steel, 20 feet wide and 5 feet high. Enemies passing through it take 3d8 cold damage and have disadvantage on attack rolls until the end of their next turn. You and your allies can use the icy wall as cover.

Dual Attack
1

Dual Attack

Evocation Casting Time: 1 bonus action Range: Self Components: V (Verbal), M (a melee weapon) Duration: Concentration, up to 1 round Description: Harnessing their mastery of precision and speed, the Samurai channels their focus into a rapid succession of strikes. Until the end of your turn, when you take the Attack action, you can make two additional melee weapon attacks as part of that action. Both attacks benefit from your normal attack bonuses and can deal additional damage based on your weapon type.

Retreat
1

Retreat

Divination Casting Time: 1 reaction (trigger: being attacked) Range: 30 feet Components: V, S Duration: Instantaneous You foresee your opponent's strike. You gain a +2 bonus to AC against the triggering attack, and if it misses, you may immediately activate a Dash action and move 30 feet without provoking opportunity attacks in the direction of your choice.

Frosted Edge
1

Frosted Edge

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 3 minutes or 3 rounds Your weapon becomes coated in frost, dealing an additional 2d8 cold damage on a hit. Attacks against enemies reduce their movement by 10 feet until the start of your next turn.

One with the Stone
0

One with the Stone

Divination Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 10 Minutes Description: You ground yourself and become attuned to the stone around you. You can lay your hand against stone, earth, sand, ore or crystal and can ask up to 3 questions. The minerals will answer you in form of molding into scriptures, statues or painting like objects. You are free to interpret what they show you. For the duration, you can move through non-magical difficult terrain made out of earth, metal, sand, ores, crystal or stone without penalty. You are able to breath and suffer no restrictions. You can also call stones, boulders or rocks to where you are and let them mold into passable ways, bridges or stairs to move over difficult terrain or smaller rifts or cliffs on the ground.

Molten Surge
4

Molten Surge

Evocation Casting Time: 1 Action Range: Self, 30-foot radius Components: V, S, M (lava rock) Duration: Concentration, up to 1 Minute Description: Release a wave of molten lava in a 30-foot radius, dealing 5d12 fire damage and creating hazardous terrain that restricts movement. All targets in range must succeed a constitution saving throw

Whirling Shadows
5

Whirling Shadows

Evocation Casting Time: 1 Action Range: Self, 30-foot radius Components: V, S Duration: Concentration, up to 1 Minute Description: Create a swirling vortex of shadow, dealing 6d12 necrotic damage to all enemies within 30 feet. Creatures failing a Wisdom save have disadvantage on attacks against you until the spell ends.

Scorching Scream
4

Scorching Scream

Casting Time: 1 Action Range: Self, 30-foot straight line Components: V, S Duration: Instantaneous Description: Release a wave of searing heat with a scream in a straight line before you up to 30 feet, dealing 5d10 fire damage and reducing enemy attack rolls for one turn to all targets in range. They have to succeed a dexterity saving throw so that they only suffer half the damage.

Earthen Pillar
4

Earthen Pillar

Casting Time: 1 Action Range: 30 feet Components: V, S, M (piece of earth) Duration: Instantaneous Description: Raise a stone pillar beneath an enemy, dealing 5d10 bludgeoning damage and knocking them prone on a failed Dexterity save.

Fury of the Oni
4

Fury of the Oni

Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration, up to 5 Minutes Description: Unleash a primal scream, bolstering your strength up to +4 and health. Gain 4d12 temporary hit points and advantage on Strength checks and saves. You also regain up to 4d12 hit points and +10 feet to your movement for the duration.

Ignition
1

Ignition

Evocation Casting Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous Description: Create a spark that ignites flammable materials or deals 2d10 fire damage. This can disrupt concentration when used against spellcasters.

Flickering Flame
0

Flickering Flame

Conjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: up to 1 hour A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

Shadowspear
3

Shadowspear

Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Description: You conjure a spear of pure shadow and hurl it toward a creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 4d8 necrotic damage, and shadows cling to it, reducing its movement speed by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage and suffers no movement penalty. At higher levels, the damage increases by 1d8 for each spell level above 3rd.

Veil of Shadows
3

Veil of Shadows

Transmutation Casting Time: 1 Action Range: Self Components: V, S Duration: Concentration, up to 1 minute Description: You envelop yourself in swirling shadows that obscure your form and dampen incoming attacks. For the duration, you gain resistance to necrotic damage and any non-magical weapon damage (piercing, slashing and bludgeoning). Additionally, attackers have disadvantage on attack rolls against you. Each time an attacker misses due to this effect, they take 1d8 necrotic damage as the shadows retaliate. The damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8).

Crushing Blows
3

Crushing Blows

Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 3 Minutes or 3 Rounds Description: Enchant your weapon to deliver devastating blows, increasing damage by 4d12 bludgeoning damage and giving a chance to shatter low-tier armor on each hit.

Emberlash Maelstrom
3

Emberlash Maelstrom

Evocation Casting Time: 1 Action Range: Self, 15-foot radius Components: V, S, M (hot coals) Duration: Concentration, up to 1 Minute Description: Create a swirling firestorm around yourself. Enemies that enter or start their turn within the area take 4d8 fire damage + 1d8 force damage. They have to succeed a constitution saving throw to only suffer half the damage.

Quake Step
2

Quake Step

Evocation Casting Time: 1 Action Range: Self, 15 feet around Components: V, S, M (rock) Duration: Instantaneous Description: Stomp the ground, causing it to shake. Enemies within 15 feet must succeed on a Dexterity saving throw or be knocked prone and suffer 3d12 bludgeoning damage + 1d8 Force Damage.

Vampiric Strike
2

Vampiric Strike

Casting Time: 1 Action Range: Self, up to 15 feet in a cone in front of you Components: V, S, M (weapon) Duration: 1 Turn Description: Envelop your weapon in shadow energy for a single strike, dealing an additional 3d12 necrotic damage against up to 4 targets in range. If the target fails a Constitution save, their vision is reduced until the end of their next turn. Half the damage your targets suffer you regain back as hit points. You will heal yourself.

Flame Resurgence
0

Flame Resurgence

Abjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous Description: You harness a flickering internal flame, focusing it to cauterize minor wounds and rejuvenate your spirit. When you cast this cantrip, you regain 2d12+4 hit point as the soothing warmth mends small injuries and alleviates fatigue.

Infernal Retaliation
1

Infernal Retaliation

Evocation Casting Time: 1 Reaction (which you take in response to being damaged by a creature within 30 feet of you that you can see) Range: 30 feet Components: V, S Duration: Instantaneous Description: As you endure the blow, you respond with a fierce, fiery reprisal. The attacking creature must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a successful one. The damage increases by 1d8 at 5th, 11th, and 17th levels.

Hellfire Comet
2

Hellfire Comet

Evocation Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Description: You conjure a flaming stone that streaks from above, impacting a point within range. Each creature in a 20-foot radius of that point must succeed on a Dexterity saving throw or take 1d8 fire damage and 1d8 bludgeoning damage as the ground shatters. The damage increases by 1d8 (fire) and 1d8 (bludgeoning) at 5th, 11th, and 17th levels.

Geomancy
0

Geomancy

Diviniation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous Description: By focusing on a gemstone, ore, crystal, or fossil you touch, you gain insight into its composition, origin, and potential uses. You instantly learn if it holds any magical properties, its rarity, and its approximate market value. Additionally, you gain advantage on the next Intelligence (Nature) or Intelligence (History) check related to similar materials you encounter within the next hour.

Stone Skin
0

Stone Skin

Transmutation Casting Time: 1 Bonus Action Range: Self Components: S Duration: 1 Minute or 3 rounds Harden your skin to stone, giving you a +6 bonus to AC until the cantrip ends. This effect provides no bonus if you’re using a shield. You can also touch an ally and they get the Stone Skin effect instead of you for the duration.

Fire Bolt
0

Fire Bolt

Evocation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: Instant You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Targets must suceed a Constitution saving throw to only suffer half the damage.

Flare of Fury
2

Flare of Fury

Abjuration Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 2 Minutes Description: Emit an aura of heat that bolsters your strength +4, constitution +4 and grants advantage on Intimidation checks. Allies within 30 feet gain a +4 to their attack rolls and +5 feet to their movement speed.

Shadowhaul
1

Shadowhaul

Transmutation Casting Time: 1 Action Range: Self Components: V, S, M (a small piece of dark cloth) Duration: Instantaneous Description: You weave shadowy energy around your weapon, enhancing your next melee attack. Make a melee weapon attack. On a hit, the target takes the normal weapon damage plus an additional 1d12 necrotic damage as the shadows sap their vitality. The target must also succeed on a Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken until it completes a long rest. This spell's necrotic damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Danger Sense
0

Danger Sense

Divination Casting Time: 1 Reaction (which you take when you would make a Dexterity saving throw against a trap or effect you can see) Range: Self (60 feet radius around yourself) Components: V, S Duration: Instantaneous Description: Your senses heighten, allowing you to detect imminent threats with a supernatural instinct. You are able to recognize changes in the environement that would normally not be there or were changed recently. When you cast this cantrip, you gain advantage on Wisdom based rolls and +4 on upcoming Intelligence (Nature) checks.

Shadow Guard
2

Shadow Guard

Abjuration Cast Time: Reaction (when you are hit by an attack) Range: Self (30 feet radius) Components: S, M (a smoke pellet) Duration: 1 round You quickly toss a smoke pellet, creating a veil of shadows that deflects an incoming attack. The Ninja gains a +4 bonus to AC, including against the triggering attack, until the start of their next turn. You can teleport to a secure free place 30 feet around you while you are in the shadows. You do not trigger any opportunity attacks when you move. The shadows dissipate after 1 round.

Ember Strike
0

Ember Strike

Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 3 Minutes or 3 rounds Description: Ignite your weapon with flickering flames. For the spell's duration, attacks deal an additional 1d8 fire damage and ignite flammable objects.

Emberguard
0

Emberguard

Abjuration Casting Time: 1 Reaction (which you can activate when you are hit by a melee or magical attack) Range: Self Components: V, S Duration: 1 Round Description: When struck, you summon a protective aura of flickering embers that enshroud you. For the following 3 rounds, the attacker and any creature that strikes you with a melee or magical attack takes 1d12 fire damage as the embers lash out in defense. The damage increases by 1d6 at 5th, 11th, and 17th levels.

Earthshaker
1

Earthshaker

Type: Evocation Cast Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous Description: Slamming their weapon into the ground, the Oniro sends a shockwave in a 15-foot line extending from themselves. Each creature in this line must succeed on a Dexterity saving throw or take 2d12 + Strength modifier bludgeoning damage and fall prone. At higher levels, the Oniro can target an additional 5 feet of line length (20 feet at 5th level, 25 feet at 11th level, and 30 feet at 17th level).

Oni’s Dominion
0

Oni’s Dominion

Casting Time: 1 Action Range: 20-foot radius centered on self Components: V, S Duration: 1 Round Description: You emanate a foreboding aura that disrupts the resolve of enemies within range. Each creature within 20 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls against you until the end of its next turn. Allies within this range gain a +4 bonus to their next attack roll.

Shadowvines
0

Shadowvines

Conjuration Casting Time: 1 Bonus Action Range: 30 feet Components: S Duration: 2 Rounds Description: Shadowvines reach up and try to hold a creature you can see within range. The creature must succeed on a Dexterity saving throw or have its movement speed reduced by 10 feet until the end of its next turn. The target also suffers 1d8 necrotic damage.

Eruption
3

Eruption

Casting Time: 1 Action Range: Self, 30-foot cone Components: V, S, M (heated rock) Duration: Instantaneous Description: Slam your weapon into the ground, releasing a fiery wave. Enemies in a 30-foot cone take 4d8 fire damage+ 1d10 force damage on a failed Dexterity save or half as much on a success.

Seismic Strike
5

Seismic Strike

Type: Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (heavy or two-handed weapon) Duration: Instantaneous Description: The Oniro strikes the ground with unyielding force, creating a seismic shockwave that erupts in a 30-foot radius centered on a point within 30 feet. All creatures in this radius must make a Constitution saving throw or take 6d12 + Strength modifier bludgeoning damage and be knocked prone. A successful save halves the damage and prevents being knocked prone.

 Death Spiral
5

Death Spiral

Type: Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (heavy or two-handed weapon) Duration: Instantaneous Description: The Oniro becomes a cyclone of death, striking at all enemies within a 30-foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, creatures take 6d12 + Strength modifier slashing damage and are pulled 5 feet closer to the Oniro. On a success, they take half damage and are not pulled.

 Stonebreaker
4

Stonebreaker

Type: Evocation Cast Time: 1 action Range: 20-foot radius Components: V, S, M (weapon) Duration: Instantaneous Description: The Oniro brings down their weapon with such force that the ground cracks in a 20-foot radius, sending shards of stone into the air. All creatures within this radius must make a Dexterity saving throw or take 5d12 + Strength modifier bludgeoning damage and be stunned until the end of their next turn. A successful save halves the damage and negates the stun.

Crimson Arc
4

Crimson Arc

Type: Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (weapon) Duration: Instantaneous Description: The Oniro sweeps their weapon in a massive arc, releasing a slashing wave that travels 30 feet in a wide arc before dissipating. All creatures in a 30-foot arc must succeed on a Dexterity saving throw or take 5d12 + Strength modifier fire damage. If a creature is below half health, they take an additional 1d12 slashing damage.

Pulverizing Blow
2

Pulverizing Blow

Type: Evocation Cast Time: 1 action Range: 15 feet (line) Components: V, S, M (heavy weapon) Duration: Instantaneous Description: The Oniro channels all their power into a single, devastating blow, creating a shockwave in a 15-foot line that crashes through enemies. All creatures in the line must make a Constitution saving throw. On a failed save, creatures take 3d12 + Strength modifier bludgeoning damage and are pushed back 10 feet. On a successful save, they take half damage and are not pushed back.

Blade Cyclone
3

Blade Cyclone

Type: Evocation Cast Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous Description: The Oniro spins with fierce intensity, becoming a whirling force of steel and fury. Each creature within a 15-foot radius must make a Dexterity saving throw. On a failed save, creatures take 4d12 + Strength modifier slashing damage, or half as much on a successful save. The user has advantage on attacks of opportunity until the start of their next turn.

Whirlwind Strike
1

Whirlwind Strike

Type: Evocation Cast Time: 1 Action Range: Self (15-foot radius) Components: V, S (verbal, somatic) Duration: Instantaneous Description: The Oniro unleashes a powerful circular swing, attacking all enemies within a 15-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 2d10 + Strength modifier slashing damage, or half as much on a successful save. The spell’s damage increases by 1d10 at levels 5, 11, and 17.

