Note that some spells listed may not be available yet. If you come across spells that aren’t in the core books or at the end of this post, you can replace them with spells that make sense for that komorebi.
Protégées of the Mypa
Moontouched use divine energy left over from the creation of Ferella to fight those who pose a threat to the world. The komorebi energy than permeates Ferella seeped into these people and their families gradually as they lived out their lives on Ferella over many generations. These abilities can be gained at any age, either at birth or much later. In some cases, Monstorians travel to Ferella as children and develop these abilities in their old age.
To this day, they are the only creatures who speak Old Ibphmotj, the ancient language of the Mypa.
Creating a Moontouched
When creating an moontouched, think about why you chose to develop your abilities as you did. Were you fascinated by the power your abilities represented? Did you have a scholarly interest in the Mypa, or did you consider it your duty to wield your power to protect the world? Perhaps you had many powerful moontouched in your family line?
Quick Build
You can make a moontouched quickly by following these suggestions. First, make Wisdom, Charisma, or Intelligence your highest ability score. Second, choose the acolyte background.
Class Features
As a moontouched, you gain the following class features.
Hit Points
Hit Dice: 1d8 per moontouched level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per moontouched level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Dragonchess set
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, History, Insight, Medicine, Nature, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment gained by your background:
(a) a shield or (b) any simple weapon
(a) a shortsword or (b) any simple melee weapon
(a) a scholar’s pack or (b) a diplomat’s pack
Leather armor, and essence of your komorebi (see spellcasting below for details)
If you start with a gold allowance instead of class equipment, moontouched should start with 3d4 x 10 gp.
Ancient Language
You speak, read, and write Old Ibphmotj, the ancient language of the elves.
Spellcasting
Drawing on the divine komorebi of creation, you can cast spells to shape that komorebi to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the moontouched spell list. You learn additional moontouched cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Moontouched table.
Preparing and Casting Spells
The Moontouched table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these moontouched spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of moontouched spells that are available for you to cast, choosing from the moontouched spell list. When you do so, choose a number of moontouched spells equal to your Spellcasting Ability modifier + your moontouched level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Wisdom-based moontouched, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of moontouched spells requires time spent communing with the world: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
While all moontouched draw power from the komorebi, each one refines their abilities into spells using a different source, and therefore uses a different spellcasting ability. You may choose a spellcasting ability from Intelligence, Charisma, and Wisdom. You use this ability score whenever a spell refers to your spellcasting ability. In addition, you use your modifier for this ability when setting the saving throw DC for a moontouched spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Spellcasting Ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting Ability modifier
Ritual Casting
You can cast a moontouched spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your moontouched spells.
Komorebi
Regardless of your origins, you are the legacy of many centuries in which you or your family have been exposed to and changed by the unique magic of Ferella, called komorebi. Your komorebi is determined partially by race and partially by personality and preference. The following table shows which komorebi are common for each race. It is possible to choose another komorebi that is uncommon for your race, but you must have an explanation for why Creation energy affected you differently than others of your race. Were you raised in an environment that is common to a different race? Does your personality fit a particular komorebi so strongly it can’t be ignored?
Choose a komorebi from Light, Darkness, Fire, Air, Earth, Water, Nature, Electricity, Technology, Sound, Death, and Life.
Komorebi Spells
Your ability to absorb and wield komorebi infuses you with the ability to cast certain spells. You have access to spells that are not normally on your class’s spell list. These spells become moontouched spells for you and you may pick them when you prepare spells. See the spells listed for your komorebi below. In addition, you may choose one spell of each level between 1st and 8th, including 1st and 8th, from another komorebi’s spells. This spell cannot be from your opposite or paired komorebi’s list. For example, an earth moontouched cannot cast a spell from the air spells list. Pairings/opposites are as follows: Darkness/Light, Earth/Air, Fire/Water, Technology/Nature, Electricity/Sound, Death/Life.
