+2 | Strength |
+1 | Dexterity |
+2 | Constitution |
+6 | Intelligence |
+14 | Wisdom |
+15 | Charisma |
+1 | Acrobatics |
+6 | Animal Handling |
+14 | Arcana |
+2 | Athletics |
+12 | Deception |
+6 | History |
+14 | Insight |
+7 | Intimidation |
+6 | Investigation |
+22 | Medicine |
+22 | Nature |
+14 | Perception |
+7 | Performance |
+15 | Persuasion |
+14 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+14 | Survival |
Weapon | Attack | Damage | Range |
---|---|---|---|
Mace | +7 | 1d6 +2 | |
Brutal Handaxe | +8 | 1d6 +3 | 20/60 ft |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Aloth
Ring
Rare Requires Attunement
The ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn.
When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
World of Aloth
Wondrous Item
Uncommon
A set of light blue leather gloves with white stripes going down the fingers and a golden circle with a sapphire in the middle of the gloves. Once per day when you are casting a spell that has a casting time of one action you can reduce the action to a bonus action instead.
World of Aloth
Armor (Shield)
Uncommon
The simple metal shield is emblazoned with a symbol of an open eye. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | 2 | No |
Weight: 6lb
World of Aloth
Weapon
Uncommon Requires Attunement
Light, Range, Thrown
This hand axe has light steelhead with a dark refined mahogany wooden handler with a slight curver. The weapon also has a few runes on the handle signifying violence.
Exploding damage: When you critical hit with this weapon and roll the maximum number on a damage dice you can roll that die again and add the new die roll result to the original. This is repeated for every time that a maximum is rolled.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6+1 | Slashing | 20/60 ft |
Weight: 3lb
Wondrous Item
Rare Abjuration
You gain a +1 bonus to AC and saving throws while wearing this cloak.
Cost: 3500gp
World of Aloth
Armor (Medium)
Very Rare Requires Attunement
You have a +2 bonus to AC while wearing this armor.
Stone Guard protection: You gain resistance to lightning damage while wearing the armor, and you are immune to the petrified condition.
The stone guard is a set of half-plate armor made from the gray-blue scales of Condrenth the Stone guard. The armor is made to look like dragon scales and looks very sturdy.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 15 | Yes |
Cost: 32 500gp
Weight: 45 lbs
World of Aloth
Wondrous Item
Rare Requires Attunement
While wearing the crown of the silver tongue your Charisma score increases by 2, as does your maximum. You also gain a +5 bonus to Charisma (persuasion) checks.
This beautiful crown is made from pure gold with carvings and artistry worthy of a monarch. The crown is imbued with finely cut gems that seem to glisten when the wearer talks. The crown is worth a lot in pure material, but the real value is the magic it is imbued with. Those who have worn the crown in the past have lived great diplomatic lives and experienced increased luck in the art of persuasion.
Cost: 25 000gp
Weight: 7lbs
World of Aloth
Ring
Rare Requires Attunement
A marvelous ring that puts up a ward around you when you are in danger. The ring has 4 charges and regains 1d4 charges at dawn.
Protector: As a reaction to when you are hit by an attack or targeted by the magic missile spell, you may spend 1 charge to cast the shield spell
Cost: 6 500gp
World of Aloth
Wondrous Item
Uncommon
These gauntlets are made of steel imbued with fire giving them a slick orange color. The gauntlets can replace any other gauntlet part of an armor set.
When worn you can add your spellcasting modifier (minimum of +1) to the damage roll of any spell that deals fire damage that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls
Cost: 500gp
Weight: 4lb
World of Aloth
Wondrous Item
Rare
This book contains intuition and perception exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain proficiency in the Perception skill. The manual then loses its magic but regains it in a century.
Cost: 3 500gp
Weight: 2lb
World of Aloth
Wondrous Item
Rare Requires Attunement
Beautifully crafted with a lace bracelet, bond by white chains to an ornate centerpiece made from white quartz. While worn the bracelet reflects the gentle nature of its wearer.