Inferno Form
5

Inferno Form

Casting Time: 1 Bonus Action Range: Self Components: V, S, M (ember) Duration: Concentration, up to 10 Minutes Description: Surround yourself in flames, gaining resistance to all magical attacks and dealing 6d12 fire damage to any creature that hits you. You also emit bright light in a 60-foot radius and dim light for another 20 feet. If you are receiving fire or necrotic damage while in this form, the damage gets completely neutralized. Your are immune to fire and necrotic damage until the form ends.

Tremor Sense
0

Tremor Sense

Divination Casting Time: 1 Bonus Action Range: Self (120 feet radius) Components: S Duration: Concentration, up to 1 Minute Description: You gain tremorsense out to 120 feet until the cantrip ends, allowing you to detect creatures and objects in contact with the ground within range. You can also hear muffled conversations between people 60 feet ahead of you for the duration.

Vicious Mockery
0

Vicious Mockery

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d10 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Chain of Deals
1

Chain of Deals

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a gold ring) Duration: Concentration, up to 1 minute Effect: Compel two creatures to view each other as allies for the duration.

Earthen Armor
1

Earthen Armor

Abjuration Cast Time: 1 action Range: Self Components: V, S, M (a shard of clay) Duration: Concentration, up to 10 minutes Effect: You cover yourself in a protective layer of hardened clay, granting you +2 AC for the duration. If you take fire damage, the armor hardens further, increasing your AC by an additional +2 until the start of your next turn. The armor crumbles when the spell ends.

Bankruptcy Curse
2

Bankruptcy Curse

Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a handful of ashes and a copper coin) Duration: Concentration, up to 10 minutes Effect: You lay a curse on a creature within range, symbolizing financial ruin and despair. At the start of each of the target’s turns, they take 3d8 necrotic damage as the curse steadily erodes their lifeforce and they gradually loose their currency from the inventory (halfing the sum on each turn). While cursed, the creature has disadvantage on all saving throws to resist effects that cause damage or would inflict a condition (such as being frightened, paralyzed, or stunned). Additionally, the cursed creature has disadvantage on ability checks and saving throws using Wisdom, representing a weakened resolve and diminished judgment under the spell’s influence. At the end of each of its turns, the creature can attempt another Wisdom saving throw. On a successful save, the curse ends early, freeing the creature from the debilitating effects.

Coin Flick
0

Coin Flick

Conjuration Casting Time: 1 Bonus Action Range: 30 feet Components: V, S, M (a coin) Duration: Instantaneous You flick a coin at a target, dealing 1d8 bludgeoning damage. If the coin strikes metal or stone, it makes a loud noise, potentially distracting nearby creatures.

Appraise
0

Appraise

Divination Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You assess the value, composition, and hidden details of an item. Useful for trade decisions or identifying flaws.

Coin Barrier
0

Coin Barrier

Abjuration Casting Time: 1 Reaction (when you are hit by an attack) Range: Self Components: V, S, M (a handful of coins) Duration: Instantaneous You toss coins into the air, granting +4 AC against one attack. The coins scatter afterward, disorienting nearby enemies.

Tengu’s Breath
0

Tengu’s Breath

Evocation Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous, 1 minute You create a short gust of wind, pushing small objects 15 feet away from you or dousing flames. Can scatter papers or create a small distraction for 1 minute. Enemies hit by the gust of wind suffer 1d8 force damage.

Fortune’s Favor
0

Fortune’s Favor

Divination Casting Time: 1 Bonus Action Range: Self Components: V, S, M (a coin) Duration: 1 minute You flip a coin imbued with luck, granting you advantage on your next ability check or saving throw.

Kamidana Blessing
0

Kamidana Blessing

Transmutation Casting Time: 1 Action Range: Touch Components: V, S, M (a small shrine charm) Duration: Instantaneous You bless an object or food, cleansing it of impurities or decay, ensuring its quality. Can delay spoilage or remove rot.

Coin Shot
0

Coin Shot

Conjuration Casting Time: 1 Bonus Action Range: 60 feet Components: V, S, M (a coin) Duration: Instantaneous You hurl a coin imbued with magical force, causing it to ricochet and hit up to 3 enemies. Deals 1d8 force damage and can bounce off surfaces to hit additional targets or create distractions.

Trade Secret
0

Trade Secret

Divination Casting Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You magically gain insight into an ally's needs during combat or trade. You can grant an ally advantage on one ability check or saving throw. Alternatively, you can provide them with a brief suggestion on how to approach a trade negotiation more effectively, gaining advantage on their next Persuasion or Insight check.

Quick Stitch
0

Quick Stitch

Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S, M (a needle and thread) Duration: Instantaneous With a wave of your hand, you can magically stitch together torn fabric or wounds. This cantrip can heal 2d12 + your spellmodifier hit points of damage by rapidly stitching small cuts or stabilize an unconscious ally without needing to make a roll.

Needle Prick
0

Needle Prick

Conjuration Casting Time: 1 Action Range: 30 feet Components: V, S, M (a needle) Duration: Instantaneous You conjure a spectral needle that pricks a target, dealing 1d10 piercing damage. If the target is wearing fabric or light armor, the needle can unravel a small portion, reducing their AC by 1 until they repair the damage.

Bargainer's Charm
0

Bargainer's Charm

Enchantment Casting Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: 10 minutes You imbue your words with charm, granting you advantage on Persuasion or Deception checks for bartering or negotiating. The spell can subtly influence the attitudes of one creature toward you, as long as your requests seem reasonable.+4 to all Charisma based ability checks for the duration.

Hammerfall
3

Hammerfall

Type: Evocation Cast Time: 1 action Range: 15 feet Components: V, S Duration: Instantaneous Description: Channeling raw strength into their weapon, the Oniro smashes downwards, creating a shockwave that travels in a 15-foot cone. All creatures in the area must make a Strength saving throw. On a failed save, creatures take 4d10 + Strength modifier bludgeoning damage and are knocked back 10 feet. On a success, they take half damage and are not moved.

Shatter Pot
2

Shatter Pot

Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a small clay pot) Duration: Instantaneous Effect: You hurl a clay pot that shatters on impact, creating an explosive blast in a 15-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, they take 3d8 bludgeoning damage as shards of pottery cut into them. On a successful save, they take half damage.

Whirling Shroud
3

Whirling Shroud

Conjuration Cast Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a spool of thread) Duration: Concentration, up to 1 minute Effect: Summon a swirling shroud of cloth that lashes out at any creature within a 15-foot radius. Enemies in the area at the start of their turn or who enter it must make a Dexterity saving throw, taking 4d8 slashing damage on a failure, or half on a success. Allies in the area are shielded by the cloth, gaining half cover and a +2 bonus to AC.

Grand Alchemical Bomb
5

Grand Alchemical Bomb

Type: Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (alchemical ingredients worth at least 50 gold) Duration: Instantaneous Effect: Create and hurl a massive alchemical bomb that explodes in a 20-foot radius. Creatures in the area take 6d10 acid damage on a failed Dexterity saving throw, or half as much on a success. The area remains acidic, dealing 2d8 acid damage to any creature that enters or ends its turn there for 1 minute.

Acid Veil
4

Acid Veil

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 10 minutes Effect: Shroud yourself in a mist of acid which is not harmful to you. Anyone within melee range takes 5d10 acid damage each turn. If you are attacked with acid based magic, you neutralize the damage and suffer no injuries or negative status effects.

Phantom Broker
1

Phantom Broker

Illusion Cast Time: 1 action Range: 60 feet Components: V, S, M (a small ledger) Duration: Concentration, up to 1 hour Effect: Create an illusory copy of yourself to interact with people and objects. The copy can’t deal damage but can distract and negotiate.

Explosive Charge
4

Explosive Charge

Evocation Cast Time: 1 bonus action Range: 60 feet Components: V, S, M (an explosive charge) Duration: Instantaneous Effect: Detonate a placed charge, dealing 5d8 fire damage to creatures within 60 feet. Creatures in the area must succeed on a Intelligence saving throw to take half damage.

Summon Flying Carpet
5

Summon Flying Carpet

Conjuration Cast Time: 1 minute Range: 10 feet Components: V, S, M (a piece of fine carpet worth at least 500 gold) Duration: 12 hours Effect: You summon a magnificent, enchanted flying carpet that can carry up to six large creatures (including yourself) or an equivalent amount of weight. The carpet hovers in the air at your command and has a flight speed of 80 feet, with the agility and fluidity of a dragon, allowing it to make sharp turns, dives, and rapid ascents. The carpet can hover in place and is resistant to being knocked prone or disrupted by strong winds. The summoned carpet follows your mental commands and can ascend to any height, though it cannot pass through magical barriers. While you or another rider is in physical contact with it, you can use a bonus action to adjust its altitude, direction, or speed. Once summoned, the carpet remains with you for 12 hours, after which it dissipates, leaving any passengers gently on the ground.

Earthen Rejuvenation
3

Earthen Rejuvenation

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (powdered clay and water) Duration: 10 minutes Effect: You create a rejuvenating mud bath in a 20-foot radius centered on a point within range. Allies who spend at least 1 minute submerged regain 4d10 + your spellcasting modifier hit points and have disadvantage removed from any one physical condition they suffer (such as exhaustion, paralysis, or poison). The mud hardens and crumbles when the spell ends.

Rewrite Memories
4

Rewrite Memories

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a vial of ink and a small notebook) Duration: Concentration, up to 10 minutes You reach into the mind of a creature you can see within range and subtly alter its memories. The target must make a Wisdom saving throw. On a failed save, you gain access to its memories from the past 24 hours, and for the spell's duration, you can reshape up to 10 minutes of those memories to your design. You can erase, replace, or modify details, causing the creature to remember events in a way that aligns with your intentions. You could make them believe they were somewhere else, saw something different, or had a conversation that never happened. These changes last indefinitely, but if the memory is questioned or triggered, the creature may attempt an Intelligence saving throw to recognize inconsistencies or hints of alteration.

Fleeting Vitality
2

Fleeting Vitality

Transmutation Cast Time: 1 bonus action Range: Self Components: V, S, M (a pinch of ginseng or other energizing herb) Duration: 3 minutes or 3 rounds Effect: You consume a revitalizing herb mixture that grants you a burst of energy. For the spell’s duration, you gain an extra 10 feet of movement on your turns and have advantage on saving throws against sleep, paralysis and fear. You also regain 6 used up spell slots.

Splintering Strike
4

Splintering Strike

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a carpenter’s hammer and a small piece of wood) Duration: Instantaneous Effect: Channel your power through a carpenter’s hammer, causing a piece of wood to explode into a burst of dangerous splinters. All creatures in a 30-foot cone must make a Dexterity saving throw. On a failure, they take 5d8 piercing damage and are knocked back 10 feet. On a success, they take half damage and are not pushed back.

Essence Transfer
3

Essence Transfer

Necromancy Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of fresh blood and a medicinal root) Duration: Instantaneous Effect: You draw on the life force of an ally or yourself, transferring it to another creature within range. The donor creature loses 2d8 hit points, and another creature of your choice within range regains an equivalent amount of hit points. This spell cannot bring a creature above their hit point maximum.

Nailstorm
2

Nailstorm

Evocation Cast Time: 1 action Range: 30 feet Components: V, S, M (a handful of iron nails and a carpenter’s tool such as a hammer or saw) Duration: Instantaneous Effect: You conjure a swirling storm of sharp iron nails in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d8 piercing damage as the nails cut into them; on a successful save, they take half damage. The nails disappear after the spell’s effect, leaving no trace.

Mason’s Might
2

Mason’s Might

Transmutation Cast Time: 1 action Range: Self Components: V, S, M (a small stone and a mason’s chisel) Duration: 10 minutes Effect: This spell grants you enhanced strength and precision with stone and heavy materials. For the duration, you gain advantage on all Strength checks and saving throws related to stone or earth, and attacks made with a hammer deal an additional 3d8 bludgeoning damage. Additionally, you gain the ability to shape non-magical stone within a 15-foot radius, allowing you to repair or damage stone objects or create midsized or large openings in walls.

Kiln's Embrace
4

Kiln's Embrace

Necromancy Cast Time: 1 action Range: Touch Components: V, S, M (a shard from a kiln) Duration: Concentration, up to 1 minute Effect: You touch a creature, heating their body from within like clay in a kiln. They must make a Constitution saving throw. On a failed save, they take 5d8 fire damage initially and 2d8 fire damage at the start of each of their turns as they “bake” internally. On a successful save, they take half the initial damage and avoid the ongoing effect.

Timber Trap
4

Timber Trap

Conjuration Cast Time: 1 minute Range: 60 feet Components: V, S, M (a wooden peg) Duration: Until triggered or 1 hour Effect: You create a magical wooden trap in a 10-foot-square area on the ground within range. When a creature steps into the area, sharp wooden spikes spring up, dealing 5d8 piercing damage and stopping the creature’s movement for that turn. The trap remains for the duration or until triggered. You can also choose to disarm the trap without triggering it.

Workshop Warp
2

Workshop Warp

Conjuration Cast Time: 1 action Range: 300 feet Components: V, S, M (a miniature model of a door made from wood) Duration: Instantaneous Effect: You and one willing creature within 30 feet teleport to an unoccupied location within range that you can see, visualizing the destination as if it were through a doorway. This spell creates a temporary, shimmering doorframe that remains for 1 round after casting, allowing other allies within 30 feet to follow through. The frame vanishes once you’re through, and you cannot teleport through solid objects or walls. Upon arrival, you and the creature with you are briefly surrounded by a faint, protective wooden bark, granting each of you resistance to all physical damage (bludgeoning, slashing, piercing damage) for 2 rounds.

Snaring Threads
1

Snaring Threads

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a strand of silk) Duration: Concentration, up to 1 minute Effect: Summon strands of enchanted cloth that attempt to ensnare a creature within range. The target also suffers 2d8 psychic damage. The target must succeed on a Strength saving throw or become restrained. While restrained, they can use an action to make a Strength check against your spell save DC to break free.

Soothing Balm
1

Soothing Balm

Abjuration Cast Time: 1 action Range: Touch Components: V, S, M (a pinch of healing herbs) Duration: 1 hour Effect: You apply a herbal balm to a creature you touch, granting them 3d8 + your spellcasting modifier in temporary hit points. Additionally, the balm reduces any minor pain or discomfort, granting the creature advantage on saving throws against being frightened for the duration. It also neutralizes burns on the skin or frost effects on the body.

Timber Strike
1

Timber Strike

Evocation Cast Time: 1 bonus action Range: 30 feet Components: V, S, M (a splinter of wood) Duration: Instantaneous Effect: You throw a magical wooden shard at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d8 piercing damage and is momentarily rooted in place. Their speed is reduced by 10 feet until the end of their next turn.

