Spoiler: 8733 words of Elite 5
Show
## Beastmaster
Beastmasters herald the coming of mighty beasts - indeed, they have their own mighty beasts alongside them - and use their mastery of the creatures of the wild to their advantage in combat and out of it.
____
**Sign:** Animals near you are generally more agitated (though not necessarily more violent), and when you are in combat, birds usually flock near your location and cry out during the combat.
### Foretold Companion
From 2nd level, your companion becomes stronger. Its speed increases by 10 feet, and it gets a +2 bonus to strength, dexterity and constitution. It gets a further +2 to each of those ability scores at each of 6th, 14th and 20th levels and a further +10 to its speed at 8th level.
### Monstrous Tactics
From 6th level, when your companion strikes a creature, that creature provokes an opportunity attack from you.
### Pack Hunt
From 8th level, you gain a second companion. However, this companion is treated as though your harbinger level were 3 lower than it actually is, and it doesn't benefit from your foretold companion ability. At 14th level, you gain a third companion, also at -3 to your effective harbinger level.
### Spell Fulcrum
From 14th level, you can have an area spell with a duration longer than instantaneous affix part of its area - such as the centre or the extreme left edge or anywhere else - to one of your companions. Thereafter, when the companion moves, the spell area moves with it.
### Prophecy Fulfilled: Mighty Beasts
At 20th level, both of your beasts from pack hunt become as powerful as your normal companion. They therefore benefit fully from your foretold companion ability and do not suffer from a -3 to your effective harbinger level.
## Doomsayer
Doomsayers are harbingers who embody death and destruction. A doomsayer is, at best, a guide to the souls of those doomed to die into their promised end. At worst, they are a brutal destroyer of all that stand in their way.
___
**Sign:** The air and water around you still a bit, though this doesn't negate strong enough winds or currents. Creatures are quieter around you, as though scared to make noise.
### Doomsayer's Curse
You can use your doomsayer's curse twice per doomsayer level. All uses are restored at the end of a long rest.
### Open Wounds
By expending a use of your doomsayer's curse as a bonus action, you curse a creature within 60 feet to take additional damage from all attacks. For one round, whenever the target of the curse takes damage except from this ability, they take 1 point of necrotic damage per harbinger level you have.
### Blood for Blood
From 6th level, by expending 2 uses of your doomsayer's curse as an action, you curse a creature within 60 feet to take damage whenever it deals damage. For one minute, you cause the target to take a cumulative 1d10 points of necrotic damage each time it deals damage - 1d10 the first time, 2d10 the second time, 3d10 the third time, and so on. Each time it takes this damage, after the damage is dealt, it can attempt a constitution save (DC: Mag/M) to end the effect.
### Life Leech
From 8th level, by spending 3 uses of your doomsayer's curse as a bonus action, you curse a creature within 60 feet to heal those who strike it. Any creature who deals damage to the target during the next round heals that much health, to a maximum of your harbinger level each time they deal damage.
### Toll of Ages
From 14th level, by spending 4 uses of your doomsayer's curse as an action, you curse a creature to act as though aged and decrepit. For one minute, the creature gets disadvantage on attack rolls and dexterity saves, attacks against it gain advantage, and its speed is halved. The creature gets no initial save, but can attempt a wisdom save (DC: Mag/M) at the end of each of its turns to end the effect.
### Prophecy Fulfilled: Living Death
From 20th level, by spending 5 uses of your doomsayer's curse as an action, you curse a creature to start dying rapidly. At the start of each of its turns, it takes true damage equal to one quarter of its missing hit points. It can then take a constitution save (DC: Mag/E) to end the effect after taking the damage. The effect also ends when the creature reaches full hit points or is dead.
## Gaia Disciple
Gaia disciples speak for the world itself, and control its actions to an extent. They can move the winds, the seas and the land to their will.
___
**Sign:** Life seems to thrive around you, especially plant life.
### World's Magic
Starting from second level when you take this omen, you treat gust of wind, sleet storm, control water, hallucinatory terrain, stone shape, commune with nature, move earth, control weather, earthquake and tsunami as being one level below their actual level. The levels at which you get the chance to choose the elite abilities for these spells do not change, however.
### Land Shape
From 6th level, you can alter the shape of land so as to create holes, pillars, walls, bridges, and other simple structures, and the land reforms imperceptibly to supply the material used or make space for the material excavated. As an action, you can effectively create or destroy up to 125 cubic feet of land (the amount that fits in a 5-foot cube) within 100 feet of you, though in reality the land is shifting about on a larger scale rather than anything being created or destroyed.
___
For example, you can create a 3 inch thick wall, 10 feet tall and 50 feet long. However, because such a wall is made of loosely-packed earth, it will be relatively easy to break through. You cannot create fine detail or mechanical parts, and the change is too gradual to trap a creature, or - in most circumstances - to weaponise, though you can usually drop a cliff face on someone.
___
You gain no benefit for making any dimension less than 3 inches - so in the example of dropping a cliff face, even though the area of earth you need to remove is practically infinitely thin, the area removed cannot be more than 500 square feet, nor indeed can any dimension be more than 2000 feet even if you somehow make the range that big.