Light Spells
| Spell Level | Light Spells | Spell Level | Light Spells |
| Cantrip | Dancing Lights, Light, Minor Illusion | 5th | Dream, Mislead, Modify Memory, Seeming, Telekinesis |
| 1st | Charm Person, Color Spray, Disguise Self, Faerie Fire, Guiding Bolt, Illusory Script, Silent Image | 6th | Programmed Illusion, Sunbeam |
| 2nd | Arcanist’s Magic Aura, Beauty, Blur, Darkvision, Mirror Image, Pass Without Trace, Silence | 7th | Mirage Arcane, Project Image |
| 3rd | Daylight, Fear, Hypnotic Pattern, Major Image | 8th | Glibness, Sunburst |
| 4th | Banishment, Confusion, Death Ward, Hallucinatory Terrain, Phantasmal Killer | 9th | Prismatic Wall, Weird |
Darkness Spells
| Spell Level | Darkness Spells | Spell Level | Darkness Spells |
| Cantrip | Dimness, True Strike | 5th | Draining Darkness, Legend Lore, Shadow Minions |
| 1st | Command, Dark Bolt, Detect Evil and Good, Faerie Fire, Identify, Strategic Spike, Unseen Servant | 6th | Circle of Death, True Seeing |
| 2nd | Darkness, Darkvision, Find Traps, Invisibility, Knock, Locate Object, Moonbeam, See Invisibility, True Form, Zone of Truth | 7th | Arcane Sword, Symbol |
| 3rd | Clairvoyance, Nondetection, Phantom Steed, Separate Shadow, Vampiric Touch | 8th | Demiplane, Mind Blank |
| 4th | Arcane Eye, Black Tentacles, Confusion, Locate Creature, Divination, Greater Invisibility | 9th | Veritas, Weird |
Air Spells
| Spell Level | Air Spells | Spell Level | Air Spells |
| Cantrip | Air Punch, Ray of Frost | 5th | Cone of Cold, Passwall, Telekinesis, Wall of Force, Windstorm |
| 1st | Expeditious Retreat, Feather Fall, Heat Draw | 6th | Disintegrate, Irrisistable Dance, Wind Walk |
| 2nd | Gust of Wind, Invisibility, Knock, Levitate, Misty Step | 7th | Reverse Gravity, Teleport |
| 3rd | Fly, Gaseous Form, Haste, Slow, Spider Climb, Water Walk, Wind Wall | 8th | Draw of Breath, Earthquake |
| 4th | Compulsion, Disjointment, Freedom of Movement, Wind Wave | 9th | Speed of Eos, Tornado |
Earth Spells
| Spell Level | Earth Spells | Spell Level | Earth Spells |
| Cantrip | Throw Rock | 5th | Constitutional Ward, Minimum, Wall of Force, Wall of Stone |
| 1st | Encase, Floating Komorebi Disk, Guided Spikes, Rock Shield | 6th | Flesh to Stone, Move Earth |
| 2nd | Form Stone Sword, Levitate, Stone Lock, Tunneling, Warding Bond, Web | 7th | Forcecage, Reverse Gravity |
| 3rd | Crushing Force, Meld Into Stone, Tiny Hut, Toxic Steam | 8th | Earthquake, Maze |
| 4th | Banishment, Hallucinatory Terrain, Resilient Sphere, Stone Shape, Stoneskin | 9th | Compaction, Fissures |
Water Spells
| Spell Level | Water Spells | Spell Level | Water Spells |
| Cantrip | Water Stream, Acid Splash, Poison Spray | 5th | Cloudkill, Contagion, Mass Cure Wounds, Teleportation Circle, Wall of Force |
| 1st | Create or Destroy Water, Fog Cloud, Heat Draw | 6th | Instant Summons, Wall of Ice |
| 2nd | Calm Emotions, Knock, Misty Step, Warding Bond | 7th | Reverse Gravity, Simulacrum |
| 3rd | Gaseous Form, Mass Healing Word, Sleet Storm, Stinking Cloud, Toxic Steam, Water Breathing, Water Walk | 8th | Maze, Snowstorm |
| 4th | Compulsion, Control Water, Freedom of Movement, Hallucinatory Terrain, Ice Storm | 9th | Compaction, Storm of Vengeance |
Fire Spells
| Spell Level | Fire Spells | Spell Level | Fire Spells |
| Cantrip | Fire Bolt, Produce Flame, Sacred Flame | 5th | Cone of Cold, Flame Strike |
| 1st | Burning Hands, Heat Draw, Hellish Rebuke, Heroism | 6th | Freezing Sphere, Internal Inferno |
| 2nd | Flame Blade, Flaming Sphere, Heat Metal, Continual Flame, Scorching Ray | 7th | Delayed Blast Fireball, Fire Storm |
| 3rd | Fireball, Revivify, Slow, Toxic Steam | 8th | Incendiary Cloud, Snowstorm |
| 4th | Dominate Beast, Fire Shield, Hallucinatory Terrain, Ice Storm, Wall of Fire | 9th | Fissures, Lava Pit |
Sound Spells
| Spell Level | Sound Spells | Spell Level | Sound Spells |
| Cantrip | Kelly’s Jaunty Tune, Message, Thunderclap | 5th | Dominate Person, Dream, Telepathic Bond |
| 1st | Alarm, Comprehend Languages, Healing Word, Hideous Laughter, Illusory Script, Speak With Animals, Thunderwave | 6th | Disintegrate, Mass Suggestion |
| 2nd | Blindness/Deafness, Enthrall, Magic Mouth, Shatter, Silence, Suggestion, Warding Bond | 7th | Mark Rival, Project Image |
| 3rd | Nondetection, Sending, Speak With Dead, Speak With Plants, Tongues | 8th | Glibness, Power Word Stun |
| 4th | Coalesce | 9th | Power Word Kill, Veritas |
Lightning Spells
| Spell Level | Lightning Spells | Spell Level | Lightning Spells |
| Cantrip | Lightning Blast, Mage Hand, Shocking Grasp | 5th | Animate Objects, Awaken, Lightning Rod, Raise Dead |
| 1st | Conductor, Encase, Expeditious Retreat, False Life, Floating Disk, Guided Spikes, Lightning Revenge | 6th | Chain Lightning, Disintegrate |
| 2nd | Arcane Lock, Find Traps, Form Stone Sword, Locate Object, Nock, Rope Trick | 7th | Forcecage, Reverse Gravity |
| 3rd | Call Lightning, Lightning Bolt, Meld Into Stone, Revivify | 8th | Feeblemind, Snowstorm |