Toxic Spores
1

Toxic Spores

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a dried mushroom cap) Duration: Concentration, up to 1 minute Effect: You release a cloud of toxic spores in a 15-foot radius around a point you choose within range. Each creature within the area must make a Constitution saving throw. On a failed save, they take 2d8 poison damage and are poisoned until the start of their next turn. On a successful save, they take half damage and are not poisoned.

Splinter Barrage
2

Splinter Barrage

Conjuration Cast Time: 1 action Range: 15-foot cone Components: V, S, M (a handful of sawdust) Duration: Instantaneous Effect: You conjure a burst of sharp wooden splinters in a 15-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 3d10 piercing damage and have disadvantage on attack rolls until the end of their next turn due to the splinters lodged in them. On a successful save, they take half damage and are not affected by the disadvantage.

Mason’s Quake
3

Mason’s Quake

Transmutation Cast Time: 1 action Range: 30 feet Components: V, S, M (a mason’s hammer and a rock fragment) Duration: Instantaneous Effect: Strike the ground with a mason’s hammer, creating a seismic shockwave that cracks the earth in a 30-foot radius around a point you choose within range. All creatures in the area must make a Dexterity saving throw, taking 4d8 bludgeoning damage on a failure, or half as much on a success. Additionally, the ground in the area becomes difficult terrain for 1 minute as jagged rock fragments protrude from the surface.

Merchant's Pavilion
3

Merchant's Pavilion

Conjuration (ritual) Cast Time: 1 minute Range: 80 feet Components: V, S, M (a handful of coins and a piece of cloth) Duration: 8 hours Effect: You summon a sturdy pavilion-like structure at the point you cast the spell, providing a spacious interior of 80 feet in diameter. The structure is decorated with merchant-themed comforts such as seating, low tables, and small displays for showcasing wares or resting. The pavilion has an ambient warmth and soft lighting, is impervious to outside weather, and can comfortably shelter up to 6 creatures, blocking out creatures and spells from outside. While inside, all inhabitants have advantage on Constitution saving throws against exhaustion due to weather and benefit from a soothing aura, regaining 1d4 hit points per hour spent resting.

Raining Fabrics
3

Raining Fabrics

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small piece of cloth) Duration: Concentration, up to 1 minute Effect: Send a wave of animated fabric toward up to three creatures within range. Each target must make a Dexterity saving throw. On a failure, they are enveloped in restrictive fabric, becoming blinded and feared. They also suffer 4d8 Force damage. Restrained creatures can use their action to make a Strength check against your spell save DC to free themselves.

Barrier of Wealth
5

Barrier of Wealth

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a gemstone worth at least 50 gold) Duration: Concentration, up to 10 minutes Effect: Summon a shimmering barrier of coins and gems that rotates around you. Creatures in melee range that attack you must succeed on a Dexterity saving throw or take 6d8 slashing damage. Allies within the radius gain a +2 bonus to their AC.

Two Faced
2

Two Faced

Illusion Cast Time: 1 action Range: Self Components: V, S, M (a fine piece of cloth or thread) Duration: 1 hour Effect: Shroud yourself in an illusory cloak that changes your appearance to that of another person, including clothing and basic accessories. Your height and body shape can be altered within a reasonable range, though the illusion fails under physical inspection. Creatures may attempt an Intelligence (Investigation) check against your spell save DC to see through the disguise.

Verdant Growth
3

Verdant Growth

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a sprig of fresh mint or another green herb) Duration: Concentration, up to 1 minute Effect: You cause plants in a 30-foot square within range to grow rapidly, providing cover and slowing down enemies. Any creature in the area must make a Strength saving throw or have their speed reduced by half for the duration. They suffer 4d10 piercing damage. Allies within the area gain partial cover (+2 AC) from the thick foliage, and if they start their turn within it, they regain 3d12 hit points and +5 on their movement speed.

Hammer Toss
0

Hammer Toss

Conjuration Casting Time: 1 Action Range: 60 feet Components: V, S, M (a small hammer) Duration: Instantaneous You conjure a spectral hammer and hurl it toward a target, dealing 1d10 radiant damage. The hammer strikes with surprising force, knocking the target back 5 feet if they fail a Strength saving throw.

Merchant’s Gambit
5

Merchant’s Gambit

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S, M (a silver die or game piece) Duration: 1 minute Effect: Enchant a creature to become extremely risk-prone. The target suffers 6d8 psychic damage. On their turn, they must make a Wisdom saving throw. On a failure, they are compelled to act in a reckless manner, granting advantage on all attacks against them for the duration.

Sanctuary Atelier
5

Sanctuary Atelier

Conjuration Cast Time: 10 minutes Range: Self Components: V, S, M (a small model of a room and a piece of fine silk) Duration: 24 hours Effect: You create an extradimensional workshop, an atelier designed to your specifications, accessible by a shimmering portal that only you and up to 8 willing creatures you designate can enter. The interior spans up to 500 feet in diameter, with multiple chambers that you can design at will, including crafting spaces, rest areas, and storage rooms. Within the atelier, you can summon basic crafting tools, repair items, and even create small comforts (food and drink, bedding, etc.), as long as they remain within the space. The atelier’s design can be modified once per casting, allowing you to adjust the layout or decor. The space is secure from outside influence, scrying, and teleportation. When the spell ends, all creatures and objects within are gently deposited back at the portal’s location.

Golden Tempest
5

Golden Tempest

Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a handful of gold coins) Duration: Instantaneous Hurl enchanted coins in a whirlwind around you, dealing 6d12 force damage to creatures in range. Targets that fail a Dexterity saving throw are also blinded until the start of your next turn. Allies in your range do not suffer any damage. They will regain 6d12 lost hit points back and +8 on their Weapon Attack for the next 3 rounds (or 3 minutes).

Message
0

Message

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Prestidigitation
0

Prestidigitation

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. - You instantaneously light or snuff out a candle, a torch, or a small campfire. - You instantaneously clean or soil an object - You chill, warm, or flavor nonliving material for 1 hour. - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Repair
0

Repair

Transmutation Casting Time: 1 Bonus Action Range: Touch Components: V, S Duration: Instantaneous You instantly repair tears or holes in cloth, leather, or armor. Also repairs broken objects like pottery and tools or weapons. Does not restore lost durability but prevents further damage.

Wall Walk
0

Wall Walk

Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes, concentration You channel spritual energy into your feet, allowing you to defy gravity and walk on walls and ceilings. For the spell's duration, you can move across vertical and inverted surfaces as if they were the ground. Your speed remains unaffected. If concentration breaks, you immediately fall from any height unless supported by another surface.

Soul Reaver
5

Soul Reaver

Necromancy Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You target a creature's soul directly. The target must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage, and if reduced to 0 hit points, their soul is absorbed into your weapon or body, granting you temporary hit points equal to half the damage dealt. On a successful save, they take half damage and no soul absorption occurs.

Acid Rain
5

Acid Rain

Conjuration Cast Time: 1 Action Range: 150 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 1 minute A corrosive storm forms over a 20-foot-radius area. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 6d10 acid damage and suffer a -6 penalty to AC for the duration. On a success, they take half as much damage and no penalty.

Toxic Deluge
5

Toxic Deluge

Conjuration Cast Time: 1 Action Range: 60 feet radius Components: V, S, M (a drop of venom) Duration: Concentration, up to 1 minute You summon a rain of poison in a 30-foot radius centered on a point within range. Creatures in the area must make a Constitution saving throw at the start of each of their turns or take 6d10 poison damage and be poisoned. On a success, they take half damage and are not poisoned.

Death’s Embrace
5

Death’s Embrace

Transformation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 round You teleport to a shadow within range, and upon arrival, necrotic energy bursts from you in a 15-foot radius. Each creature in that area takes 6d10 necrotic damage and must make a Constitution saving throw or be frightened of you until the end of your next turn.

Acidic Dart
0

Acidic Dart

Evocation Cast Time: 1 Bonus Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a dart of acid and hurl it at a creature within range. On a hit, the target takes 1d8 acid damage, and if they are wearing non-magical armor, it is corroded and gives a -1 penalty to their AC until repaired. Damage increases by 1d6 at higher levels (5th, 11th, 17th).

Poison's Sting
0

Poison's Sting

Evocation Cast Time: Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous You hurl a poison needle at a target, dealing 1d8 poison damage. The target must make a Constitution saving throw. On a failed save, they also have disadvantage on their next attack roll and are poisoned for the next 3 rounds. Damage increases by 1d8 at higher levels (5th, 11th, 17th).

Shuriken Strike
0

Shuriken Strike

Evocation Cast Time: Action Range: 30 feet Components: S, M (a shuriken or small blade) Duration: Instant You throw a spectral shuriken at a target. The target must make a Dexterity saving throw or take 1d8 force damage + 1d8 piercing damage. The shuriken vanishes after the strike.

Mind Shroud
3

Mind Shroud

Abjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: 1 hour You shield your mind and those of your allies in a 60-foot radius around you from magical detection and telepathy, making all immune to mind-reading and divination spells for the duration.

Vanish
0

Vanish

Transmutation Cast Time: Reaction Range: Self Components: V, M (a small puff of smoke) Duration: Instant, concentration, for up to 1 hour You can disappear from sight when attacked. After being targeted by an attack, you can use this cantrip to impose disadvantage on the attack roll by vanishing in a puff of smoke. You can not be sen for the duration. The effect may stop when you attack someone or when they are able to detect you through magical means.

Caltrops
0

Caltrops

Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S, M (a handful of small spikes) Duration: 1 minute You scatter spectral caltrops in a 30-foot area. Creatures moving through this area must succeed on a Dexterity saving throw or take 1d8 piercing damage and have their movement speed halved for 1 round.

Silent Aura
4

Silent Aura

Illusion Cast Time: 1 Bonus Action Range: Self (60-foot radius) Components: S Duration: Concentration, up to 1 hour You muffle your movement and the movement of your allies in a 60 foot-radius and create a silent aura. Everyone in your aura will vanish, including yourself and cannot be seen as long as you do not break out of your concentration. You all make no noise while moving, and attacks made while hidden remain silent. This effect ends if you cast another spell or take damage. You can not be dectected by magic and other surveilence methods.

Shadow Clones
4

Shadow Clones

Illusion Cast Time: 1 Action Range: Self Components: S, M (a small mirror) Duration: 10 minutes You create three additional illusory clones of yourself. These clones mimic the your actions but are intangible and vanish if struck. Enemies must make a Intelligence saving throw to discern you from the clones. Your clones will attack up to 3 targets in a 60-foot radius at the same time, striking them with 3d8 Slashing damage + 2d8 psychic damage.

Acid Blade
1

Acid Blade

Transmutation Cast Time: Bonus Action Range: Self Components: V, M (a drop of venom) Duration: 1 minute You coat your weapon with special acid, causing the next melee attack to deal an additional 2d8 acid damage.

Shadow Bind
0

Shadow Bind

Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S Duration: 3 rounds You manipulate shadows to briefly entangle a target's feet. The target suffers 1d8 necrotic damage. The target must succeed on a Wisdom saving throw or be restrained for 3 rounds and suffer at least half of the damage.

Ethereal Shuriken
4

Ethereal Shuriken

Conjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S, M (a small blade) Duration: 10 minutes You summon an ethereal oversized shuriken which you can throw at a group of up to 6 enemies. On hit it will dish out 3d8 slashing damage + 2d8 lightning damage. Your targets need to succeed on a Dexterity saving throw to only suffer half the damage. The weapon counts as magical for overcoming resistances. The weapon vanishes when dismissed or after 10 minutes.

Smoke Bomb
1

Smoke Bomb

Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a pinch of dust) Duration: 1 minute You conjure a 30-foot-radius cloud of smoke that obscures vision. Creatures inside are heavily obscured, and the smoke disperses after 1 minute or with a strong wind. You can target up to 3 enemoies. They suffer 2d8 force damage. Targets have to suceed a Constitution saving throw to suffer only half the damage.

Arcane Restoration
8

Arcane Restoration

Evocation Cast Time: 1 action Range: Self Components: V, S Duration: Instantaneous Once per day or once per long rest, you can call upon the flow of arcane energy to restore up to all levels of expended spell slots. You can distribute the restored spell levels across any combination of slots (e.g., 2 level 5 slots, 1 level 8 slot and 1 level 2 slot, etc.). This does not affect cantrips.

Hexbreaker
5

Hexbreaker

Abjuration Cast Time: 1 reaction (when affected by a hex or curse) Range: 60 feet Components: V, S Duration: Instantaneous When you are the target of a hex, curse, or debilitating magical effect, you can react to shatter the binding magic. The effect is immediately dispelled, and you may choose to reverse the hex, causing the original caster to suffer the same effect if they fail a Charisma saving throw.

Gravity Field
9

Gravity Field

Evocation Cast Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute You create an intense gravity field in a 30-foot radius. Each creature in the area must make a Strength saving throw or take 9d8 force damage and be restrained for the duration. Each turn, restrained creatures can repeat the saving throw.

Whispering Shadows
1

Whispering Shadows

Enchantment Cast Time: 1 Action Range: 60 feet Components: V Duration: 1 minute You send a disorienting whisper through the shadows. A target creature must succeed on a Wisdom saving throw or become frightened of the Ninja for the duration. The creature can repeat the saving throw at the end of each of its turns. The target will suffer 2d8 psychic damage.

Death Mark
2

Death Mark

Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of ink) Duration: 1 minute You mark a target with a death symbol visible only to you. While marked, the target takes an additional 3d10 necrotic damage from the Ninja's attacks. The mark lasts 1 minute or until the Ninja dismisses it.

Choking Mist
3

Choking Mist

Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of poison) Duration: 1 minute You release a 15-foot-radius cloud of noxious mist. Creatures in the area must make a Constitution saving throw or take 4d8 poison damage and be poisoned for the duration. The mist lingers for 1 minute or until dispersed by wind.

Stagecraft
0

Stagecraft

Conjuration Cast Time: 1 Bonus action Range: 60 feet Duration: 3 rounds Summon small, harmless props like paper fans, parasols, or stage curtains to enhance your performances, or obscure a 60-foot area with a veil of illusions for 3 rounds.

Reflecting Mirrors
0

Reflecting Mirrors

Illusion Cast Time: 1 Bonus action Range: Self Duration: 1 round Briefly become transparent or reflect light, allowing you to avoid attacks of opportunity while moving through enemy spaces.

Script of Shadows
0

Script of Shadows

Illusion Cast Time: 1 action Range: 30 feet Duration: 24 hours or permanent Create illusory writing or art on a surface that only specific creatures can see, perfect for secret messages or hidden codes.