When you cast cure wounds on a recipient other than yourself, you may spend one of your own Hit Dice to heal the recipient an additional amount equal to the Hit Die rol
Cost: 6 000gp
Weight: 0,5lb
World of Aloth
Wondrous Item
Rare
This amulet is beautifully crafted with a red ruby in the middle of a platinum diamond frame. The chain is made from silver and the amulet gives off a small source of warmth.
Second Chance: The amulet activates after being worn by a recently deceased humanoid for 24 hours without being removed. When activated the amulet casts reincarnate on the wearer as long as they have been dead for no longer than the spell's limitation. After the spell is cast the amulet shatters to dust.
Cost: 4 500gp
World of Aloth
Ring
Very Rare Requires Attunement
The ring is composed of a gold and a silver band spiraling around each other in a single loop, simple but very beautiful in its simplicity.
When the wearer casts a spell that targets a single creature, the wearer can target one additional creature. After the ring is activated it can not be done so until next dawn.
Cost: 8 500gp
Wondrous Item
Varies Cleric, Paladin Requires Attunement
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.Rarity | Bonus |
Uncommon | +1 |
Rare | +2 |
Very Rare | +3 |
DnD 5e SRD
Wand
Rare Requires Attunement
This wand has 7 Charges for the following properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).
Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Cost: 10 000gp
Weight: 1lb
bonusaction
Wondrous Item
Very Rare Requires attunement by a spellcaster
The ArcaneMech arm is only functional when affixed to a shoulder as a replacement for a missing or amputated arm. The arm requires attunement. The arm can be temporarily disabled for one minute if targeted by a dispel magic of 5th level or higher.
Arcane Crystals. You gain a +2 bonus to your spell attack modifier and you ignore half cover when making a spell attack with this arm.
Power Surge. The arm holds 10 charges. Before making a weapon or spell attack roll you can expend any number of charges and add that number to your attack roll. The arm regains 1d10 charges after you finish a long rest.
Cost: 25 000gp
Weight: 9lb
James Gifford
Weapon
Uncommon
Magical
This bronze flail is a masterfully crafted flail from the most pure bronze and sturdy bronze, it also has a yellow gemstone in the handle and elvish textures on the sides. The flail also has the initials V.B engraved into them which seems to have been scratched on after its creation.
By pressing the switch on the handle you can extend the chain up to 20 feet. Allowing the swing ball to be “thrown” 20 feet away. Releasing the switch reels the chain back into its normal length. The ball can also be opened to allow a vial like acid or holy water to be placed inside, the vial smashes on the first weapon attack that hits.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+1 | Bludgeoning | 20 ft |
Cost: 1200gp
Weight: 1,5lb
World of Aloth
Potion
Uncommon
The potion is a light crimson color that gives off a small beat like a heart. The crimson liquid expands and shrinks as the beating goes on. It tastes like orange juice with an after taste of iron.
The potion gives the user 4d4+4 temporary hit points. Temporary hit points do not stack so if drunk while having temporary hit points the effects do nothing.
Cost: 200gp
World of Aloth
Wondrous Item
Very Rare
This amulet is a small glass vial totally shut holding a few drops of blood within. The chain is small black chains and when worn it feels cold to the touch.
While wearing this amulet the caster can before casting a spell decide to use hit points instead of a spell slot. The hit points consumed is based upon the level of the spell. Each level costs 1d10 to a maximum of 5d10. The caster's life is subtracted with the total amount rolled, along with its hit point maximum, and the wielder can cast the spell without spending a spell slot. This ability can be used twice ber dawn, and the wielder's hit point maximum is restored at the end of their next long rest.