| 4th | Coalesce, Control Water, Freedom of Movement, Hallucinatory Terrain, Stoneskin | 9th | Fissures, Storm of Vengeance |
Nature Spells
| Spell Level | Nature Spells | Spell Level | Nature Spells |
| Cantrip | Mending Vines, Spare the Dying | 5th | Commune With Nature, Contagion, Greater Restoration, Insect Plague, Mass Cure Wounds, Tree Stride |
| 1st | Berries, Animal Friendship, Cure Wounds, Detect Poison and Disease, Entangle, Purify Food and Drink | 6th | Transport Via Plants, Wall of Thorns |
| 2nd | Barkskin, Hold Person, Lesser Restoration, Locate Animals or Plants, Spike Growth, Gentle Repose, Prayer of Healing | 7th | Law of Nature, Regenerate |
| 3rd | Conjure Animals, Plant Growth, Speak With Plants, Water Breathing | 8th | Animal Shapes, Clone |
| 4th | Death Ward, Giant Insect, Hallucinatory Terrain, Locate Creature, Polymorph | 9th | Mass Heal, Shapechange |
Technology Spells
| Spell Level | Technology Spells | Spell Level | Technology Spells |
| Cantrip | Mending | 5th | Animate Objects, Awaken, Contagion, Geas, Legend Lore, Modify Memory |
| 1st | Battle Armor, Floating Komorebi Disk, Charm Person, Command, Detect Thoughts, Identify | 6th | Blade Barrier, Disintegrate |
| 2nd | Find Traps, Heat Metal, Knock, Locate Object, Rope Trick | 7th | Arcane Sword, Simulacrum |
| 3rd | Tongues | 8th | Feeblemind, Mind Blank |
| 4th | Coalesce, Confusion, Dominate Beast, Fabricate, Hallucinatory Terrain, Divination | 9th | Compaction, Weird |
Death Spells
| Spell Level | Death Spells | Spell Level | Death Spells |
| Cantrip | Chill Touch, Shadow Hider’s Touch, Spare the Dying | 5th | Antilife Shell, Awaken, Planar Binding, Raise Dead, Reincarnate |
| 1st | False Life, Inflict Wounds, Planestrider, Sanctuary, Sleep | 6th | Create Undead, Word of Recall |
| 2nd | Hold Person, Gentle Repose, Misty Step, Rope Trick | 7th | Etherealness, Magnificent Mansion, Plane Shift, Resurrection |
| 3rd | Animate Dead, Blink, Revivify, Speak With Dead | 8th | Become Death |
| 4th | Banishment, Death Ward, Dimension Door | 9th | Astral Projection, Demiplane, Gate |
Life Spells
| Spell Level | Life Spells | Spell Level | Life Spells |
| Cantrip | 5th | Antilife Shell, Awaken, Greater Restoration, Hold Monster, Mass Cure Wounds, Raise Dead | |
| 1st | Cure Wounds, Detect Poison and Disease, Healing Word, Heroism, Sleep | 6th | Internal Inferno, Magic Jar |
| 2nd | Hold Person, Lesser Restoration, Prayer of Healing, Ray of Enfeeblement | 7th | Project Image, Regenerate |
| 3rd | Animate Dead, Conjure Animals, Imitation, Mass Healing Word, Revivify | 8th | Freeing, Mist of Life Sharing |
| 4th | Coalesce, Dominate Beast, Locate Creature | 9th | Mass Heal, True Resurrection |
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with your komorebi. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than h00alf your moontouched level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level moontouched, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Komorebi Shape
Starting at 2nd level, you can use your action to magically transform into an elemental of your komorebi’s type. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your moontouched level determines what creatures you can transform into, as shown in the table below. Usually the monster’s stat block will say what type of elemental they are. As a Darkness Moontouched at 2nd level, for example, you can transform into a darkness elemental that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
There should be one creature of each CR available on the Monster Playtest page of moontouched.com, but until then, you can convert beasts into elementals of the needed type by giving them resistances and immunities, or changing speeds as you see fit. If you add a flying speed or a lot of resistances, saving throws, or immunities, increase the creature’s CR by 1 or so. You can also take existing elementals and add/remove flying speeds or modify hit points and AC to make the challenge rating you need.
| Level | Max CR | Limitations | Examples |
| 2nd | ¼ | No flying or swimming speed | Working on |
| 4th | ½ | No flying speed | Magmin |
| 8th | 1 | Working on |
You can stay in an elemental form for a number of hours equal to half your moontouched level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in komorebi form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your komorebi form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Path of Study
At 2nd level, you have begun to use your abilities and learn about the dangers and rewards of each path of study. Now it is time to choose between the Path of Becoming and the Path of Reverence, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Timeless Body
Starting at 18th level, the Creation energy that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Elemental Spells
Beginning at 18th level, you can cast many of your moontouched spells in any shape you assume using Komorebi Shape. You can perform the somatic and verbal components of a moontouched spell while in a komorebi shape, but you aren’t able to provide material components.