Dramatic Flare
0

Dramatic Flare

Evocation Cast Time: 1 action Range: Self (5-foot radius) Duration: Instantaneous Summon a dramatic burst of sparks, fire, or glitter around yourself or an ally, dazzling creatures nearby and granting you or your ally advantage on a performance or persuasion check.

Tattooed Protection
0

Tattooed Protection

Abjuration Cast Time: 1 action Range: Touch Duration: 1 minute A magical tattoo briefly appears on a creature’s skin, granting them a +6 bonus to AC for 1 minute.

Kabuki Mask
0

Kabuki Mask

Illusion Cast Time: 1 Bonus action Range: Self Duration: 10 minutes Create an illusory mask that mimics traditional Kabuki designs, changing your appearance to match a character or emotion of your choice, making you harder to identify.

Vivid Stroke
0

Vivid Stroke

Transmutation Cast Time: 1 Bonus action Range: 60 feet Duration: 10 minutes or Permanent Conjure magical paint or ink to create beautiful, realistic images on surfaces. These can be permanent or fade after a set duration, useful for artistic or illusory purposes. You can also attack a target of your choosing in a 60 feet radius with a vivid stroke of black ink. The target takes 1d8 acid damage. The acid can corrode metal surfaces, chains and locks so that they fall off.

Soothing Melody
0

Soothing Melody

Evocation Cast Time: 1 action Range: 30 feet Duration: Instantaneous Play or sing a short tune that heals 3d10 hit points or soothes all ally’s fear, giving them temporary advantage on saving throws against being frightened, charmed or pyralised.

Captivate
0

Captivate

Enchantment Cast Time: 1 Bonus action Range: 30 feet Duration: 1 round or 1 minute Project a captivating glance at a creature, causing it to make a Wisdom saving throw or be charmed for 1 round or 1 minute. The target is not aware afterwards that they were charmed.

Ink Mastery
0

Ink Mastery

Conjuration Cast Time: 1 Bonus action Range: 120 feet Duration: 1 hour Summon a small animated drawing or tattoo that moves on a surface or person, able to deliver short messages, act as a visual aid, or distract a target.

Crushing Gravity
1

Crushing Gravity

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You increase the gravity around a target, forcing them to make a Strength saving throw or take 2d8 force damage and be knocked prone. On a successful save, they take half damage and remain standing.

Dazzling Display
0

Dazzling Display

Illusion Cast Time: 1 Bonus action Range: 30 feet Duration: 1 round Create a burst of colorful lights or patterns in a 10-foot radius, temporarily distracting enemies and giving them disadvantage on their next attack.

Silent Scream
4

Silent Scream

Enchantment Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instant You target a creature, inflicting them with an overwhelming, silent scream. The target must succeed on a Wisdom saving throw or be stunned for 3 rounds. They will suffer 5d8 psychic damage + 1d8 Force damage.

Explosive Tag
3

Explosive Tag

Evocation Cast Time: 1 Action Range: 30 feet Components: S, M (a small strip of paper) Duration: 10 minutes or until detonated You place a magical explosive tag on a surface or object. The tag can be detonated remotely (up to 100 feet away) and deals 4d8 fire damage in a 10-foot radius. You must use an action to detonate the tag. Your targets must succeed on an Intelligence saving throw to notice your tag in time, otherwise they will suffer the full brunt of the explosion.

Nerve Strike
3

Nerve Strike

Necromancy Cast Time: 1 Action Range: Touch Components: V, S Duration: Instant You target a pressure point on an enemy. On a hit, the target receives 4d8 psychic damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the save at the end of each turn.

Force Orb
1

Force Orb

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a condensed orb of pure force at a target, dealing 2d8 force damage that pushes the target 15 feet away from you on a failed Strength saving throw. On a success, the target will not be pushed away.

Shadowstep
2

Shadowstep

Conjuration Cast Time: 1 Bonus Action Range: 60 feet Components: S, M (a shadow fragment) Duration: Instant You teleport to a shadowy area you can see within range, disappearing from one shadow and reappearing in another.

Gale Strike
1

Gale Strike

Evocation Cast Time: 1 action Range: 60 feet Duration: Instantaneous You summon a swift, cutting gust of wind that strikes a creature within range. The target must make a Dexterity saving throw or take 2d8 slashing damage. On a successful save, they take half damage. If the target is airborne, they take an additional 1d8 bludgeoning damage, and the wind causes them to be knocked prone if they fail the save. At Higher Levels: When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Infiltrator's Cloak
2

Infiltrator's Cloak

Illusion Cast Time: 1 Action Range: Self Components: S, M (a piece of black cloth) Duration: 1 hour You become invisible to any non-magical detection methods, including mundane sight and sound. This effect ends if you attack or cast a spell.

Illusory Wardrobe
0

Illusory Wardrobe

Illusion Cast Time: 1 action Range: Self Duration: 1 hour Temporarily alter your clothing’s appearance, mimicking elaborate costumes, uniforms or disguises fitting the theme of your performance, helpful in confusing or impressing onlookers.

Choking Smoke
2

Choking Smoke

Conjuration Level: 2 Cast Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute You conjure a thick cloud of swirling, tinted smoke in a 15-foot-radius sphere centered on a point within range. The cloud heavily obscures the area, causing all creatures within it to make a Constitution saving throw at the start of each of their turns. On a failed save, they take 3d8 poison damage and are blinded until the start of their next turn. On a successful save, they take half damage and are not blinded. At Higher Levels: When cast using a spell slot of 3rd level or higher, the poison damage increases by 1d8 for each slot level above 2nd.

Singularity
2

Singularity

Evocation Level: 2 Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A surge of gravitational energy pulls all creatures in a 30-foot radius toward a point you choose within range. Each creature must make a Strength saving throw or take 3d8 force damage and be pulled 10 feet toward the point.

Psychic Shockwave
3

Psychic Shockwave

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send a shockwave of psychic energy at a target. The creature must succeed on an Intelligence saving throw or take 4d10 psychic damage and be stunned until the end of their next turn. On a successful save, they take half damage and aren't stunned.

Force Pulse
2

Force Pulse

Evocation Cast Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You unleash a wave of force at a creature, dealing 3d10 force damage on a failed Dexterity saving throw. On a successful save, the target takes half damage.

Gravity Well
4

Gravity Well

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a well of gravity in a 10-foot radius sphere. Creatures starting their turn in the area must succeed on a Strength saving throw or take 5d8 force damage and be restrained by the gravitational pull.

Storm of Thought
5

Storm of Thought

Evocation Cast Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous A storm of psychic energy bombards a 20-foot radius sphere. Each creature must make an Wisdom saving throw, taking 6d8 psychic damage on a failure, or half as much on a success.

Mind Crush
4

Mind Crush

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You crush the target’s mind with psychic force, whispering viscious and demoralizing words in their ears. You are dealing 5d10 psychic damage. The target must succeed on a Wisdom saving throw or be incapacitated for 1 round.

Gravity Hammer
4

Gravity Hammer

Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Instantaneous You slam the ground, creating a shockwave of gravitational energy. All creatures within a 30-foot radius must make a Dexterity saving throw or take 5d10 force damage and be knocked prone for the following 2 rounds.

Poison Breath
2

Poison Breath

Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You unleash a wave of poisonous mist in a 15-foot cone. Each creature must make a Constitution saving throw, taking 3d10 poison damage on a failure or half on a success.

Psychic Eruption
6

Psychic Eruption

Evocation Cast Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause an explosion of psychic energy in a 30-foot radius. All creatures must succeed on an Intelligence saving throw or take 7d8 psychic damage and become disoriented (disadvantage on attack rolls) for 1 minute.

Misty Mirage
3

Misty Mirage

Illusion Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You create an illusion of yourself and up to two allies that can move around within a 30-foot radius. Enemies must make an Intelligence check to discern which image is real.

Telekinetic Hold
4

Telekinetic Hold

Transmutation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You telekinetically grab a creature or object weighing up to 1,000 pounds and can move it 25 feet per turn. If a creature is targeted, they must succeed on a Strength saving throw or be restrained for the following 3 rounds and can be carried by you wherever you want.

Protective Melody
3

Protective Melody

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute or 3 rounds You sing an inspiring song, granting up to 5 allies within range temporary hit points equal to 3d8 + your spellcasting modifier. Your allies also gain +5 movement speed and +4 on their initiative for the next 3 rounds.

Rejuvenating Aura
3

Rejuvenating Aura

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes You create a healing aura that restores 4d8 hit points to each ally within range at the start of your turn.

Psychic Ward
4

Psychic Ward

Abjuration Cast Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: 10 minute You create a psychic barrier around yourself, granting advantage on Intelligence and Wisdom saving throws to you and allies within range. For the duration all become immune to enchantments, illusions and psychic damage. Allies who suffer from illusions or enchantments are cleansed.

Healing Cascade
5

Healing Cascade

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send out a wave of healing energy that restores 6d12 hit points to up to 6 creatures of your choice within range.

Ukiyoe Animation
0

Ukiyoe Animation

Transmutation Cast Time: 1 action Range: 30 feet Duration: 1 minute Bring static drawings or art to life for a short time, causing them to move, interact, or provide distractions within a 30-foot square. The illusions show alluring, raunchy, steamy or shameless drawings that distract, anger and maybe ashame people in a 30 foot radius.

Whispering Words
0

Whispering Words

Illusion Cast Time: 1 bonus action Range: 60 feet Duration: Instantaneous Send a soft, illusory whisper to a creature within range, delivering a short message only they can hear, akin to a secret stage aside.

Deflect Harm
2

Deflect Harm

Abjuration Cast Time: 1 Reaction (when you get attacked by a ranged magical attack) Range: 60 feet Components: V, S Duration: Instantaneous When a creature within range is hit by an attack, you can reduce the damage by 3d10.

Void Lash
5

Void Lash

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You lash a creature with gravity, dealing 6d8 force damage and reducing the target’s speed by half for 1 minute. The target can make a Strength saving throw at the end of each of its turns to end the speed reduction.

Reflective Ward
6

Reflective Ward

Abjuration Cast Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute or 3 rounds You create a ward around you that reflects incoming spells for the next 3 rounds. The next spell targeting you within the duration is reflected back at the caster. After the duration the ward explodes and emits 4d8 thunder damage against creatores in a 20 foot radius around you.

Thunderous Force
3

Thunderous Force

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, 1 minute or 3 rounds You conjure a forceful thunderous energy that deals 4d10 thunder damage to a creature. The target must succeed on a Constitution saving throw or be deaf for 1 minute or the following 3 rounds.

Scent of Death
2

Scent of Death

Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a fragment of bone) Duration: 1 minute You conjure a foul scent that spreads through a 15-foot radius. They suffer 3d8 necrotic damage when they smell the scent. Creatures in the area must make a Constitution saving throw or be unable to regain hit points for the duration. They also feel heavy nausea and might lose their weapons which fall down on the floor.

Echoing Laughter
0

Echoing Laughter

Illusion Cast Time: 1 action Range: 30 feet Duration: 1 round Your laughter or voice echoes, disorienting enemies. Creatures in a 15-foot radius must succeed on a Wisdom saving throw or suffer 1d8 psychic damage.

Phase Step
2

Phase Step

Conjuration Cast Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You teleport to an unoccupied space you can see within 30 feet. Your body shifts to another plane of existence for the time being and looks like a flickering ghost. You are immune to any form of damage for the following 2 rounds or 2 minutes. You can also walk through walls, closed doors and windows and other hard surfaces for the duration without any restrictions.

Shifting Silhouette
0

Shifting Silhouette

Illusion Cast Time: 1 action Range: Self or 30 feet Duration: 1 round Create a shifting mirage of yourself or a target, imposing disadvantage on enemies’ next attack rolls by making it difficult to determine the target’s true position. You teleport 60 feet to a free place in front of you. For the next 3 rounds you are immune to all sleep, charm or fear effects. You can not be frozen in place either.

Gravity Ripple
0

Gravity Ripple

Transmutation Cast Time: 1 action Range: 30 feet Duration: Instantaneous You create a brief distortion in gravity around a creature within range. The target must succeed on a Strength saving throw or take 1d8 force damage and have their speed reduced by 10 feet until the end of their next turn. If they succeed, they take half damage, and their speed is unaffected. At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sunrise Glow
0

Sunrise Glow

Evocation Cast Time: 1 Action Range: Self Components: S Duration: 30 minutes Your body emits a warm, faint glow, lighting up a 30-foot radius around you and dispelling minor darkness or illusions. Evil yokai or darkness based animals or monsters have to roll a Constitution-saving throw of 14 or higher. If they fail, they get hit with 2d8 radiant damage.

Silent Footsteps
0

Silent Footsteps

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S, V (whispering a mantra) Duration: 30 minutes Your footsteps make no sound, granting advantage on Stealth checks during the duration.

Soul Bolt
2

Soul Bolt

Evocation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bolt of spiritual energy, dealing 3d10 radiant damage to a target. If the target is undead, deal an additional 1d10 radiant damage.

Vital Breath
2

Vital Breath

Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You center yourself, drawing upon your inner spiritual energy to heal your wounds. You regain hit points equal to 3d10 + your spellcasting modifier. At higher levels, the healing increases by 1d8 for each spell slot above 2nd.

Searing Strike
1

Searing Strike

Evocation Cast Time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute Your fists or weapon become engulfed in radiant flame, dealing an additional 1d8 radiant damage and 1d8 fire damage on a hit. Increases to 2d8 for each at 5th level. Your target needs to succeed a Constitution-Saving Throw over 14 to only suffer half of the incoming damage.

Silent Touch
2

Silent Touch

Evocation Cast Time: 1 Action Range: Touch Components: V, S Duration: 1 hour You touch a willing creature, granting them advantage on Dexterity (Stealth) checks and making them unable to be tracked by non-magical means for the duration as long as they are stealthy.

Healing Mantra
4

Healing Mantra

Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: Concentration, up to 1 minute A soothing aura of spiritual energy surrounds you. At the start of each of your turns, you and all allies within 60 feet regain hit points equal to 5d10 + your spellcasting modifier. The healing increases by 1d10 for each spell slot above 3rd.

Aegis of the Winds
5

Aegis of the Winds

Abjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (small charm) Duration: Concentration, up to 3 minutes You summon a protective barrier of whirling winds around yourself and all your allies within range, granting them temporary hit points equal to 5d10. The barrier shines with radiant light. You also neutralize all illusions, enchantments and curses in range.

Thunderous Tempest
5

Thunderous Tempest

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a feather and a drop of rainwater) Duration: Concentration, up to 3 minutes You summon a fierce storm of divine wind and lightning in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 4d8 lightning damage and 2d8 thunder damage. On a successful save, they take half damage. While the storm persists, the area is considered difficult terrain, and ranged attacks through the area are made with disadvantage. You can move the storm up to 30 feet as a bonus action on your turn.

