Moontouched Class

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 LevelLight SpellsSpell LevelLight Spells
CantripDancing Lights, Light, Minor Illusion5thDream, Mislead, Modify Memory, Seeming, Telekinesis
1stCharm Person, Color Spray, Disguise Self, Faerie Fire, Guiding Bolt, Illusory Script, Silent Image6thProgrammed Illusion, Sunbeam
2ndArcanist’s Magic Aura, Beauty, Blur, Darkvision, Mirror Image, Pass Without Trace, Silence7thMirage Arcane, Project Image
3rdDaylight, Fear, Hypnotic Pattern, Major Image8thGlibness, Sunburst
4thBanishment, Confusion, Death Ward, Hallucinatory Terrain, Phantasmal Killer9thPrismatic Wall, Weird
Darkness Spells
Spell LevelDarkness SpellsSpell LevelDarkness Spells
CantripDimness, True Strike5thDraining Darkness, Legend Lore, Shadow Minions
1stCommand, Dark Bolt, Detect Evil and Good, Faerie Fire, Identify, Strategic Spike, Unseen Servant6thCircle of Death, True Seeing
2ndDarkness, Darkvision, Find Traps, Invisibility, Knock, Locate Object, Moonbeam, See Invisibility, True Form, Zone of Truth7thArcane Sword, Symbol
3rdClairvoyance, Nondetection, Phantom Steed, Separate Shadow, Vampiric Touch8thDemiplane, Mind Blank
4thArcane Eye, Black Tentacles, Confusion, Locate Creature, Divination, Greater Invisibility9thVeritas, Weird
Air Spells
Spell LevelAir SpellsSpell LevelAir Spells
CantripAir Punch, Ray of Frost5thCone of Cold, Passwall, Telekinesis, Wall of Force, Windstorm
1stExpeditious Retreat, Feather Fall, Heat Draw6thDisintegrate, Irrisistable Dance, Wind Walk
2ndGust of Wind, Invisibility, Knock, Levitate, Misty Step7thReverse Gravity, Teleport
3rdFly, Gaseous Form, Haste, Slow, Spider Climb, Water Walk, Wind Wall8thDraw of Breath, Earthquake
4thCompulsion, Disjointment, Freedom of Movement, Wind Wave9thSpeed of Eos, Tornado
Earth Spells
Spell LevelEarth SpellsSpell LevelEarth Spells
CantripThrow Rock5thConstitutional Ward, Minimum, Wall of Force, Wall of Stone
1stEncase, Floating Komorebi Disk, Guided Spikes, Rock Shield6thFlesh to Stone, Move Earth
2ndForm Stone Sword, Levitate, Stone Lock, Tunneling, Warding Bond, Web7thForcecage, Reverse Gravity
3rdCrushing Force, Meld Into Stone, Tiny Hut, Toxic Steam8thEarthquake, Maze
4thBanishment, Hallucinatory Terrain, Resilient Sphere, Stone Shape, Stoneskin9thCompaction, Fissures
Water Spells
Spell LevelWater SpellsSpell LevelWater Spells
CantripWater Stream, Acid Splash, Poison Spray5thCloudkill, Contagion, Mass Cure Wounds, Teleportation Circle, Wall of Force
1stCreate or Destroy Water, Fog Cloud, Heat Draw6thInstant Summons, Wall of Ice
2ndCalm Emotions, Knock, Misty Step, Warding Bond7thReverse Gravity, Simulacrum
3rdGaseous Form, Mass Healing Word, Sleet Storm, Stinking Cloud, Toxic Steam, Water Breathing, Water Walk8thMaze, Snowstorm
4thCompulsion, Control Water, Freedom of Movement, Hallucinatory Terrain, Ice Storm9thCompaction, Storm of Vengeance
Fire Spells
Spell LevelFire SpellsSpell LevelFire Spells
CantripFire Bolt, Produce Flame, Sacred Flame5thCone of Cold, Flame Strike
1stBurning Hands, Heat Draw, Hellish Rebuke, Heroism6thFreezing Sphere, Internal Inferno
2ndFlame Blade, Flaming Sphere, Heat Metal, Continual Flame, Scorching Ray7thDelayed Blast Fireball, Fire Storm
3rdFireball, Revivify, Slow, Toxic Steam8thIncendiary Cloud, Snowstorm
4thDominate Beast, Fire Shield, Hallucinatory Terrain, Ice Storm, Wall of Fire9thFissures, Lava Pit
Sound Spells
Spell LevelSound SpellsSpell LevelSound Spells
CantripKelly’s Jaunty Tune, Message, Thunderclap5thDominate Person, Dream, Telepathic Bond
1stAlarm, Comprehend Languages, Healing Word, Hideous Laughter, Illusory Script, Speak With Animals, Thunderwave6thDisintegrate, Mass Suggestion
2ndBlindness/Deafness, Enthrall, Magic Mouth, Shatter, Silence, Suggestion, Warding Bond7thMark Rival, Project Image