Moontouched Master
At 20th level, you can use your Komorebi Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your moontouched spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your Komorebi form from Komorebi Shapes.
Path of Becoming
The Path of Becoming is a dangerous one. Following this path, your ultimate goal is to become one with your komorebi.
Powerful Shapes
You are willing to take greater risks with your Elemental Form and can now turn into more challenging shapes. You may use the adjusted table below for your Elemental Shape ability.
| Level | Max CR | Limitations and Advantages | Examples |
| 2nd | CR1 | No flying or swimming speed | |
| 6th | CR 2 | No flying speed | Azer |
| 10th | CR 4 | Can be fey | Green Hag |
| 14th | CR 5 | Can be fiend or celestial (x2 uses) | Unicorn, Night Hag, Xorn |
At level 10, you can transform into fey or elementals.
At level 14, you can also transform into fiends or celestial by expending two uses of your Komorebi Shape.
Komorebi Damage
At 6th level, all your nonmagical weapon attacks deal radiant damage.
As One
When you reach 14th level, you are as one with your komorebi in many ways. You gain the ability to cast one of the following spells at will. The spell must match your komorebi:
| Komorebi | Spell | Komorebi | Spell |
| Light | Blur | Life | Lesser Restoration |
| Darkness | Darkvision | Death | Rope Trick |
| Earth | Form Stone Sword | Lightning | Working on |
| Air | Knock | Sound | Silence |
| Fire | Continual Flame | Technology | Working on |
| Water | Misty Step | Nature | Alter Self |
Path of Reverence
Those who follow the Path of Reverence believe that while they can wield and be close to their komorebi, they are ultimately works of Nature and ultimately cannot become something else. Instead, they focus on using themselves as a powerful conduit of that energy.
Bonus Cantrip
When you choose this path at 2nd level, you learn one additional moontouched cantrip of your choice.
Incorporeal Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Creation’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or moontouched, and you are immune to poison and disease.
Visage of Power
When you reach 14th level, creatures of the natural world sense your power and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your moontouched spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Multiclassing into Moontouched
On occasion, a player will begin moontouched training but choose not to complete it. On other occasions, they don’t discover their moontouched abilities until they have trained for some time in another class.
When characters take a level in moontouched, they gain all class features, but do not gain all the moontouched proficiencies. Instead, they gain the following proficiencies: light armor, medium armor, shields
To multiclass into moontouched, you must have a Wisdom of 13 or higher.
Moontouched Spell List
Cantrips
- Guidance
- Komorebi Trick
- Resistance
- Shillelagh
- Thaumaturgy
1st Level
- Bane
- Bless
- Detect Magic
- Divine Favor
- Divine Touch
- Jump
- Longstrider
- Protection From Evil and Good
- Shield of Faith
2nd Level
- Aid
- Animal Messenger
- Augury
- Enhance Ability
- Misty Step
- Pass Without Trace
- Protection From Poison
- Spiritual Weapon
3rd Level
- Beacon of Hope
- Bestow Curse
- Dispel Magic
- Elemental Guardians
- Glyph of Warding
- Magic Circle
- Protection From Energy
- Remove Curse
4th Level
- Caleb’s Insurance
- Conjure Minor Elementals
- Conjure Woodland Beings
- Locate Creature
- Guardian of Faith
5th Level
- Commune
- Conjure Elemental
- Contact Other Plane
- Dispel Evil and Good
- Hallow
- Scrying
- Vortex
6th Level
- Conjure Fey
- Find the Path
- Forbiddance
- Harm
- Heal
- Planar Ally
7th Level
- Conjure Celestial
- Divine Word
8th Level
- Antipathy/Sympathy
- Control Weather
- Holy Aura
9th Level
- Foresight
- Time Stop
Air Punch
| Evocation cantrip |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: Instantaneous |
| You make a punching motion toward a target within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and is knocked back 10 feet. |
| At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Battle Armor
| 1st-level abjuration |
| Casting Time: 1 action |
| Range: Touch |
| Components: V, S, M (a piece of metal or ore the size of your fist, which the spell consumes) |
| Duration: 8 hours |
| You spread a chunk of ore or metal into a thin sheet around your body, forming a thin and pliable armor that surrounds you until the spell ends. Your AC becomes 12 + your spellcasting ability modifier. The spell ends if you dismiss it as an action. If you are targeted by a spell such as heat metal, you can “drop” the armor as you would a weapon. |
Beauty
| 2nd-level enchantment |
| Casting Time: 1 action |
| Range: Touch |
| Components: V, S |
| Duration: 1 hour |
| You touch a creature, making it appear as the most beautiful version of itself. This can be done to its voice, smell, and appearance. Creatures perceiving it must make a Wisdom saving throw, and they do so with advantage if they are not of the same creature type as the target. If a creature fails the saving throw, it will perceive the target as exceptionally beautiful for the duration. Secondary Effect: You may choose up to three creatures who are affected by this spell within 3o feet of the beautified creature. Those creatures become charmed by the beautified creature and will attempt to follow a single simple command issued by the creature, such as those suggested by the command spell. Creatures who cannot be charmed are immune to this secondary effect. If a command is issued that cannot be followed, the creature will not obey and will no longer be subject to this secondary effect. |
Become Death
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 30 feet |
| Target: One medium or smaller creature that you can see within range |
| Components: V, S, M (a sample of your komorebi) |
| Duration: Concentration, up to 1 minute |