Barrier of Winds
1

Barrier of Winds

Abjuration Cast Time: 1 Action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You summon a swirling barrier of wind around you, granting a +2 bonus to AC and forcing ranged attacks against you to be made with disadvantage.

Phoenix Fire
5

Phoenix Fire

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a bird of flame that dives at your enemies, dealing 4d8 fire damage to a target within range and 2d8 radiant damage to creatures within 10 feet of the target. Targets must succeed a Constitution saving throw of 15 or higher to suffer only half of the incoming damage. The fire of the phoenix revives fallen allies with half of their hit points.

Crashing Wave
4

Crashing Wave

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a small water bowl) Duration: Instantaneous A booming crash of water and spiritual force emanates from a point within range. Each creature within a 15-foot radius sphere centered on that point must make a Strength saving throw. A creature takes 5d8 water (cold) damage + 1d10 force damage on a failed save, or half as much on a successful one. The water crashes with such force that non-magical objects not worn or carried in the area are soaked and damaged.

Iron Body
2

Iron Body

Transformation Cast Time: 1 Action Range: Self Components: V, S Duration: 10 minutes Your body becomes as strong as iron, granting you resistance to non-magical slashing, piercing, and bludgeoning damage.

Voice of the Ancestors
4

Voice of the Ancestors

Divination Cast Time: 1 Action Range: Self Components: V, S, M (small offering) Duration: 10 minutes You commune with the spirits of your ancestors, receiving vague and cryptic guidance in response to 5 questions concerning a specific goal, event, or activity occurring within 7 days.

Ether Step
3

Ether Step

Divination Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You shift briefly into the ethereal plane, allowing you to teleport up to 60 feet to an unoccupied space you can see. You are immune to all damage until your next turn.

Step of the Kami
1

Step of the Kami

Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes Your speed increases by 10 feet, and you can walk across vertical surfaces and even ceilings without falling for the duration.

Fist of the Earth
5

Fist of the Earth

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You channel the strength of the earth into a punch, causing the ground to erupt under a group of up to 5 enemies within range. The targets must make a Dexterity saving throw or take 6d10 bludgeoning damage and be knocked prone.

Spirit Chains
3

Spirit Chains

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 minute Ethereal chains rise from the ground, restraining a target. The creature must succeed on a Strength saving throw or take 4d8 radiant damage and become restrained for the duration. They can repeat the saving throw at the end of each turn.

Wrath of the Heavens
4

Wrath of the Heavens

Evocation Cast Time: 1 Action Range: 90 feet Components: V, S, M (holy symbol) Duration: Instantaneous You call down a bolt of divine lightning to strike a creature within range. It must make a Dexterity saving throw, taking 4d10 lightning damage and 1d10 radiant damage on a failed save or half as much on a successful one.

Thunder Palm
3

Thunder Palm

Evocation Cast Time: 1 Action Range: 30 feet Components: V, S Duration: Instantaneous You strike the air with a forceful palm, sending a shockwave that deals 4d8 thunder damage to up to 3 targets and pushes all creatures within a 15-foot cone back 10 feet. Your targets need to succeed a Strength-Saving Throw to avoid the knockback-effect.

Windblade Strike
2

Windblade Strike

Evocation Cast Time: 1 Action Range: Self (30-foot line) Components: V, S Duration: Instantaneous A sharp blade of wind extends from your weapon or hand, slashing in a 30-foot line. Each creature in the line must make a Dexterity saving throw, taking 3d8 slashing damage on a failure.

Void Strike
1

Void Strike

Necromancy Cast Time: 1 Action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous Your strike creates a pulse of dark energy that deals 2d8 necrotic damage to all creatures within a 15-foot radius.

Echo Strike
0

Echo Strike

Illusion Cast Time: 1 Bonus Action Range: Self Components: Somatic Duration: 1 round Create an afterimage when attacking, confusing the enemy and granting advantage on the next melee attack.

Stone Palm
0

Stone Palm

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 1 round or 1 minute Your palm becomes as hard as stone, allowing you to deal 1d10 force damage or break objects on impact.

Inner Flame
0

Inner Flame

Transmutation Cast Time: 1 Bonus Action Range: Touch, 60 feet radius Components: S Duration: 30 minutes Warm yourself or a small object with ki energy, warding off cold and granting slight comfort or preventing frostbite in a 60 feet radius. You also regenerate 6 Spellslots.

Feather Touch
0

Feather Touch

Transmutation Cast Time: 1 Action Range: Touch Components: Somatic Duration: Instantaneous Your hand becomes incredibly precise and soft, allowing delicate manipulations without breaking fragile objects. You can open locks, doors or windows as long as they are not magical or celestial.

Ki Pulse
0

Ki Pulse

Divination Cast Time: 1 Bonus Action Range: 120-foot radius Components: S Duration: Instantaneous Send out a pulse of ki energy, detecting hidden enemies, traps, or objects within range.

Moment of Stillness
0

Moment of Stillness

Abjuration Cast Time: 1 Action Range: Self Components: Somatic, Verbal (silent breath technique) Duration: Instant You focus your mind on your steady breathing and heartbeat. You enter a solemn state of meditation and regenerate 10 used up spellslots in the process. This you can do once per day/once per longrest.

Ki Spark
0

Ki Spark

Evocation Cast Time: 1 Bonus Action Range: 30 feet Components: Somatic Duration: Instantaneous Create a spark of ki energy to light a small fire (e.g., candle, torch). The spark can be hold in your palm and lights an area of 30 feet around you. You cancel this effect through a wave of your hand.

Whispers of the Wind
0

Whispers of the Wind

Divination Cast Time: 1 Bonus Action Range: 30 feet Components: S, V Duration: Concentration, up to 1 minute Hear whispered conversations or sounds carried by the wind from a specific target within range. You can hear clearly what they say when you concentrate yourself on the spoken words.

Petal Dance
0

Petal Dance

Conjuration Cast Time: 1 Bonus Action Range: 30-foot radius Components: S Duration: 1 minute Summon swirling petals to distract a group of targets or create a visual spectacle, imposing disadvantage on an enemy’s next attack.

Water Walk
0

Water Walk

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 1 hour Walk on water and other liquid surfaces as if it were solid ground for up to 1 hour. You also grant up to 6 allies in a 60 foot radius around you the same effect for the duration.

Breeze of Tranquility
0

Breeze of Tranquility

Abjuration Cast Time: 1 Action Range: 30-foot radius Components: S, V (calming mantra) Duration: 1 minute Summon a gentle, calming breeze that provides relief from stress or fear, granting advantage on saving throws against fear effects.

Reed’s Resilience
0

Reed’s Resilience

Transmutation Cast Time: 1 Reaction (triggered by an effect that could knock you prone) Range: Self Components: S Duration: Instantaneous Your body bends like a reed, giving you advantage on checks to avoid being knocked prone, paralysed, grappled or unbalanced.

Mindful Strike
0

Mindful Strike

Divination Cast Time: 1 Bonus Action Range: Self Components: S, V (focus mantra) Duration: 3 rounds or 1 minute Focus on your opponent’s movements, gaining advantage on your next defense roll or evasion against their attack. You attack weak points that stun your target for the following minute or 3 rounds. Works not with celestials and bosses.

Celestial Mend
3

Celestial Mend

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You channel healing energy into 6 creatures in a 60 feet radius around you including yourself, restoring 5d8 + your spellcasting modifier in hit points. Additionally, the targets gain temporary hit points equal to your spellcasting modifier for 1 hour.

Phantom Arrow Rain
5

Phantom Arrow Rain

Conjuration Cast Time: 1 action Range: 150 feet Components: V, S, M (a handful of salt and a broken arrow) Duration: Instantaneous You summon a storm of spectral arrows that rain down in a 30-foot radius, centered on a point you can see within range. Creatures within the area must make a Dexterity saving throw. On a failed save, they take 5d8 piercing damage + 2d8 psychic damage and are marked by a ghostly aura for 1 minute. Marked creatures are visible even if invisible, and attacks against them are made with advantage. On a successful save, they take half damage and are not marked.

Talisman of Safety
0

Talisman of Safety

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a small paper talisman) Duration: 1 hour You imbue a small talisman with protective energy. When placed on a creature, it grants a +4 bonus to AC and advantage on saving throws against magical abilities and enchantment effects for 1 hour. This talisman vanishes after it is used or when the spell ends.

Foxfire Arrows
2

Foxfire Arrows

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You shoot 2 arrows at the target. Your arrows strike with mystical foxfire, dealing an additional 2d8 fire damage. If the target is a Yokai, it must make a Constitution saving throw or be stunned until the end of its next turn.

Mystic Arrow Crafting
1

Mystic Arrow Crafting

Conjuration Cast Time: 10 minutes Range: Touch Components: V, S, M (a handful of feathers) Duration: 24 hours Craft up to 10 magical arrows that deal an extra 2d8 damage of a chosen type (piercing, fire, cold, etc.). Arrows disappear after 24 hours if unused.

Fox's Trick
1

Fox's Trick

Illusion Cast Time: 1 action Range: 30 feet Components: V, S, M (a fox tail charm) Duration: 1 hour Creates an illusory double of yourself or a nearby object, designed to deceive enemies. The illusion can move and speak but vanishes if touched.

Yokai’s Mark
0

Yokai’s Mark

Divination Cast Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 hour You place a mystical mark on a creature, allowing you to track it within a 1-mile radius for the next hour. The mark glows faintly, visible only to you.

Warding Flames
2

Warding Flames

Abjuration Cast Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a pinch of ash) Duration: Concentration, up to 10 minutes You summon protective flames that ward off spirits and Yokai. Any Yokai or incorporeal creature within a 60-foot radius of you must succeed on a Wisdom saving throw or be repelled and suffer 3d8 radiant damage. Allies within the radius have advantage on saving throws against being charmed or possessed.

Spirit Sense
0

Spirit Sense

Divination Cast Time: 1 Bonus action Range: Self (60-foot radius) Components: V, S Duration: Instantaneous You momentarily sense the presence of spirits or yokai within 60 feet. A faint pulse directs you toward any hidden supernatural entities.

Spirit Lure
0

Spirit Lure

Conjuration Cast Time: 1 action Range: 30 feet Components: V, S, M (a piece of incense or offering) Duration: 1 minute You create a spiritual lure in a 5-foot area that attracts lesser spirits or yokai. Supernatural creatures within 30 feet are drawn toward the lure.

Phantom Piercer
0

Phantom Piercer

Evocation Cast Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a spectral javelin infused with spiritual energy and launch it toward a target within range. On a hit, the target takes 1d8 radiant damage. If the target is a yokai or undead, it takes an additional 1d4 radiant damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spirit Cleaver
1

Spirit Cleaver

Evocation Cast Time: 1 Action Range: Self Components: V, S Duration: 1 minute Your weapon becomes charged with spiritual energy. For the duration, your attacks deal an additional 2d10 radiant damage to yokai, spirits, or undead. If the target is immune to radiant damage, it instead takes force damage.

Ethereal Step
0

Ethereal Step

Transmutation Cast Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You briefly step into the Ethereal Plane, becoming immune to attacks from non-ethereal creatures and allowing you to pass through non-magical obstacles until the start of your next turn.

Binding Threads
0

Binding Threads

Conjuration Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round (1 minute) Spectral threads attempt to bind a small creature or yokai within range. The target must succeed on a Strength saving throw or be restrained until the start of your next turn. On hit, the target suffers 1d10 radiant damage.

Ghostly Arrows
2

Ghostly Arrows

Conjuration Cast Time: 1 action Range: Self Components: V, S, M (a pinch of salt) Duration: 8 hours Summons 20 ethereal arrows or bolts that can strike incorporeal or intangible creatures and do 3d8 radiant damage on a hit. Ammunition lasts for 8 hours or until used.

Banishing Strike
0

Banishing Strike

Abjuration Cast Time: 1 bonus action Range: Touch Components: V, S Duration: 1 round The next time you hit a yokai or spirit with a weapon attack, it must make a Wisdom saving throw or be banished to the Ethereal Plane until the start of your next turn.

Spectral Mask
0

Spectral Mask

Illusion Cast Time: 1 action Range: Self Components: V, S Duration: 1 minute You conjure a fearsome mask, granting you advantage on Intimidation checks. Any supernatural enemies within 30 feet have disadvantage on their next attack against you.

Thousand Crane Barrage
1

Thousand Crane Barrage

Evocation Cast Time: 1 action Range: 120 feet Components: V, S, M (a small origami crane) Duration: Instantaneous You conjure multiple spectral arrows looking like cranes that dive toward a target, dealing 4d6 slashing damage. On a failed Dexterity saving throw, the target is restrained by the cranes for 1 minute.

Exploding Seal
4

Exploding Seal

Abjuration Cast Time: 1 action Range: 60 feet Components: V, S, M (a small paper seal) Duration: Concentration, up to 1 minute You throw a sacred paper seal toward a yokai or spirit. The target must succeed on a Wisdom saving throw or be restrained by spiritual bindings for the duration. The target can make another Wisdom saving throw at the end of each of its turns. On hit the seal wil instantly explode. It can reach up to 3 creatures in a 15 feet radius. They suffer 4d8 fire damage + 1d8 radiant damage.

Nature’s Retribution
5

Nature’s Retribution

Conjuration Cast Time: 1 action Range: 60 feet radius Components: V, S, M (a leaf from a sacred tree) Duration: Concentration, up to 10 minutes You call upon the forces of nature to strike back at your enemies. Vines, roots, and thorned branches erupt from the ground in a 30-foot radius centered on a point you choose within range. Creatures in the area must make a Strength saving throw or take 6d8 piercing damage and become restrained. On a successful save, they take half damage and are not restrained. While restrained, the creatures take 2d6 piercing damage at the start of their turn from the thorny vines.

Radiant Crescent
5

Radiant Crescent

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small crescent moon charm) Duration: Instantaneous You conjure a sweeping crescent of radiant energy that arcs out from you toward a target or group of enemies in a 60-foot line. Each creature in the line must make a Dexterity saving throw. On a failed save, the creatures take 6d10 radiant damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. Yokai and undead have disadvantage on the saving throw.

Exorcist’s Light
0

Exorcist’s Light

Evocation Cast Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You create a flickering, holy flame that casts bright light in a 30-foot radius. Undead or yokai within the light must make a Constitution saving throw or take 1d10 radiant damage equal to your proficiency bonus.

Oni’s Gaze
4

Oni’s Gaze

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute You lock eyes with a target, channeling the intimidating gaze of an Oni. The target must make a Wisdom saving throw or be frightened for the duration. Yokai and demonic creatures have disadvantage on this saving throw. While frightened, the target takes 5d8 psychic damage at the start of each of its turns.