Cost: 15 000gp
World of Aloth
Weapon
Very Rare Requires Attunement
magical, thrown, finesse, light
This dagger is made from a rare crystal from the astral known as rift crystals. The blade is a sharpened shard from such a crystal, it has been connected with a beautiful metal handle made to focus its powers. This particular dagger is well used and has the word Kiva’r engraved in the handle.
Open Rift. As an action you can slice open a colorful shifting rift in space within 5 feet of you. When you do so choose another unoccupied space that you can see within 300 feet of you, another rift opens at that location. The rift stays open for 1 minute or until a creature willingly moves through it. Additionally, projectiles can travel parallely through the rift without closing it. Ranged attack rolls made through the rift works like normal and the space between the rifts does not impact the range the projectile can move. Additionally, attacks that hit a creature after traveling through the rift deals an additional 1d8 force damage. You can only open one rift per long or short rest.
Timestrike. When you hit a creature with the dagger you can make the attack a timestrike. When you do, the target must succeed on a DC 17 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration and returns to the space it left or in an unoccupied space nearest to that space if it’s occupied at the end of its next turn. This ability can be used twice per long rest.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+1 | Piercing | 20/60 ft |
Cost: 25 000gp
Weight: 1lb
World of Aloth
Wondrous Item
Varies
This metal tube has a red wax seal around it just like a letter or scroll. The tube can be used once a day to send a letter or a scroll to a person the user knows. If the receiver is not on the same plane of existence as the sender there is a 10% chance that the letter or scroll is lost.
Cost: 300gp
Weight: 3lb
World of Aloth
Armor (Shield)
Very Rare Requires Attunement
The Interceptor is a magical shield made from adamantine. It is beautifully forged with legendary dwarven craftsmanship. It is quite stylized with dwarvish symbols and style, any hits blocked by the shield resonate with it, and a slight purple color shows the location of the hit temporarily before fading away.
While holding the Interceptor, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally while you're wielding it, any critical hit against you becomes a normal hit.
Greater Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack while you are wielding the Interception, you can use your reaction to reduce the damage the target takes by 2d10 + the shield's AC bonus + your proficiency bonus. If the attack you are intercepting is a critical hit it becomes a normal hit instead.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | No |
Cost: 28 000gp
Weight: 6lb
World of Aloth
Wand
Uncommon
This wand has 30 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand does not regain charges and when all charges are used the wand becomes dust.
Cost: 250gp
World of Aloth
Ring
Very Rare Requires Attunement
You gain a +2 bonus to AC and Saving Throws while wearing this ring.
Cost: 20 000gp
World of Aloth
Weapon
Very Rare Requires Attunement
Magical
You can use a bonus action to speak this magic mace's command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the mace.
The mace scores a critical hit when the wielder rolls a 19 or 20.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Bludgeoning |
Cost: 26 500gp
Weight: 4lb
World of Aloth
Wondrous Item
Uncommon
This flower shaped brooch is made from electrum with a red crystal core.
Whenever you roll dice to determine the number of Hit Points you restore with a spell, you can reroll the die if it rolls a 1, and you must use the new roll. You can only reroll one die per spell.
World of Aloth
Wondrous Item
Uncommon
The thunderstone is a small light blue rock. It has small electrical charges surging through it while held.
As an action, a character can throw the stone at a point they can see within 60 feet.
When thrown the thunderstone casts the Thunderwave spell at fourth level where it lands. The stone is then broken and can not be used again.
Cost: 200gp
Weight: 1lb
DnD 5e SRD
Wondrous Item
Rare Requires Attunement
Belt of Dwarvenkind
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Cost: 7 500gp
Weight: 5lb
World of Aloth
Weapon
Rare Requires Attunement
Finesse, Light
This scimitar is made from beautiful steel made only in Daharia called desert steel, the color is slightly yellow like a gem and the handle is made from light brown leather with a golden scarab in the handle.
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
When attuned to this weapon the wielder have an additional first level spell slot. Additionally, if the wielder is a sorcerer they have two additional sorcery points.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6+1 | None |
Cost: 5 000gp
Weight: 3lb
World of Aloth
Wand
Uncommon
This wand has 30 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand does not regain charges and when all charges are used the wand becomes dust.