| You wield the energies of Death like they were their own, pouring them into a creature that has not yet passed to the next Realm. This energy begins to corrupt them over the course of several rounds, turning them slowly into undead as their Life force is pushed out of their body. This spells does not work on undead or constructs. You target a creature of medium or smaller size within range, forcing them to make a Constitution saving throw. On a failed save, it takes 13d6 necrotic damage. On a successful save, the target isn’t affected. A creature affected by this spell must make another Constitution saving throw at the end of each of its turns. On a failure, the target takes another 13d6 necrotic damage. A creature that drops to zero hit points as a result of this spell makes death saves as normal, but will act as a wight instead of falling unconscious while making those death saves. If the creature fails its death saves, it becomes a wight permanently, retaining as many of its physical characteristics as possible, but cursed with the inability to physically hurt you. You may designate as many creatures as you like that the wight cannot physically harm and may add or subtract creatures at any time. The creature can be reverted to their living form using the greater restoration spell. They will retain no memories of their time as a wight. |
Berries
| 1st-level conjuration |
| Casting Time: 1 action |
| Range: Touch |
| Components: V, S, M (a sprig of a berry bush) |
| Duration: Instantaneous |
| You touch the ground, and a berry bush grows up from that spot, holding up to ten berries that are infused with magic for the duration. You can choose to pick the berries using the same action you used to cast the spell. A creature can use its action to eat one berry. Eating one berry restores one hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. |
Caleb’s Insurance
| 4th-level evocation |
| Casting Time: 1 action |
| Range: Self |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| You weaponize the radiant energy surrounding all things, pulling it towards you and surrounding yourself with it like a blanket. Until the spell ends, any creature you miss with a weapon attack takes 2d8 radiant damage. |
Compaction
| 9th-level conjuration |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (a sip of water, a small rock, or a chunk of metal) |
| Duration: 1 minute |
| You form two 20-foot long walls of stone, metal, or ice, snapping them together and crushing anybody in between. Creatures in a 20-foot square area must make a Dexterity saving throw against your spell save DC, taking 14d6 bludgeoning damage on a failure or half as much damage on a success. |
Conductor
| 1st-level evocation |
| Casting Time: 1 action |
| Range: Self (15-foot) cone |
| Components: V, S |
| Duration: Instantaneous |
| As you hold your hands out with your fingers spread, jolts of electricity shoot from your outstretched fingertips. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning 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 above 1st. |
Constitutional Ward
| 5th-level abjuration |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: S |
| Duration: Concentration, up to 1 minute |
| You create a protective ward against severe injury of death. For the duration, whenever the target takes damage that would cause them to fall below half their hit points, they must make a Constitution saving throw against a DC equal to half the amount of damage taken or 20, whichever is less. They may add your spellcasting ability modifier to the saving throw. On a successful saving throw, they do not take any damage. On a failure, they take half as much damage as they normally would from the attack. |
Crushing Force
| 3rd-level evocation |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S |
| Duration: 1 minute |
| You create a 20-foot diameter sphere of pressure that crushes creatures in the area. Each creature in the area of effect must make a Constitution saving throw, taking 3d8 force damage on a failure and half damage on a success. Creatures must remake this saving throw at the beginning of each of their turns while they are in the area of effect. The area also becomes difficult terrain for the duration, and creatures in the area must take a full action for things that normally take a bonus action. |
Dark Bolt
| 1st-level evocation |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: 1 round |
| A streak of black energy jolts 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. |
Disjointment
| 4th-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (a pinch of lime) |
| Duration: 1 minute |
| You target up to six creatures that you can see within range, forcing them each to make a Constitution saving throw. On a failure, a creature can no longer coordinate its movements. For the duration, it has disadvantage on any attacks or ability checks that require it to move, and it must succeed on a Dexterity (Acrobatics) check to use its movement each turn. On a failed Dexterity (Acrobatics) check, it moves in the wrong direction. It can repeat its Constitution saving throw at the end of each of its turns, ending the effects on a success. |
Divine Pull
| 1st-level evocation |
| Casting Time: 1 bonus action |
| Range: Self |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| You pull raw energy from your surroundings to power your attacks. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. |
Divine Touch
| 1st-level evocation |
| Casting Time: 1 action |
| Range: Touch |
| Components: V, S |
| Duration: Instantaneous |
| Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d10 radiant 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. |
Draining Darkness
| 5th-level necromancy |
| Casting Time: 1 action |
| Range: Self (15-foot sphere) |
| Components: S, M (bat fur and a drop of pitch or piece of coal) |
| Duration: Concentration, up to 10 minutes |
| Magical darkness spreads from your fingertips to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. Each creature in the area of darkness must make a Constitution saving throw, taking 3d6 necrotic damage on a failure and no damage on a success. You then regain hit points equal to half the total necrotic damage dealt. During the first minute of this spell’s duration, you can use your action to force the saving throw again. If any of this spell’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled. |