Sunfire Slash
4

Sunfire Slash

Evocation Cast Time: 1 bonus action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Your weapon glows with radiant sunlight, unleashing a fiery wave in a 15-foot cone. Targets take 5d8 fire and 1d8 radiant damage.

Ghost Cutter
0

Ghost Cutter

Transmutation Cast Time: 1 Bonus Action Range: Touch Components: V, S Duration: 1 minute You imbue a weapon with spiritual energy. The next weapon attack made ignores non-magical armor and deals an additional 1d10 radiant damage to undead or yokai.

Spirit Arrow
5

Spirit Arrow

Conjuration Cast Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous Conjures a spectral arrow that ignores physical barriers and deals 6d10 force damage. This arrow can strike a target hidden behind cover.

Talon Bombardment
4

Talon Bombardment

Evocation Cast Time: 1 action Range: 90 feet Components: V, S, M (a talon-shaped charm) Duration: Instantaneous You summon a spectral talon that soars toward a group of enemies. Upon reaching its destination, the talon scatters explosive spirit orbs in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 5d10 force damage and are knocked prone. On a successful save, they take half damage and remain standing. The talon vanishes after delivering its barrage.

Binding Talon
3

Binding Talon

Transmutation Cast Time: 1 action Range: 60 feet Components: V, S Duration: 1 round A spectral talon strikes at your command, dealing 4d8 piercing damage. The target must succeed on a Strength saving throw or be grappled for 1 round.

Spirit Barrier
3

Spirit Barrier

Abjuration Cast Time: 1 action Range: 30 feet radius Components: V, S, M (a small totem) Duration: 1 minute You create a protective spiritual barrier that grants all allies within 30 feet resistance to necrotic and psychic damage.

False Face
0

False Face

Transmutation Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 1 hour You can magically alter your own facial appearance, allowing you to pass as someone else. The illusion lasts for 1 hour or until dismissed. It doesn’t alter your clothes or body shape.

Phantom Decoy
0

Phantom Decoy

Illusion Cast Time: 1 Bonus Action Range: 30 feet Components: V, S Duration: 1 round You create an illusory copy of yourself within range. The decoy moves and acts like the Ninja for 1 round, confusing enemies. Attacks made against the decoy have no effect, and it vanishes after 1 round.

Get Nimble
0

Get Nimble

Transmutation Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: 10 minutes You channel your energy to enhance your physical abilities or the ones of an allie you touch. For the next 10 minutes, your jump distance is doubled, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing, swimming, and jumping. This allows you to navigate challenging terrain with ease, scaling walls or leaping great distances in a single bound.

Send Whisper
0

Send Whisper

Divination Cast Time: 1 Bonus Action Range: 120 feet Components: V Duration: Instant You can send a brief, whispered message on the wind to a creature within range that you can see. The message is heard only by the intended target and can be no longer than a sentence. Your target can send a whisper back and answer you in one sentence. Only you are able to hear it.

Smoke Veil
0

Smoke Veil

Illusion Cast Time: 1 Bonus Action Range: Self (5-foot radius) Components: S, M (a small handful of dust) Duration: 1 minute You create a thin cloud of smoke around yourself, lightly obscuring the area. Creatures within 5 feet have disadvantage on attacks made against the Ninja.

Poison Touch
0

Poison Touch

Necromancy Cast Time: 1 Bonus Action Range: Touch Components: V, M (a drop of venom) Duration: 1 minute You touch a weapon, coating it in a thin layer of poison. The next successful attack with the weapon within 1 minute deals an additional 1d8 poison damage.

Silent Step
0

Silent Step

Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a pinch of ash) Duration: 30 minutes You move silently, granting advantage on Dexterity (Stealth) checks to avoid detection while moving. The effect ends if you attack something or cast another spell.

Cunning Agility
3

Cunning Agility

Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a small wind chime) Duration: 10 minutes You channel your inner speed and precision, increasing your movement by +10 feet for the duration. Additionally, you gain a +4 bonus to initiative rolls for the next combat encounter. While this spell is active, you move with heightened agility, appearing almost as a blur to observers. Enemies who attack you in melee range attack you with disadvantage.

Dark Vision
1

Dark Vision

Transmutation Cast Time: 1 Action Range: Touch Components: S, M (a bat wing) Duration: 8 hours You grant yourself or an ally the ability to see in total darkness for up to 60 feet. You can grant Darkvision to another willing creature by touch for the same duration.

Venom Sense
1

Venom Sense

Divination Cast Time: 1 Action Range: Touch Components: V, S, M (a sprig of bitter herb) Duration: Instant You touch a creature and gains insight into the cause of any paralysis, poison, or acid-related sickness affecting them. They can identify the nature of the affliction and know its specific effects. Once identified, you can neutralize the poison, paralysis, or acid burn, removing its harmful effects instantly. This spell can heal up to one condition or ongoing poison effect.

 Striking Cobra
1

Striking Cobra

Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute or 3 rounds You focus your energy into a precise strike. For the duration, your melee weapon attacks deal an additional 2d8 slashing damage. On a critical hit, you can make a bonus attack as part of the same action.

Pathfinder’s Instinct
1

Pathfinder’s Instinct

Divination Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You heighten your awareness of your surroundings, allowing you to navigate difficult or unfamiliar terrain with ease. For the duration, you and up to six allies within 60 feet of you cannot become lost except by magical means, and you have advantage on Wisdom (Survival) checks made to track creatures or find food and water. You are able to find emergency shelters and can make out possible traps and dangers.

Flash Step
2

Flash Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You can instantly move up to 60 feet to an unoccupied space that you can see. After using this spell, your next attack has advantage, and you cannot be targeted by attacks of opportunity until the end of your next turn.

Blade Ward
0

Blade Ward

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air, protecting yourself from harm. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Diamond Body
4

Diamond Body

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your body becomes as hard as diamond. For the duration, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, you have advantage on saving throws against effects that would move or grapple you. Targets that touch you or attack you in melee range suffer 5d10 piercing damage. They have to roll a Constitution saving throw to suffer only half damage.

 Way of the Blade
0

Way of the Blade

Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You channel your martial prowess into your weapon, enhancing its lethality. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that expands your critical hit range, this cantrip adds +4 to the critical range.

Dragon’s Roar
5

Dragon’s Roar

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a deafening roar that terrifies your enemies. All creatures within a 30-foot radius must make a Wisdom saving throw or be frightened for 1 minute. While frightened in this way, creatures are incapacitated and have their speed reduced to 0. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. They also get hit with 6d10 fire damage if they fail their Wisdom saving throw.

Crimson Strike
0

Crimson Strike

Evocation Casting Time: 1 action Range: Self Components: V, S, M (a drop of your own blood) Duration: 1 minute You draw on your own life force to empower your weapon. Your next melee weapon attack before the spell ends deals an additional 1d8 necrotic damage. If the attack hits, you regain hit points double the necrotic damage dealt.

Iron Stance
0

Iron Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You assume a defensive stance, reinforcing your body and mind. For the duration, you gain a +4 bonus to AC and advantage on saving throws against being pushed, grappled, or knocked prone.

Mental Wound
4

Mental Wound

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You inflict a debilitating wound on a group of up to 6 creatures. They will feel intimidated for the next 3 turns. The targets must make a Wisdom saving throw or take 5d8 psychic damage and have disadvantage on all attack rolls and ability checks for the duration.

Unshakable Spirit
3

Unshakable Spirit

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your resolve becomes unbreakable. You gain advantage on saving throws against charm, sleep and fear effects. Additionally, you and your allies within 30 feet of you gain a +4 bonus to saving throws against fear, sleep and charm effects. You can not be knocked prone, frozen or be paralysed for the duration.

Chilling Gaze
3

Chilling Gaze

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Your gaze strikes terror into the hearts of your enemies. Each creature within a 30-foot cone must make a Wisdom saving throw. On a failed save, the creature is paralyzed with fear and takes 4d10 cold damage. On a successful save, the creature takes half damage and is not paralyzed.

Blazing Path
3

Blazing Path

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You strike the ground, creating a line of fiery energy that extends 30 feet. Each creature in a 30-foot-wide line must make a Dexterity saving throw or take 4d10 fire damage, taking half damage on a successful save. The path ignites flammable objects that aren’t being worn or carried.

Turtle Stance
2

Turtle Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You adopt a defensive posture. For the duration, you gain a +4 bonus to AC and can use your reaction to impose disadvantage on one attack roll made against you. This stance reflects the Samurai’s ability to defend with skill and precision. You regain 6 used up spell slots. You also regain 3d8+ your spell modifier hit points and free yourself from any negative status effects like poison, paralysis, charme or a curse.

Iron Will
1

Iron Will

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You steel your mind against fear, charm and sleep. For the duration, you have advantage on saving throws against being frightened, put to sleep or charm and gain temporary hit points equal to your level + your Wisdom modifier. If you are asleep, enchanted or feared: you can activate Iron Will and shake off all negative effects from you once per short rest.

Battle Focus
0

Battle Focus

Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes You enter a state of heightened awareness, sharpening your senses and reflexes. For the duration, you gain a +4 bonus to initiative rolls and cannot be surprised. Additionally, you have advantage on Wisdom (Perception) checks to detect hidden enemies.

Killing Blow
2

Killing Blow

Evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You channel your focus into a single powerful strike. Your next melee weapon attack within the duration has advantage, and on a hit, it deals an additional 3d12 cold damage. If the attack reduces a creature to 0 hit points, you regain hit points equal to half the damage dealt. Your target have to roll a constitution saving throw to suffer only half damage.

Swift Step
0

Swift Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 3 turns You focus your energy into your legs, increasing your speed. Your movement speed increases by 10 feet until the end of your next 3 turns. Additionally, the first opportunity attacks made against you in this upcoming 3 turns are made with disadvantage.

Samurai’s Resolve
0

Samurai’s Resolve

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You bolster your mental and physical endurance. For the duration, you gain 2d8 temporary hit points plus your Constitution modifier. These temporary hit points remain until the spell ends or they are depleted. You also regain 6 used up Spellslots.

Sheltering Wind
1

Sheltering Wind

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 8 hours You summon a gentle wind that shields you and your allies from harsh environmental conditions. For the duration, you and up to six allies within range are protected from extreme temperatures, have advantage on saving throws against environmental hazards, and gain a +5 bonus to Dexterity (Stealth) checks to avoid detection in natural environments.

Moonlit Dance
5

Moonlit Dance

Illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that mimics your movements and attacks. For the duration, you can make 4 melee weapon attacks on your turn as if you were in the place of the duplicate. The duplicate provides disadvantage on attack rolls against you and can absorb damage equal to half of your hit points.

Flurry of Blades
0

Flurry of Blades

Evocation Casting Time: 1 Reaction (you can activate it when you get attacked by a melee strike) Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You channel your inner energy to unleash a flurry of 2 rapid lightning strikes. Make a melee weapon attack against each creature within 5 feet of you. Each attack is made with a +4 bonus to hit. If you hit, the attack deals an additional 2d10 lightning damage. This cantrip allows you to strike multiple foes with lightning speed, overwhelming them with your precision and power. Their melee damage gets neutralized and you suffer 0 damage.

Guardian’s Embrace
4

Guardian’s Embrace

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create a protective barrier around an ally. Choose a creature within range. The target gains temporary hit points equal to 5d6 + your spellcasting ability modifier and has advantage on saving throws against all effects that would cause them to be incapacitated, put to sleep or stunned.

Vengeful Strike
0

Vengeful Strike

Necromancy Casting Time: 1 reaction, which you take in response to taking damage from a creature within 5 feet of you that you can see Range: Self Components: V, S Duration: Instantaneous When an enemy lands a blow, you channel your pain into a powerful counterattack. You immediately make a melee weapon attack against the creature that harmed you. If you hit, the attack deals an additional 3d8 necrotic damage, and the creature must succeed on a Constitution saving throw or have disadvantage on its next attack roll. This cantrip turns your foe's aggression against them, ensuring they pay dearly for their strike.

Kiai
0

Kiai

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You unleash a powerful battle cry that bolsters your fighting spirit. Until the end of your next turn, you gain advantage on your next attack roll. If the attack hits, it deals an extra 1d10 force damage as your kiai resonates through the strike.

Tyrant’s Wrath
5

Tyrant’s Wrath

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of royal blood) Duration: Concentration, up to 1 minute You call upon the power of a tyrant’s vengeance. Choose a point within range; a 30-foot radius of dark, crackling energy erupts. Enemies within this area must make a Constitution saving throw. On a failed save, they take 6d10 thunder damage and are deaf for the duration. On a successful save, they take half damage and are not deaf.

Guiding Light
1

Guiding Light

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small crystal) Duration: 1 hour You conjure a hovering light that illuminates the path ahead, dispelling darkness and revealing hidden dangers. The light casts bright light in a 30-foot radius and dim light for an additional 30 feet. It reveals hidden traps, difficult terrain, and invisible creatures within its area of effect. The light follows you or another creature you designate, moving with them for the duration.

Kami’s Embrace
3

Kami’s Embrace

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a sacred talisman) Duration: Instantaneous You invoke the power of the Kami to heal yourself and your allies. All creatures of your choice within a 60-foot radius regain 5d10 + your spellcasting modifier in hit points. Additionally, they are cleansed of any poison or disease afflicting them.

Yokai’s Wrath
8

Yokai’s Wrath

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You channel the anger of a vengeful Yokai into a powerful curse. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, they take 8d8 necrotic damage and are cursed for 1 minute. While cursed, they have disadvantage on attack rolls, ability checks, and saving throws. On a successful save, the target takes half damage and is not cursed.

Soul’s Return
8

Soul’s Return

Necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sacred relic and a gemstone worth 500 gold, which the spell consumes) Duration: Instantaneous You perform a powerful ritual to bring back a creature that has been dead for up to 100 years. The soul of the creature must be willing to return. The creature is restored to life with full hit points and is cleansed of any diseases or curses it suffered in life. This spell can restore lost body parts and can even return a spirit from another plane, though the resurrection may fail if the soul is unwilling or trapped. The resurrected creature gains 1 level of exhaustion.

Celestial Melody
0

Celestial Melody

Enchantment Cast Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You can target one creature within 30 feet. The creature gains advantage on saving throws against being frightened or charmed for 1 minute. Additionally, the melody can be used to influence the emotions of a group, creating a calming or inspiring atmosphere. You channel the harmonious energies of the celestial realms, creating a soothing melody that resonates in the air around you. This ethereal music calms the minds of allies, boosting their morale, or subtly influencing the emotions of those who hear it. The melody can be tailored to evoke different feelings, such as courage, peace, or even nostalgia, depending on your intent. This cantrip is often used to bolster companions before a challenging task or to ease tension in negotiations.