Cost: 250gp
World of Aloth
Wondrous Item
Varies Requires attunement by a cleric, sorcerer, warlock or wizard Requires Attunement
The Dark Arcananomicon is a comprehensive volume detailing ancient and terrible funerary rites as well as horrifically specific information pertaining to different realms. The book also has information about ancient rituals, necromancy and dark arts. The Dark Arcananomicon itself is a thick black leathered book with a golden spine and purple binders. The symbol on the book is the skull of a dragon with purple outlines.
A creature attuned to The dark arcananomicon must spend 200 hours reading and studying it to digest its contents and truly attune. The creature can then freely modify the book’s contents, provided that those modifications advance the lore already contained within. The dark arcananomicon can also serve as a spellbook for a wizard with no page limitation on writing and copying spells.
Special Attunement. There are only two ways you can attune to the book. The old user must be dead or have given it up freely. If they give up the book all benefits they have gained from the book are stripped and they can never attune to the book again. If the user dies holding this book the soul of the user is consumed by the book and their knowledge is added to the book’s pages. A person killed in this way can only be brought back by a wish or similar magic.
Increased Mind. After you spend the requisite amount of time reading and studying the book, your intelligence score is increased by 2 to a maximum of 30. You also gain advantage on all intelligence saving throws.
Obscene Lore. You can reference the Dark Arcananomicon whenever you make an Intelligence check to recall or understand information about necromancy and dark arts. When you do so, double your proficiency bonus on that check. Additionally you learn the Magic Circle and Protection from Evil and Good spells. They are always prepared and do not count against the number of spells you can have prepared. When casting these spells you can add monstrosities to the list of creature types you can defend against with those spells.
Command Undead. While you are attuned, you can use an action to cast the Dominate Monster spell on an undead target (save DC 21). After you have cast the spell you can’t use this feature again until the next dawn.
Potent Spell Casting. You gain a +2 to your spell attack modifier and DC. Also when you roll damage with a necromancy spell you can add your Spellcasting modifier to the
damage.
Spell Stealer. As a reaction you can try to cancel a spell that is cast within 30 feet of you. You must make an ability check using your spellcasting ability. The DC is equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When you cancel a spell with this feature you can on your turn cast the canceled spell without spending a spell slot even if you do not have the ability to cast the level of the spell. You can use this ability twice per long rest.
Arcane Security. The Dark Arcananomicon has different means of security which are set in place when someone other than the attuned person tries to read it. The book is under the permanent effect of the Arcane Lock spell which can only be opened by saying the phrase “Death before life”. The book also gives off an alarm inside the attuned person’s head when someone tries to unlock it. The pages of the book appear blurry to anyone but the attuned creature. If another creature attempts to read the pages, they must succeed on a DC 21 intelligence check to obtain the information from one page.
Spell Holder. The book can hold a spell of the user's choice. The spell can be triggered by something declared by the user just like the hold action. If the spell needs components they are used when the spell is put into the book. Casting a spell into the book uses a spell slot.
Cost: Priceless
Weight: 20lb
The Griffon’s Saddlebag
Wondrous Item
Rare
The ring grows and shrinks to fit its wearer perfectly once equipped. The ring has an extradimensional space inside it dedicated to carrying armor and easily equipping that armor. You can magically bind one set of unworn light, medium or heavy armor to this extradimensional space over the course of 1 hour by resting the ring on top of the armor. Only one suit of armor can be bound to the ring’s extradimensional space. Binding a second suit breaks the bond with the first one, causint to to be forced from the extradimensional space and appear in an unoccupied space within 5 feet of the ring. While wearing the ring, you can use a bonus action to speak its command word and touch a suit of bound armor, even if you’re wearing it, to shunt it into the ring’s extradimensional space. Speaking the command word again while the armor is in the ring causes you to magically don the armor, adjusting to fit you as needed, or causes it to appear at your feet (your choice). If you're already wearing a suit of armor when you don one in this way, the bound armor appears at your feet instead.