| At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. |
Draw of Breath
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V |
| Duration: Concentration, up to 1 minute |
| You pull the breath from the lungs of one creature you can see within range, leaving it suffocating. If the target has 150 hit points or fewer, it begins suffocating. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of your next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. The target can still take its turns as normal until it runs out of breath, but it will have disadvantage on attack rolls and cannot speak. |
Elemental Guardians
| 3rd-level conjuration |
| Casting Time: 1 action |
| Range: Self (15-foot radius) |
| Components: V, S, M (a symbol of your komorebi) |
| Duration: Concentration, up to 10 minutes |
| You call forth elementals to protect you. They flit around you to a distance of 15 feet for the duration. 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 succeed on a Wisdom saving throw or take 5d6 radiant damage. |
| At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. |
Fissures
| 9th-level transmutation |
| Casting Time: 1 action |
| Range: 150 feet |
| Components: V, S |
| Duration: Instantaneous |
| You crack open the earth, causing fissures of lava to spew from the ground in a 20-foot cylinder within range. For each creature in the area of effect, have them roll a d4. On a 1, a fissure forms beneath the creature. Have that creature make a Dexterity saving throw against your spell save DC, taking 15d10 fire damage on a successful save and half as much damage on a failed save. |
Freeing
| 8th-level enchantment |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: Instantaneous |
| Chose up to three creatures within range that you can see and that can hear you. Any magical illusion, enchantment, of effect that restricts movement ends on the affected creature, and the spell is shifted onto the original caster if possible. For instance, if Creature A casts the geas spell on Creature B, you may cast this spell on creature B. This will affect Creature A as if you had cast the geas spell on them. If the spell is in your spell list, the duration of the spell will reset as if you had just cast it. Otherwise, spell will end when it would normally have ended on the creature your freed. |
Heat Draw
| 1st-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S M (a vial of rainwater) |
| Duration: Instantaneous |
| You chill the air in a 10 foot radius sphere, drawing heat from it and causing freezing temperatures. Creatures in the area of effect must make a Constitution saving throw against your spell save DC, taking one level of exhaustion and 3d4 cold damage on a failure. They take no damage and are not exhausted on a successful save. Creatures with resistance or immunity to cold damage have advantage on this saving throw. Any water in the area freezes instantly and objects gain a sheen of frost. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d4 for each slot level above 1st. |
Imitation
| 4th-level conjuration |
| Casting Time: 1 action |
| Range: Self |
| Components: Base on the spell you are imitating |
| Duration: Based on the spell you are imitating |
| You imitate one spell you’ve seen in the last 24 hours. The spell must be of 3rd level of lower and you must have the components needed to cast it. It does not need to be on your class’s spell list, however. The spell must have a casting time of one action or bonus action, and takes one action to cast regardless of its normal casting time. |
Internal Inferno
| 6th-level transmutation |
| Casting Time: 1 bonus action |
| Range: Self |
| Components: V, S, M (some water or a pinch of salt) |
| Duration: Concentration up to 1 minute |
| You come alive as fiery energy rushes through your veins, fueling your attacks and infusing you with strength. For the duration, you gain 1d10 temporary hit points and your melee attacks deal an extra 6d6 damage of your weapon’s type on a hit. |
| At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target takes an additional 1d6 fire damage for each slot level above 6th. |
Komorebi Trick
| Illusion cantrip |
| Casting Time: 1 action |
| Range: 30 feet |
| Components: V, M (a sample of your komorebi) |
| Duration: 1 minute |
| You enchant a small item or area of 5×5 or less to create a distraction. For example, you can make a bucket say “hey, you” whenever somebody gets close. The trick will have a trigger that can be touch or an action that happens within 5 feet of the object. For example, it may be triggered by somebody casting a spell within 5 feet of the object. The trick will then say a single phrase, light up, or make a short noise. The phrase must have a number of words equal to or less than your moontouched level. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. |
Lava Pit
| 9th-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, M (a piece of igneous rock) |
| Duration: Instantaneous |
| Lava bubbles up from the earth to fill a space directly beneath a creature of your choice. The creature must succeed a Dexterity saving throw or take 18d10 fire damage and be submerged in the lava. The lava fades immediately. |
Law of Nature
| 7th-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V |
| Duration: Concentration, up to 1 minute |
| You utter an incantation lost to the dawn of time, recalling nearby mortals to the laws of nature. Each non-undead creature within range that can hear you must succeed on a Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. Creatures over 1,000 years old make these saving throws with disadvantage. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Creatures frightened by this spell are vulnerable to all attacks by the caster for the duration, causing any damage dealt by the caster to double. This vulnerability only applies to attacks that do not expend spell slots.. |
| At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the aging effects cannot be reversed with anything short of the wish spell. |
Mark Rival