Encouragement
0

Encouragement

Enchantment Cast Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute The target gains a +4 bonus to their next Charisma check within 1 minute. If the target is making a speech or performing in front of a crowd, the bonus increases to +2. The effect ends after the target's next Charisma check or after 1 minute.You speak a phrase imbued with spiritual power, causing it to echo through the minds of those who hear it. This echo can carry the weight of your intent, making their words more persuasive or memorable. The cantrip can be used to bolster an ally's confidence, making their next statement more impactful, or to subtly influence a crowd, planting a thought that lingers in their minds. This is particularly useful in situations where words alone might tip the balance.

Spirit's Favor
0

Spirit's Favor

Abjuration Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You call upon the guiding spirits to bless an ally, enhancing their abilities +4 for 1 minute. By inscribing a sacred talisman or making a quick gesture, you channel spiritual energy towards their ally, who then feels a surge of confidence and clarity. This divine favor manifests as an ephemeral glow or a gentle breeze, guiding the ally's actions and ensuring success in their next endeavor.

Echoes of the Past
7

Echoes of the Past

Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a relic or memento from the past) Duration: Concentration, up to 10 minutes You attune yourself to the lingering spirits and memories in an area, allowing you to witness events that occurred there within the past 100 years. The visions are vivid but silent, showing key moments as they happened. You can choose to focus on a specific event or person, if known, or simply observe the most emotionally significant moments. While concentrating, you can interact with the environment as if you were present at the time, gaining insight into hidden secrets, lost knowledge, or understanding the motivations of those involved.

Barrier of the Kami
8

Barrier of the Kami

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (1 piece of Iron Bark) You summon the protective power of the Kami to create a 30-foot radius barrier around a point within 60 feet. The barrier lasts for 1 minute and grants total cover against attacks and spells from outside. Any hostile creature that attempts to enter the barrier must make a Wisdom saving throw or be repelled and take 4d6 psychic damage. Allies within the barrier have advantage on saving throws.

Rebinding the Soul
5

Rebinding the Soul

Necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a piece of the deceased’s body, incense worth 100 gold) Duration: Instantaneous You perform a ritual to call back the soul of a recently deceased creature. The creature must have died within the last 10 days. Upon completion, the spirit is drawn back to its body, restoring it to life with 1 hit point. The creature is weakened, with 2 levels of exhaustion. This spell does not restore lost body parts.

Heavenly Chains
9

Heavenly Chains

Conjuration Casting Time: 1 Minute Range: 90 feet Components: V, S, M (a blessed feather of a Tengu) Duration: Instantaneous You summon chains of divine light to bind a creature within range. The target must make a Strength saving throw. On a failure, they are restrained for 10 minutes and take 9d8 radiant damage at the start of each of their turns. The restrained creature can attempt another Strength saving throw at the end of each of its turns to break free. While restrained, they are also blinded.

Gate to the Spirit Realm
6

Gate to the Spirit Realm

Conjuration Casting Time: 10 minutes Range: 15 feet Components: V, S, M (a sacred artifact or relic) Duration: 1 hour Opens a portal to the spirit realm for 1 hour. You and up to five willing creatures can enter. While in the spirit realm, you can interact with spirits and travel great distances quickly, but you cannot affect the material world.

Ritual of Binding
6

Ritual of Binding

Conjuration Casting Time: 1 hour Range: 60 feet Components: V, S, M (an ornate binding circle) Duration: Until dispelled Binds a powerful spirit, lesser deity or Yokai to a specific location or object. The binding lasts until dispelled or the object is destroyed. The spirit, lesser deity or Yokai can only act within the bounds of the binding and can communicate with you.

Ghostly Visions
4

Ghostly Visions

Divination Casting Time: 1 action Range: Self (100-foot radius) Components: V, S, M (incense worth 25 gold) Duration: 10 minutes Allows you to see and communicate with spirits and Yokai within 100 feet for 10 minutes. You gain insight into their motives and can ask up to five questions.

Purify the Unclean
1

Purify the Unclean

Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a vial of holy water) Duration: Instantaneous Dispel curses, break enchantments, and banish minor Yokai within a 30-foot radius. Does not affect deities or major spirits.

Curse of the Wailing Ghost
3

Curse of the Wailing Ghost

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of bone) Duration: 1 minute A ghostly wail targets all creatures in one line up to 60 feet in front of you. You deal 4d10 psychic damage to each target. The targets must make a Wisdom saving throw or be frightened for 1 minute. While frightened, the target also takes 1d10 psychic damage at the start of each turn.

Aura of Bravery
1

Aura of Bravery

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprig of sacred tree) Duration: 10 minutes Grants a target +2 to AC for 10 minutes and advantage on saving throws against possession or fear effects from spirits to all allies in a 30 feet radius around you.

Yokai Binding
2

Yokai Binding

Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a charm or talisman) Duration: 1 hour Binds a lesser Yokai or spirit to a physical object for 1 hour. The bound spirit or yokai cannot move and has to stay in place and the object becomes a focus for divination spells. You can talk and communicate with the bound spirit for the duration. You can set the spirit free with another action or ban it to the Underworld Yomi with another action.

Summon Spectral Weapon
4

Summon Spectral Weapon

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You summon a spectral weapon—an ethereal sword, spear, or bow—imbued with spiritual energy. The weapon takes no damage when attacked by enemies. It stays in battle for 3 rounds and desolves afterwards. You can control where it hovers to in a 60 feet area. Make a ranged spell attack against a creature within range. On a hit, the target takes 5d8 force damage. If the target is a spirit, Yokai, or undead, it takes an additional 1d8 radiant damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Spirit Flame
0

Spirit Flame

Evocation Casting Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instantaneous You summon a small, ghostly flame that you can hurl at a target within range. You will deal 1d8 radiant damage. The flame can also briefly illuminate hidden spiritual presences, causing any invisible spirits within 30 feet of the target to be faintly visible until the end of your next turn.

Yin-Yang Shield
2

Yin-Yang Shield

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of blessed paper) Duration: 10 minutes Creates a barrier of spiritual energy around you and all allies within 60 feet, granting immunity against all physical damage if it is a Yang-Shield for the duration. You can change it into a Yin-Shield with a Bonus Action. If the Yin-Shield is activated, you and all allies within 60 feet are granted immunity against all magical damage for the duration. You can switch to the Yang-Shield with a Bonus Action as well.

 Spirit Blade
3

Spirit Blade

Conjuration Casting Time: 1 bonus action Range: Touch Components: V, S, M (a blessed whetstone) Duration: 1 hour Enchants a weapon with spiritual energy for 1 hour. You deal 4d8 additional radiant damage with your weapon attack for the duration. The weapon deals an additional 1d8 radiant damage to spirits, Yokai, and undead. Your targets have to succeed an intelligence saving throw to suffer only half damage.

Kami's Blessing
0

Kami's Blessing

Enchantment Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 10 minutes You invoke the favor of a minor Kami, granting all allies in a 60 feet radius around you a +4 bonus on their next skill check or saving throw. The blessing manifests as a soft, spiritual glow that surrounds the targets briefly when the bonus is applied.

Spirit Ward
0

Spirit Ward

Abjuration Casting Time: 1 Bonus action Range: self Components: V, S Duration: 1 round You create a brief barrier of spiritual energy around yourself, granting a +4 bonus to AC against the next attack made by a spirit or ethereal creature before your next turn.

Divine Wind
7

Divine Wind

Evocation Casting Time: 1 action Range: 60 feet (60-foot line) Components: V, S, M (a fan made of sacred wood) Duration: Instantaneous Summons a powerful wind infused with spiritual energy. The wind moves in a 60-foot line, dealing 7d8 force damage to enemies and pushing them back 20 feet. The wind also purifies the area, dispelling curses and banishing minor Yokai.

Ward of Purity
0

Ward of Purity

Abjuration Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 minute You trace a sacred symbol in the air, granting a creature you touch protection from malevolent spirits. For the duration, the target has advantage on saving throws against being frightened or possessed by spirits. You also cleanse any disease, poison or paralysis from the target.

Ghost Walk
9

Ghost Walk

Transmutation Casting Time: 1 action Range: self (60-foot radius) Components: V, S Duration: 1 hour You shift partially into the spirit realm for 1 hour, becoming ethereal. While in this state, you can move through objects, walls, closed doors and creatures as if they were difficult terrain, and you have resistance to all damage except psychic damage. You can also see invisible or hidden creatures within 60 feet. You can end the effect early as a bonus action.

 Cleansing Flames
4

Cleansing Flames

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of ashes) Duration: Instantaneous You summon a purifying fire that burns away curses and dark magic. All creatures of your choice within a 60-foot radius centered on a point within range must make a Constitution saving throw. On a failed save, they take 5d8 radiant damage, or half as much on a successful save. In addition, any curses or magical effects on the targets that cause harm or hindrance are dispelled, and undead creatures have disadvantage on the saving throw. Your allies suffer no damage and regain 5d8 hit points instead.

Spectral Chains
5

Spectral Chains

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a length of silver chain) Duration: Concentration, up to 1 minute You summon ethereal chains that lash out at up to three creatures within range. Each targets must make a Dexterity saving throw or be restrained by the chains. While restrained, the targets take 6d8 necrotic damage at the start of each of its turns. A restrained creature can use its action to make a Strength or Dexterity saving throw (its choice) to break free.

Call of the Ancestors
7

Call of the Ancestors

Necromancy Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a family heirloom) Duration: 10 minutes Summons the spirits of your ancestors to aid you in battle for 10 minutes. These spirits grant advantage on all attack rolls, saving throws, and ability checks, and deal an additional 7d8 radiant damage to all attacks for the duration.

Spiritual Rejuvenation
6

Spiritual Rejuvenation

Evocation Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a blessed fan) Duration: Instantaneous You summon a wave of spiritual energy that washes over all allies within a 30-foot radius centered on a point within 60 feet. Each affected creature regains 7d10 + your spellcasting modifier in hit points. This spell also removes one level of exhaustion from each affected creature.You and all allies in radius will rgenerate 10 expended spellslots.

Detect Spirits
2

Detect Spirits

Spell Level: 2 School: Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a sprig of sacred tree or a charm inscribed with holy symbols) Duration: Concentration, up to 30 minutes Description: By invoking ancient incantations and focusing your spiritual energy, you extend your senses into the ethereal plane, allowing you to perceive the presence of spirits within a 60-foot radius. This includes Yokai, ghosts, nature spirits, and even divine entities that are otherwise invisible to mortal eyes. For the duration, you can see a faint aura around any spirit within the area, revealing their location. You also gain insight into the nature of the spirit, such as whether it is benevolent or malevolent, and its general type (e.g., Yokai, Kami, Ghost). At Higher Levels: When cast using a spell slot of 3rd level or higher, the range increases by 10 feet for each level above 2nd.

Soul Rend
9

Soul Rend

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of jade crystal) Duration: Instantaneous You tear at the very essence of a creature’s soul. Make a ranged spell attack against a creature within range. On a hit, the target takes 9d10 necrotic damage. If the target is reduced to 0 hit points by this attack, their soul is temporarily trapped in the spirit realm for 1 minute, preventing any resurrection attempts until the time has passed.

Healing Spirit
1

Healing Spirit

Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small charm or token) Duration: Instantaneous You call upon a benevolent spirit to heal a creature within range. The target regains 4d8 + your spellcasting modifier in hit points. If the target is a spirit, Yokai, or a creature with a similar nature, they also gain temporary hit points equal to half the amount healed.

Flame of the Fire Kami
5

Flame of the Fire Kami

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of volcanic glas) Duration: Instantaneous Summons a column of sacred fire in a 30-foot radius, dealing 3d8 fire damage and 3d8 radiant damage. Undead and Yokai have disadvantage on saving throws against this spell.

Guiding Wind
0

Guiding Wind

Transmutation Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 minute You summon a gentle, spiritual wind that can subtly influence the environment. The breeze can close or open a locked door, closed window, scatter light objects, or carry a whispered message to a creature within range. It can also clear away small amounts of mist or fog. In caves or other dark places it might direct you to a safe way out.

Ethereal Whisper
0

Ethereal Whisper

Divination Casting Time: 1 Bonus action Range: Self Components: V Duration: 10 minutes You can hear the whispers of spirits around you, allowing you to ask three yes or no questions to the spirits within 30 feet. The spirits will answer truthfully, though their responses may be cryptic or vague.

Healing Breeze
0

Healing Breeze

Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: Instantaneous By calling upon the gentle spirits of the wind, you conjure a soothing breeze that carries with it the essence of life. With a graceful motion, you send this breeze towards a wounded ally, and as it reaches them, the gentle winds knit flesh and mend bones, restoring vitality. The ally regains 3d8+ your spellmodifier hit points back. The healing is modest but can make a significant difference in dire moments. The breeze is cool, refreshing, and imbued with the blessing of the wind kami.

Earthen Wall
4

Earthen Wall

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a handful of soil) Duration: 10 minutes You summon a wall of earth, 10 feet high, 10 feet wide, and 1 foot thick, at a point within range. The wall provides cover and can be shaped into simple forms like ramps or barricades. It has an AC of 20 and 200 hit points. The wall crumbles into dust when the spell ends.

Spirit Communion
5

Spirit Communion

Divination Casting Time: 10 minutes Range: Self Components: V, S, M (an offering of food or incense) Duration: 1 hour You perform a ritual to commune with the spirits, ancestors, or Kami. During this time, you can ask questions, receiving cryptic but truthful answers. Additionally, the spirits may provide a boon, granting you advantage on one ability check, attack roll, or saving throw within the next 24 hours.

Sanctuary of the Kami
5

Sanctuary of the Kami

Conjuration Casting Time: 1 minute Range: Self (120-foot radius) Components: V, S, M (a piece of jade) Duration: 24 hours You create a pocket dimension, a serene and secure space tailored to your desires. The sanctuary appears as a 120-foot radius area, filled with natural elements of your choosing—lush forests, tranquil streams, or calming sands. You and up to 10 willing creatures can freely enter and leave the sanctuary, appearing back where you entered. The space is warded against outside threats and hostile magic, providing a perfect refuge for rest, meditation, or strategizing. The sanctuary remains stable for at leasr 24 hours, after which it gently fades, returning everyone to the material plane. You can cast a new Sanctuary 12 hours after leaving the one you used.

Stone Ward
6

Stone Ward

Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a polished stone) Duration: 1 hour You touch a willing creature, imbuing them with the durability of stone. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, they have advantage on saving throws against being petrified or paralyzed.