Cost: 2500gp
World of Aloth
Wondrous Item
Very Rare Requires attunement by either a Bard, Sorcerer or Warlock
The Tiara of Beguile is a slick and black tiara which is made from obsidian and has a big ruby embedded in it. The tiara is beautifully crafted and has small beautiful carved runes which are barely visible on it.
While wearing the Tiara of Beguile your Charisma score increases by 4, as does your maximum. You also gain a +5 bonus to Charisma (deception) checks.
Dominating Charm. You can cast Dominate Person once per long rest using your spell casting ability.
Domineering Through Charisma. A bard attuned to the tiara gains two additional uses of their bardic inspiration. A sorcerer attuned to the tiara gains four additional sorcerer points. A warlock attuned to the tiara gains two additional spell slots.
Cost: 30 000gp
Weight: 1lb
World of Aloth
Wondrous Item
Rare Requires Attunement by a spellcaster who has at least one 3rd level spell slot
This rod is made from an electrum rod bound in twisting leathers and set with a translucent pear at its end.
When you cast a spell that has a range of 5 feet or greater, you can use the rod to double the range of the spell. Additionally, when you cast a spell that has a range of touch, you can use the rod to make the range of the spell 30 feet.
You can use this ability three times per long rest.
Cost: 3000gp
Weight: 3lb
World of Aloth
Weapon
Very Rare Requires attunement by an elf or half-elf
Finesse, Magical, Versatile
This beautiful sword is made from mithril with elvish runes of protection engraved along the blade. The handle of the weapon is covered in light leathers with a beautiful half-moon amber for a pommel.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. and the longsword has the finesse property.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8+2 / 1d10+2 | Slashing |
Cost: 10 000 gp
Weight: 2lb
World of Aloth
Wondrous Item
Very Rare Requires attunement by a cleric of 10th level or higher who is not of an evil alignment
This strand is made from beautiful light and alabaster beads which have a faint glow to them while worn by a divine spellcaster. The prayer beads are not made in dedication to any one god, but rather as a focus for the wielder’s own deity. They have a free slot where a bead would be, which is made for a wielder’s holy symbol to hang.
Empowered Domain. Every spell given to you by your domain counts as being cast at one level higher when cast at its base level.
Empowered Spellcasting. As a bonus action, you can spend one use of your channel divinity to empower your spellcasting for 10 minutes. For the duration, every cleric spell you cast counts as being cast at one level higher when cast at its base level. Once used, you can’t use this feature for 1d4+1 days, or until you have successfully used your divine intervention feature (not to gain this ability, just in general).
Cost: 15 000gp
World of Aloth
Armor
Rare Requires attunement by a creature with proficiency in medium armor
These plate boots are well made, though not decorated or flamboyant in their design. The boots can be worn as part of another set of armor or by themselves.
Steadfast Bastion. As a bonus action, you can activate the boots to become a steadfast bastion. For 1 minute or until you decide to end the effect as bonus action you gain the following effects:
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Cost: 1500gp
Weight: 2lb
World of Aloth
Wondrous Item
Legendary S.P.I.N.E requires attunement by a creature who has made a deal with a powerful devil to wield it.
The Soul-Powered Infernal Nexus Engine, also known as S.P.I.N.E is a mastercrafted piece of infernal machinery and prosthetic engineering which attaches itself to a creature’s spine. This version of the infernal machinery was specifically made for a mortal to wear in an attempt to stave off demonic influence. The machinery also comes with other boons for the integrated person, but first it must be connected to a creature in a painful and almost permanent method which sees the S.P.I.N.E connect itself to the spine of the creature by the help of dozen needles which connect to the spine and nervous system of the creature.