| 7th-level divination |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (an object touched by the creature) |
| Duration: 8 hours |
| You use the connection between yourself and another creature to steal information about their intended actions. For the duration, you gain advantage on attack rolls, ability checks, and saving throws against that creature and direct results of their actions, such as traps they lay. Additionally, that creature has disadvantage on attack rolls and contested ability checks against you for the duration. When you target a creature, you must picture them in your head accurately or state their name. If you only have a description, such as “The creature that dug this spike pit,” you must make DC 15 Intelligence check to successfully target the creature. |
Minimum
| 5th-level abjuration |
| Casting Time: 1 action |
| Range: Self |
| Components: V, S, M (a small stone) |
| Duration: Concentration, up to 1 minute |
| For the duration, you cannot roll below a 10 on any attack roll, ability check, or saving throw. Any roll below a 10 automatically becomes a 10. This spell does not affect saving throws to maintain concentration on spells. |
Mist of Life Sharing
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: Concentration, 1 minute |
| A red mist creeps out from a point you can see within range, covering a 20-foot sphere. Each creature in the sphere must make a Constitution saving throw, taking 5d8 necrotic damage on a failure and half as much damage on a success. You designate up to three creatures within range that can include yourself. The creatures you designate gain an amount of hit points equal to half the damage dealt, divided amongst them. If a creatures is fully healed, they cannot gain hit points beyond their hit point maximum using this spell. Until the spell ends, you can force creatures to repeat the saving throw at the end of each of your turns. |
Planestrider
| 1st-level enchantment |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: 1 minute |
| You exert authority as a traveled of the planes, using it to intimidate or cause awe in creatures from other planes of existence. Choose one effect below: Awe. Celestials, elementals, fey, fiends, and undead of your choice that you can see within range and that can hear you must make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. Intimidation. You focus your attention on up to three celestials, elementals, fey, fiends, or undead that you can see within range and that can hear you. Each target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must use its base speed or the dash action to move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. |
Separate Shadow
| 3rd-level necromancy |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S |
| Duration: Concentration, up to 1 hour |
| Choose up to four creatures that you can see within range. Each creature must make a Charisma saving throw. On a failure, their shadow is separated from them, forming a shadow (see monster stats). The shadows are friendly to you and your companions. They act on their own initiative, and will not obey your commands. Each shadow returns to the correct creature when the spell ends with no lasting effects. |
Shadow Hider’s Touch
| Necromancy Cantrip |
| Casting Time: 1 action |
| Range: Touch |
| Components: S |
| Duration: Instantaneous |
| Many Death moontouched first discover their abilities using this spell. This often results in something terrible and makes for tragic backstories. You attempt to grapple a creature within range. On a success, the creature takes 1d12 necrotic damage. |
Shadow Minions
| 5th-level conjuration |
| Casting Time: 1 action |
| Range: Self (60-foot cone) |
| Components: V, S |
| Duration: Instantaneous |
| Five shadows spew forth from you, each settling in an an enemy’s space that you can see within range. The shadows take the form of tiny beasts, each with a unique power. Roll a d6 to determine what effect each shadow has: 1 Rend. The shadow rends the creature with its claws and then diasappears. It uses your spell attack bonus for its attack, dealing 5d8 slashing and 5d8 necrotic damage on a hit. 2 Siphon. The shadow clings to the target, forcing it to make a Constitution saving throw against your spell save DC. On a failure the target takes 4d8 necrotic damage, taking half as much damage on a success. The target must repeat this saving throw at the beginning of each of their turns, throwing the shadow off and causing it to dissipate on a success. 3 Chill. The shadow chills the area around the creature. The target must make a Constitution saving throw against your spell save DC, taking 8d8 cold damage on a failure and half as much damage on a success. 4 Delusion. The shadow creeps into your mind, spawning powerful delusions. The target must make a Wisdom saving throw against your spell save DC, taking 8d8 psychic damage on a failure and half as much damage on a success. 5 The shadow tries to drag the target into the Shadowfell. The target must succeed on a Charisma saving throw or be banished to the Shadowfell. While there, the target is incapacitated if it is not native to the Shadowfell. The target remains there for three turns, returning at the end of your turn to the space it left of the nearest unoccupied space if the space it left is occupied. The shadow remains in the space the creature occupied, fading once the target returns. If another creature enters that space, the shadow will target them, sending them to the Shadowfell for the remainder of three turns. 6 The creature is targeted by two shadows. Roll on the table again to see what effect each shadow has. |
Snowstorm
| 8th-level conjuration |
| Casting Time: 1 action |
| Range: 150 feet |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| Clouds form and chunks of ice and snow fall from the sky, raining down in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d8 cold damage on a failed save, or half as much damage on a successful one. They must repeat this saving throw each time they start their turn in the area of effect, taking 7d8 cold damage on a failure and half as much on a success. Creatures in the area must also make a Constitution saving throw, taking one level of exhaustion on a failure. The ice and snow melt on contact with the ground, and the exhaustion fades when the spell ends. |