3rdNondetection, Sending, Speak With Dead, Speak With Plants, Tongues8thGlibness, Power Word Stun
4thCoalesce9thPower Word Kill, Veritas
Lightning Spells
Spell LevelLightning SpellsSpell LevelLightning Spells
CantripLightning Blast, Mage Hand, Shocking Grasp5thAnimate Objects, Awaken, Lightning Rod, Raise Dead
1stConductor, Encase, Expeditious Retreat, False Life, Floating Disk, Guided Spikes, Lightning Revenge6thChain Lightning, Disintegrate
2ndArcane Lock, Find Traps, Form Stone Sword, Locate Object, Nock, Rope Trick7thForcecage, Reverse Gravity
3rdCall Lightning, Lightning Bolt, Meld Into Stone, Revivify8thFeeblemind, Snowstorm
4thCoalesce, Control Water, Freedom of Movement, Hallucinatory Terrain, Stoneskin9thFissures, Storm of Vengeance
Nature Spells
Spell LevelNature SpellsSpell LevelNature Spells
CantripMending Vines, Spare the Dying5thCommune With Nature, Contagion, Greater Restoration, Insect Plague, Mass Cure Wounds, Tree Stride
1stBerries, Animal Friendship, Cure Wounds, Detect Poison and Disease, Entangle, Purify Food and Drink6thTransport Via Plants, Wall of Thorns
2ndBarkskin, Hold Person, Lesser Restoration, Locate Animals or Plants, Spike Growth, Gentle Repose, Prayer of Healing7thLaw of Nature, Regenerate
3rdConjure Animals, Plant Growth, Speak With Plants, Water Breathing8thAnimal Shapes, Clone
4thDeath Ward, Giant Insect, Hallucinatory Terrain, Locate Creature, Polymorph9thMass Heal, Shapechange
Technology Spells
Spell LevelTechnology SpellsSpell LevelTechnology Spells
CantripMending5thAnimate Objects, Awaken, Contagion, Geas, Legend Lore, Modify Memory
1stBattle Armor, Floating Komorebi Disk, Charm Person, Command, Detect Thoughts, Identify6thBlade Barrier, Disintegrate
2ndFind Traps, Heat Metal, Knock, Locate Object, Rope Trick7thArcane Sword, Simulacrum
3rdTongues8thFeeblemind, Mind Blank
4thCoalesce, Confusion, Dominate Beast, Fabricate, Hallucinatory Terrain, Divination9thCompaction, Weird
Death Spells
Spell LevelDeath SpellsSpell LevelDeath Spells
CantripChill Touch, Shadow Hider’s Touch, Spare the Dying5thAntilife Shell, Awaken, Planar Binding, Raise Dead, Reincarnate
1stFalse Life, Inflict Wounds, Planestrider, Sanctuary, Sleep6thCreate Undead, Word of Recall
2ndHold Person, Gentle Repose, Misty Step, Rope Trick7thEtherealness, Magnificent Mansion, Plane Shift, Resurrection
3rdAnimate Dead, Blink, Revivify, Speak With Dead8thBecome Death
4thBanishment, Death Ward, Dimension Door9thAstral Projection, Demiplane, Gate
Life Spells
Spell LevelLife SpellsSpell LevelLife Spells
Cantrip 5thAntilife Shell, Awaken, Greater Restoration, Hold Monster, Mass Cure Wounds, Raise Dead
1stCure Wounds, Detect Poison and Disease, Healing Word, Heroism, Sleep6thInternal Inferno, Magic Jar
2ndHold Person, Lesser Restoration, Prayer of Healing, Ray of Enfeeblement7thProject Image, Regenerate
3rdAnimate Dead, Conjure Animals, Imitation, Mass Healing Word, Revivify8thFreeing, Mist of Life Sharing
4thCoalesce, Dominate Beast, Locate Creature9thMass 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.

LevelMax CRLimitationsExamples
2nd¼No flying or swimming speedWorking on
4th½No flying speedMagmin
8th1 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.

LevelMax CRLimitations and AdvantagesExamples
2ndCR1No flying or swimming speed 
6thCR 2No flying speedAzer
10thCR 4Can be feyGreen Hag
14thCR 5Can 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:

KomorebiSpellKomorebiSpell
LightBlurLifeLesser Restoration
DarknessDarkvisionDeathRope Trick
EarthForm Stone SwordLightningWorking on
AirKnockSoundSilence
FireContinual FlameTechnologyWorking on
WaterMisty StepNatureAlter 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.