S.P.I.N.E requires attunement by a creature who has made a deal with a powerful devil to wield it. The insertion of the engine can also only be done by that devil and it can also only be removed by that devil upon agreement or contract. The attunement process is painful and a creature who dies to the attunement has their soul consumed by the S.P.I.N.E, and can only be resurrected by a True Resurrection or by Wish. A creature who fulfills the requirements takes 90 (36d4) piercing damage which can not be reduced in any way when attuning to it, a creature who survives is attuned to the S.P.I.N.E and can never unattune to it while it is attached.
A creature who has attuned to S.P.I.N.E has their Constitution score reduced by 2, this reduction lasts as long as the creature is attuned to S.P.I.N.E. S.P.I.N.E also requires one soul coin each month that is used outside of the Nine Hells. If it is not fed a soul coin, your Constitution score is reduced by 1 for each month it is not given a soul coin, this Constitution reduction is permanent, even if you unattune to S.P.I.N.E, and can only be removed by the use of a Wish or similar magic. If your Constitution score is reduced to 0 by S.P.I.N.E, you die and S.P.I.N.E consumes your soul, and you can only be resurrected by a True Resurrection or by Wish.
Infernal Integration. While attuned to S.P.I.N.E, your Charisma score is increased by 2 and your creature type is considered to be both fiend (devil) and
humanoid.
Damage Absorption. You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. Additionally, you can use your reaction to absorb an instance of fire damage you would have taken. When you do so, you regain a number of hit points equal to the damage the instance would have done as if you had not been immune or resistant to fire damage. If the fire damage was Hellfire, you instead regain hit points equal to twice the damage you would have taken and you regain an amount of spell slot levels equal to 1 for every 10 points of damage taken (the levels can be distributed any way you want, but can not recover a spell slot above 6th level). Once this reaction is used, it can't be used again until the next dawn.
Demon Breaker. You are immune to being charmed and possessed by fiends (Demons) and any contract or bond which you have with a demon when attuning to S.P.I.N.E is halted while you attuned to it, if you are no longer attuned to S.P.I.N.E, the contract or bond’s effects are active once again, including any consequences or breaks in contract done while attuned to S.P.I.N.E.
Infernal Rebirth. When you are reduced to 0 hit points, but not outright killed, a burst of hellfire spews out of your body burning everything within 20 feet of you. Each creature within the area must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save a creature takes fire damage equal to 2d10 + your level and has their Hit Point maximum reduced by an amount equal to the damage taken. On a successful save, a creature takes half the damage and does not have their Hit Point maximum reduced. This damage ignores resistance and treats immunity as resistance. You are also healed for an amount equal to half the total damage dealt by this explosion. Once this trait has been used, you can’t use it again until a new soul coin has been inserted.
Infernal Consumption. Your radiant consumption trait is switched with an infernal version. You can use your bonus action to unleash hellfire from within yourself, causing a hellish flame to burn out from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take fire damage equal to half your level (rounded up). This fire damage ignores resistance to fire and treats immunity as resistance. In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level Once you use this trait, you can’t use it again until you finish a long rest.
Cost: Priceless
Weight: 1lb
World of Aloth
Wondrous Item
Very Rare Requires attunement by an arcane spellcaster
This wand has 15 Charges. While holding it, you can expend 1 charge as a reaction to cast Counterspell. The wand does not regain charges and when all charges are used the wand becomes dust.
Cost: 15 000gp
Weight: 1lb
World of Aloth
Wand
Uncommon
While holding this wand, you can cast the Encode Thoughts spell at will.
Cost: 500gp
Weight: 1lb
World of Aloth
Wondrous Item
Very Rare
A chaos seed is a rare occurring phenomenon within limbo. The seed is a semi-crystalised construction of pure chaotic energy which makes the crystal seem as if breathing or adjusting by itself. It changes colors, but has a warm glow for most of the time with a red, orange or purple variation to it. The seed is a powerful conduit for chaos, and believed to be an offspring of the spawning stone itself.