Speed of Eos
| 9th-level transmutation |
| Casting Time: 1 bonus action |
| Range: Self |
| Components: M (a rabbit’s foot) |
| Duration: 1 round |
| You fight with the speed of the gods, making 1d4 extra weapon attacks on your turn. You move at four times your normal speed, and attacks against you have disadvantage until the start of your next turn. |
Strategic Spike
| 1st-level divination |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| You delve into a creature’s mind seeking information about their battle strategies. The target must make a Wisdom saving throw. On a failed save, your next weapon attack deals an extra 1d10 radiant damage on a hit.. On a hit, the target becomes marked. At the end of each of the marked target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 1d10 psychic damage. On a successful save, the spell ends. |
Thunderclap
| Evocation Cantrip |
| Casting Time: 1 action |
| Range: Touch |
| Components: V,S |
| Duration: 1 round |
| You make a clapping motion with your hands, stopping just short of letting them touch. Make a spell attack. On a hit, the target takes 1d4 thunder and 1d4 piercing damage. They are also deafened until the start of your next turn. On a failure, they take only the thunder damage. On a hit, the spell emits a thunderous boom that can be heard out to 100 feet. |
| At Higher Levels. The spell’s damage increases by 1d4 thunder and 1d4 piercing damage when you reach 5th level(2d4 of each), 11th level(3d4 of each), and 17th level(4d4 of each). |
Toxic Steam
| 3rd-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: 1 minute |
| The ground cracks open and acidic groundwater steams up from the ground in a 20-foot circle from a point within range. Creatures in the area of effect must make a Constitution saving throw, taking 6d6 acid damage on a failure and half the amount of damage on a success. |
Tunneling
| 2nd-level transmutation |
| Casting Time: 1 action |
| Range: Self |
| Components: S, M (a badger claw) |
| Duration: Concentration, up to 1 minute |
| You gain a burrowing speed of 20 feet. |
Veritas
| 9th-level enchantment |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (a length of string) |
| Duration: 10 minutes |
| You ward against lies, inflicting punishment on any who would deceive you. 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 may not be aware of the spell, but can be evasive in its answers as long as it remains within the boundaries of the truth. Creatures that lie while under this spell’s influence take 7d12 psychic damage each time they tell a direct and deliberate lie. If they fall to zero hit points as a result of this damage, they make death saving throw as usual. Creatures who survive these death saving throws are subject to long term madness. |
Vortex
| 5th-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (an otherworldly object or representation) |
| Duration: Instantaneous |
| You target one creature or object of no more than medium size. The target must succeed on a Charisma saving throw or blink out of existence for a moment as they are dragged through the elemental chaos, taking 1d8 each of acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, radiant, slashing, and thunder damage, for a total of 12d8 damage. If the target is an object, it is destroyed and does not return. |
Whirlwind
| 1st-level evocation |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (some water or a pinch of salt) |
| Duration: 1 minute |
| You create a small tunnel of wind that projects towards your target, hitting them forcefully. The target must make a Dexteriity saving throw against your spell save DC, taking 2d10 cold damage and being knocked back 15 feet. On a failure, they take no damage and are not knocked back. Objects automatically fail this saving throw. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d10 cold damage for each slot level above 1st. |
Wind Wave
| 4th-level evocation |
| Casting Time: 1 reaction when targeted with an attack |
| Range: 90 feet |
| Components: S |
| Duration: 1 minute |
| You swoop dramatically out of the way of an attack, assailing a nearby target with a gust of wind as you move. Make a Dexterity saving throw against the attack roll. On a success, you move out of the way and take no damage. On a failure, you take half damage as the blow glances you. Next, make a spell attack against your target’s AC. On a hit, the target takes 1d10 cold damage. |
Windstorm
| 5th-level evocation |
| Casting Time: 1 action |
| Range: Self (30-foot radius sphere) |
| Components: V, S |
| Duration: Concentration, Up to 1 minute |
| You agitate the air around you, swirling and turning it in different directions. This storm does not affect you and up to 3 creatures you designate. As the storm grows, it has the following effects: When you first cast the spell, any objects of tiny or smaller size are throw in the air. Any creatures in the area must make a Dexterity saving throw against your spell save DC. On a failure, small or larger creatures are knocked off balance and have disadvantage on their next attack roll. Tiny creatures who fail this saving throw are hurled into the air and cannot attack until they use an action to grab ahold of something, allowing them to return to the ground. On each subsequent turn, the winds increase and become more erratic. Creatures must repeat this saving throw, but creatures and objects of greater size will be thrown in the air on a failure. Increase the size of the creatures that are tossed in the air by one size at the start of each of your turns. For example, on the beginning of your first turn after casting, small sized creatures may be thrown in the air. Creatures in the air will take 3d8 bludgeoning damage at the start of their turn. The spell ends if the caster loses concentration. If this spell is cast outdoors during windy weather, it deals twice as much damage. |
| At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, roll an additional 1d8 bludgeoning damage for each slot level above 5th. |