Mystic Portal
7

Mystic Portal

Conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (a small handsized silver mirror) Duration: Instantaneous You create a shimmering portal that teleports you and up to 10 willing creatures to a destination you choose within 500 miles. The destination must be a place you’ve seen before or can visualize clearly. The portal remains open for 1 minute, allowing any creatures to pass through. After the duration ends, the portal closes, leaving no trace.

Summon Sandstone Golem
8

Summon Sandstone Golem

Conjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M (a piece of sandstone) Duration: Concentration, up to 1 hour You summon a towering sandstone golem to fight by your side. The golem has an AC of 30, 200 hit points, and is immune to poison, psychic damage, and conditions such as charmed, exhausted, frightened, paralyzed, petrified, and poisoned. The golem follows your commands and can attack twice per round with +10 to hit (2d12 + 6 bludgeoning damage). It also has the ability to create a sandstorm in a 30-foot radius once per hour, reducing visibility to 10 feet and imposing disadvantage on attack rolls for all creatures within the area except the golem. The golem remains for the duration or until it is reduced to 0 hit points.

Whisper of the Stones
0

Whisper of the Stones

Divination Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: Instantaneous You place your hand upon a rock, ore, or crystal, closing your eyes to connect with the ancient spirits dwelling within the earth. By channeling your spiritual energy, you can converse with these spirits, asking 3 questions or seeking guidance. The answers come not in words but as telepathic visions—snapshots or fleeting images that provide insights about the material’s origin, history, or any hidden secrets it may hold. This connection to the earth is sacred, often used to uncover the past or locate hidden resources.

Water's Call
0

Water's Call

Conjuration Cast Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instantaneous By invoking the spirits of water, you can manipulate the presence of water in their surroundings. With a gentle wave of your hand or a whispered prayer, you can create water out of thin air or draw it from the moisture in the environment. Alternatively, you can banish water, causing it to evaporate or vanish as if it had never existed. This cantrip is essential for survival in the wild, whether quenching thirst, extinguishing fires, or navigating treacherous waters. You create or destroy up to 10 gallons of water within a 30-foot range. The water appears in a container or as rain in an open space. Alternatively, they can destroy the same amount of water, turning it into mist or causing it to evaporate.

Barkskin
2

Barkskin

Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a piece of bark) Duration: Concentration, up to 1 hour You touch yourself or a willing creature, and their skin becomes as tough as bark. The target’s AC cannot be less than 16, regardless of what kind of armor it is wearing. You get +4 to your AC for the duration.

Healing Wave
7

Healing Wave

Evocation Casting Time: 1 action Range: 30 feet (30-foot radius) Components: V, S, M (a vial of sacred water) Duration: Instantaneous You call forth a surge of healing waters that envelops all allies within a 30-foot radius. Each affected creature regains 8d8 + 10 hit points and is cleansed of any poison or disease. Additionally, any curses or magical effects reducing hit points are lifted. This powerful spell rejuvenates and fortifies your group, preparing them for the battles ahead. You and your allies in the radius also regain 8 used up Spell slots.

Nature’s Embrace
9

Nature’s Embrace

Transmutation Casting Time: 1 action Range: 120 feet (60-foot radius) Components: V, S, M (a piece of living wood) Duration: Concentration, up to 10 minutes You call upon the power of nature to heal and protect your allies. Within a 60-foot radius area of your choice, the ground becomes lush with plants, and the air is filled with a soothing fragrance. All allies within the area regain 9d8 hit points at the start of each of their turns, are cured of any diseases, and are immune to being charmed or frightened. Additionally, the area becomes difficult terrain for enemies, and all allies have advantage on Dexterity saving throws.

Fox's Guise
0

Fox's Guise

Transmutation Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 hour You tap into the elusive nature of the Kitsune, the fox spirit known for its shapeshifting abilities. By focusing your spiritual energy, you can subtly alter your physical appearance to resemble a different person, animal, or even an object. The transformation is minor, suitable for brief deceptions or disguises. The changes might include altering hair color, facial features, or even growing fox ears and a tail. This cantrip is ideal for reconnaissance or slipping through tight situations unnoticed.

Raging Storm
4

Raging Storm

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a feather) Duration: Concentration, up to 1 minute You summon a powerful storm, with howling winds and lightning strikes. Each creature within a 60-foot radius must make a Dexterity saving throw or take 5d10 lightning damage and be pushed back 10 feet. The area becomes difficult terrain for the duration. Your allies who stand in the storm suffer no damage, get 24 temporary hit points for the upcoming 3 turns and a +5 feet of movement speed for the rest of the fight or until you discontinue the effect.

Phantasm
0

Phantasm

Illusion Cast Time: 1 Bonus action Range: 30 feet Components: V (Verbal), S (Somatic) Duration: 5 minutes Drawing upon your connection to the spirit world, you create a phantasmal duplicate of yourself, an illusionary echo that confuses foes and distracts attention. The phantasm looks, sounds, and moves like you, though it has no physical substance. This illusion can perform simple actions like walking, speaking, or mimicking your movements, but it cannot cause harm or interact with objects. The phantasm can be used to mislead enemies or create a diversion, appearing as a spectral image with a faint, otherworldly glow.

Heaven's Gale
7

Heaven's Gale

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a handful of rice) Duration: Instantaneous You summon a powerful gust of divine wind that sweeps through a 60-foot radius centered on you. Each creature of your choice in the area suffers 4d8 force damage and must make a Strength saving throw or be knocked prone and pushed 30 feet away from you. The wind clears away fog, gas, and other vapors, and extinguishes unprotected flames in the area.

Water Prison
3

Water Prison

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of water) Duration: Concentration, up to 1 minute You create a sphere of water around a creature within range, trapping it inside. The trapped target suffers 4d8 cold damage plus your intelligence modifier at the beginning of each turn as long as it is inside the sphere of water. The target must make a Strength saving throw or be restrained. A restrained creature can hold its breath for a number of rounds equal to its Constitution modifier (minimum 1). At the end of each of its turns, the target can make a Strength saving throw to break free.

Static Discharge
0

Static Discharge

Evocation Cast Time: 1 Bonus action Range: Touch Components: V, S Duration: I minute You gather static electricity into your hand, ready to release it on contact. When you touch a creature or object, the static discharges, dealing 1d10 lightning damage to the target. If the target is wearing metal armor or holding a metal object, you have advantage on the attack roll. This cantrip can also be used to power small devices or ignite flammable materials.

Bubbling Stream
0

Bubbling Stream

Conjuration Cast Time: 1 Bonus action Range: 30 feet Components: V, S Duration: Instant You create a small stream of water that flows from a point within range. The stream can fill a container, extinguish a small fire, or create difficult terrain in a 30-foot square. If used offensively, the stream can deal 1d8 cold damage to a creature within range and attempt to push it 5 feet back if it fails a Strength saving throw.

Earthquake
8

Earthquake

Evocation Casting Time: 1 action Range: 120 feet (100-foot straight line in front of you) Components: V, S, M (a pinch of dirt) Duration: Concentration, up to 1 minute You cause a massive earthquake to shake the ground in a 100-foot straight line in front of you. Each creature in the area must make a Dexterity saving throw or take 8d10 bludgeoning damage and be knocked prone.

Burning Blast
1

Burning Blast

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a blast of fire and flames at a creature within range. Make a ranged spell attack; on a hit, the target takes 2d10 damage of fire. Creatures who get hit need to roll a Constitution saving throw of 15 or higher to suffer half the damage only.

Spirit Sight
3

Spirit Sight

Divination Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a pinch of incense) Duration: 1 hour You gain the ability to see into the Spirit Realm, allowing you to perceive spirits, Yokai, and other ethereal entities that are normally invisible. You can also see through illusions and detect the presence of nearby magical auras.

Serpent’s Grasp
1

Serpent’s Grasp

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a snake scale) Duration: Concentration, up to 1 minute You conjure a spectral serpent that attempts to coil around a creature within range. The target must succeed on a Strength saving throw or be restrained. When they fail they get hit by 2d10 Poison damage. The serpent can be dismissed early, and the target can make a Strength check at the end of each of its turns to break free.

Dragonform
8

Dragonform

Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a dragon scale) Duration: Concentration, up to 8 hours You transform into a majestic dragon, gaining the physical attributes and abilities of a dragon while retaining your own mind. In this form, you gain a flying speed of 80 feet, immunity to the damage type associated with your dragon form (fire, cold, lightning, or acid), and can use a breath weapon once per transformation (8d10 damage in a 60-foot cone). Your dragonform reflects your personality, stats, skills and alignement. You can also communicate telepathically with other dragons and transport up to 6 willing creatures on your back. The transformation lasts for up to 8 hours, or until you dismiss it.

Upheavel
3

Upheavel

Evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: Instantaneous You stomp the ground, causing it to tremble violently. All creatures within a 30-foot radius must make a Dexterity saving throw or take 4d10 bludgeoning damage and be knocked prone.

Dancing Flames
0

Dancing Flames

Evocation Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 1 hour You create a small flame that dances in the air or across a surface within range. The flame sheds light in a 15-foot radius and can be directed to move, change color, or flicker as desired. You can use the flame to ignite flammable objects or send a simple visual signal (e.g., an arrow-shaped flame pointing in a direction). The flame lasts for 1 hour or until extinguished.

 Misty Shroud
1

Misty Shroud

Illusion Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 10 minutes A swirling mist surrounds you, obscuring your form. Attackers have disadvantage on attacks against you as long as the mist persists. The mist moves with you and does not obscure your vision.

Spark
0

Spark

Evocation Cast Time: 1 Bonus Action Range: 60 feet Components: V, S Duration: 1 Minute You conjure a small spark of electrical energy, targeting a creature or object within range. The spark deals 1d10 lightning damage when it hits an object or creature.

Whispering Wind
0

Whispering Wind

Transmutation Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: Instant You summon a gentle breeze that carries your whispered message to a creature within range. The message is heard clearly by the target, regardless of other noise. The wind can also carry small objects, like a feather, scroll, paper or a trinket, to the target. If the target is friendly, the breeze grants them 1d12 temporary hit points. The winds can also create beautiful illusions and aurora lights, for example when you tell a story to others and want to impress or distract them.

Rock Shield
0

Rock Shield

Abjuration Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 minute You summon a small barrier of earth to protect yourself from harm. Until the start of your next turn, you gain +4 AC. The shield appears as a floating disk of hardened soil or stone, absorbing the first blow that would hit you. The shield can also be used to block minor environmental hazards like falling debris.

Celestial Sanctuary
9

Celestial Sanctuary

Abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a blessed talisman) Duration: Concentration, up to 10 minutes You create a 30-foot radius aura of divine protection around you. All allies within this sanctuary gain resistance to all damage types, and they automatically succeed on saving throws against spells and magical effects. The sanctuary also neutralizes any harmful conditions (such as poison, fear, or paralysis) on affected allies. While within the aura, allies are immune to any attempts to banish, teleport, or otherwise forcefully move them against their will. They regain 8d8 hit points.

Genesis
9

Genesis

Transmutation Casting Time: 1 hour Range: 1 mile x 1 mile radius Components: V, S, M (a seed of any kind) Duration: Permanent You channel the raw power of creation to transform a vast area, up to 1 mile in radius, into a flourishing ecosystem. You can create and grow life in all forms: plants, animals, minerals, and bodies of water. You can raise forests, summon rivers, shape mountains, and populate the area with creatures of your choosing. The terrain is altered to your design, allowing for the creation of fertile lands, lakes, or even entirely new habitats. This transformation is permanent, and the newly created life flourishes naturally.

Zephyr Step
0

Zephyr Step

Transmutation Cast Time: 1 Bonus action Range: Self Components: V, S Duration: 1 minute or 3 rounds You call upon the power of wind to lighten your step. For 1 minute or 3 rounds, your movement speed increases by 10 feet, and you can move across liquid surfaces or difficult terrain without hindrance. Additionally, your movement does not provoke opportunity attacks during this time.

Summon Wings of a Tengu
6

Summon Wings of a Tengu

Transmutation Casting Time: 1 action Range: Self Components: V, S, M (a Tengu feather) Duration: Concentration, up to 1 hour You sprout two black Tengu wings from your back, granting you the ability to fly with a movement speed of 40 feet. While airborne, you are immune to effects that alter the terrain or destroy the ground beneath you, and you cannot be entangled or otherwise restrained by such effects. These wings remain until the spell ends, allowing you to soar freely and avoid ground-based threats. You can transport other creatures or objects while flying, but you have to roll a strength saving throw over 14 and succeed it when you want to take someone or something with you, who/which might be the same size or bigger than you.

Acid Breath
6

Acid Breath

Evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a snake scale) Duration: Instantaneous You exhale a blast of elemental energy in a 15-foot cone, dealing 7d10 acid damage to all creatures in the area. Each creature must make a Dexterity saving throw, taking full damage on a failed save, or half as much on a successful one.

Fire Serpent
2

Fire Serpent

Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of sulfur) Duration: Concentration, up to 1 minute You summon a fiery serpent that slithers through the air toward a target. Make a ranged spell attack; on a hit, the serpent deals 3d10 fire damage and continues to burn, dealing 1d8 fire damage at the start of the target’s turn until the spell ends or is extinguished.

Windstep
2

Windstep

Conjuration Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You harness the power of the wind to teleport yourself up to 60 feet to an unoccupied space you can see. As you teleport, you momentarily transform into a gust of wind, allowing you to pass through narrow gaps or around obstacles. You reappear with no sound, leaving only a faint breeze behind.

Stone Hand
0

Stone Hand

Conjuration Cast Time: 1 Bonus action Range: 60 feet Components: V, S Duration: 10 minutes You summon a small hand of earth to emerge from the ground at a point within range. The hand can grasp and manipulate objects, deliver an unarmed strike dealing 2d8 bludgeoning damage, or attempt to grapple a creature of average size or smaller. The hand can also throw stuff in a 60 feet radius around it. The hand remains for up to 10 minutes or until dismissed. You can tell the hand where to go. The hand can disappear when it distances itself over 70 feet from you.

Yokai’s Grasp
4

Yokai’s Grasp

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a Yokai talisman) Duration: Concentration, up to 1 minute You summon the spectral hands of a Yokai to grasp up to 3 creatures within range. The targets must make a Wisdom saving throw or be paralyzed with fear as ghostly hands pull at their soul. At the start of each of its turns, the creature takes 5d8 necrotic damage and can repeat the saving throw to end the effect.

Inferno
5

Inferno

Evocation Casting Time: 1 action Range: 60 feet (20-foot radius) Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You summon a massive firestorm at a point within range, engulfing a 20-foot radius in flames. Each enemy creature in the area must make a Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much on a successful one. The fire spreads to any flammable objects in the area. Allies standing in the radius of the flames suffer no damage and get healed by 4d8 instead.

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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