Chaos Integration. If a chaos sorcerer touches the chaos seed, it becomes magically absorbed into them permanently and can not be removed by any means short of a Wish spell. Once absorbed the creature’s chaos threshold is permanently increased by 1.
Chaos Empowerment. When you cast a spell, you can choose to cast it at one level higher. When doing so you must instantly roll on the chaos magic table. You can use this ability a number of times equal to half your proficiency bonus (rounded up) per long rest.
Cost: Unknown
Weight: 2lb
World of Aloth
Wondrous Item
Rare Requires attunement by a cleric
This bracelet is beautifully made and engraved with dozens of small diamonds around its platinum band. The religious meaning behind the bracelet is lost to time, yet its powers can be wielded freely by any who channel divine energy.
Spiritual Bond: When you cast Spiritual Weapon the spell deals an additional d8 force damage. Additionally, when you cast the spell, you can touch a weapon and make a spiritual version of it, instead of the usual weapon. When you do so, the spiritual weapon looks like a glowing translucent version of the weapon, and it gains any additional benefits from the weapon (such as any bonuses to attack and damage rolls, additional damage or spells put upon the weapon). If the weapon requires attunement, you must be attuned to it to make a spiritual version of it.
Cost: 3000gp
Weight: 1lb
World of Aloth
Wondrous Item
Legendary
The Abyssal Keystone is a multifaceted pyramid shaped crystal pulsating with dark energy, intricately etched with abyssal runes and sigils. This keystone is linked to the lower plane of the Abyss.
Abyssal Portal. The Abyssal Keystone can be used by an arcane spellcaster who has access to 7th level spells to open a temporary portal to any layer of the Abyss. The portal is 20 feet in radius and lasts for 10 minutes. Once the portal has been up for 10 minutes, it closes and the abyssal keystone shatters.
Cost: Priceless
Weight: 15lb
The statblocks of your class features
By solving the labyrinth of thought and proving yourself in an Architect Chamber, you gain the following benefit:
By solving the planar pathway and proving yourself in an Architect Chamber, you gain the following benefit:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: Aasimar mature at the same rate as humans, but they can live up to 160 years. Size: Aasimar have the same range of height and weight as humans. Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage. Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Languages. Common, Celestial
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
0-level (Cantrip) Evocation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell
0-level (Cantrip) Evocation
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
World of Aloth
1-level Necromancy
As a reaction whenever a humanoid goes below 0 hit points within 20 feet of you, you can spend your reaction to make them fail two death saving throws leaving them at the edge of life. You also regain hit points equal to their maximum hit dice.
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
2-level Enchantment
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
2-level Evocation
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
2-level Conjuration
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
World of Aloth
2-level Necromancy
World of Aloth
2-level Necromancy
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2-level Evocation
3-level Evocation
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
3-level Evocation
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Necromancy
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
3-level Necromancy
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
3-level Evocation
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
3-level Transmutation (ritual)
This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
3-level Divination
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
3-level Conjuration
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
3-level Abjuration
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
3-level Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
World of Aloth
3-level Necromancy
4-level Conjuration
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
4-level Abjuration
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
4-level Divination
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
4-level Abjuration
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
4-level Evocation
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
World of Aloth
4-level Necromancy
World of Aloth
4-level Evocation
Player's Handbook
5-level Evocation
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Player's Handbook
5-level Divination
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | 0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
Player's Handbook
5-level Necromancy
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival — its head, for instance — the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Player's Handbook
5-level Abjuration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
Player's Handbook
5-level Evocation
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
5-level Enchantment
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
World of Aloth
5-level Evocation
Player's Handbook
6-level Necromancy
You unleash a virulent disease on a creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Player's Handbook
6-level Necromancy
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
7-level Conjuration
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
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8-level Abjuration
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9-level Abjuration
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9-level Abjuration
World of Aloth
9-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.