___
Due to the limited malleability of stone, unlike earth or sand, this ability can do little more than crack it and push it about a little bit. You can't make a pillar of stone rise from the ground.
##### *................................................. ................................*
This ability is not *amazingly* specific in what it can and can't do, which is something I try to avoid - people should know what their abilities actually do. On that basis, here are some guidelines for DMs to make rulings:
- The land shape feature is meant to be used primarily for utility purposes, followed by defensive purposes. Using it to pass through a cave wall is fine. Using it to put a 5-foot cube of earth in someone's way is fine too.
- Creative offensive uses should be endorsed, such as the example of dropping a cliff face. Abusive offensive uses, such as propelling someone upwards on a 100-foot-tall column of sand just to have it collapse under their feet, should not be.
\pagebreak
- Anything that requires exceptionally pedantic specification of what is to be affected probably shouldn't be allowed.
- If a particular use seems too strong for a 6th-level ability, it probably is.
- If a player is using the ability primarily for offensive purposes, you've either been too lenient with offensive uses or not lenient enough with defensive uses, or the player has a more aggressive playstyle than this omen is designed for.
- The more a player is using this ability, the more lenient you're being. The less, the harsher.
- It's not only acceptable but deliberate that a player can use this ability repeatedly out of combat to create larger structures.
##### *................................................. ................................*
### Weather's Will
From 8th level, you constantly have a power similar in nature to a control weather spell, though it's a lot weaker. You can, at will as an action, change the weather within half a mile of you up or down a step on any table, but only to a maximum of one step above or below the actual weather in that location. You cannot change the wind direction.
### Volcano
From 14th level, you can create a volcanic eruption as an action. When you do, you can't do so again until you finish a long rest. A magma pit 10 feet across appears at a location within 400 feet. Creatures are entitled to a dexterity save (DC: Mag/P) to get out of the way, otherwise they fall into a pit of magma. The pit, and land within 60 feet, starts to rise to form a small hill over the next 3 rounds, dealing 40d6 points of damage to each building, or discrete damageable part of a building, on top of it each of these rounds.
___
Then, the crater erupts, causing choking smoke to move out of the crater at a speed of 300 feet/round for 20 rounds, and lava to move out at the comparatively leisurely pace of 60 feet/round for 20 rounds. Each creature in the smoke must take a fortitude save each round or be poisoned in that round.
___
Each creature which falls in the pit of magma takes 20d6 points of fire damage immediately, and creatures take another 20d6 fire damage each time they move into the pit for the first time on a turn or spend their entire turn there. When the lava erupts from the crater, a creature takes 10d6 points of damage every time the lava moves into their space, they move into the lava, or they spend their entire turn in lava.
### Prophecy Fulfilled: World Wakes
From 20th level, you can awaken the world itself to fight for you for one minute. The world only fights creatures you can locate, but otherwise follows your orders. You can communicate telepathically with the world.
___
The world's reach is measured from any point on the ground itself. The world can get multiple turns, each one under the control of a different gaia disciple, and similarly get multiple sets of legendary actions. Essentially, treat the world as multiple separate creatures in this case.
**The World:** Colossal elemental U; AC -; HP ∞; Speed -; 30/1/∞/1/1/1; Damage Immunities all; Condition Immunities all; Senses blindsight 300 feet; Languages none; CR-; Actions:
earth spike +28 (15 ft) hit 43 (10d6+10) piercing.
or rock throw +28 (40/120) hit 32 (3d20+10) bludgeoning.
or multiattack 3 attacks, each an earth spike or rock throw.
or rockshard spray (recharge 5-6) 20-ft radius burst within 100 ft, each creature in the area takes 35 (10d6) points of slashing damage (reflex DC 36 half).
or earthquake (recharge 6) as spell.
or eruption (recharge 6) as incendiary cloud spell
___
Bonus actions:
alacrity any action other than the one just used.
___
Legendary actions (3/round): earth spike or rock throw.
## Shifter
Shifters are agents of change to come so they themselves are constantly changing. They are masters of wild shape.
___
**Sign:** Everything around you seems to change a little faster.
### Greater Wild Shape
When you take this omen at second level, you add humanoid to the list of types you can turn into. You also ignore the standard levels at which you get new types in favour of these ones: plant at 6th, fey, giant and monstrosity at 8th, abberation and ooze at 12th, dragon and elemental at 14th, fiend and celestial at 18th, and all at 20th.
___
You can also use wild shape as a bonus action, though you retain the ability to use it as an action.
### Natural Weapon Mastery
From 6th level, you are a master with the natural weapons of any form you take with wild shape, and they are treated as magical for the purposes of
overcoming resistance and immunity to nonmagical damage.
### Exceptional Shaping
From 8th level, you use half your level, not one third of it, to determine the maximum challenge rating for your wild shape.
### Dire Amalgam
From 14th level, you can use a special type of wild shape which causes you to take on the characteristics of two creatures, rather than one. You gain the higher hit die size, higher hit die number, faster speed with each movement method, higher score for each ability, and so forth, as well as all of the special qualities and actions of both creatures. However, not only does this require two uses of wild shape to be used simultaneously, but you must also complete a long rest after using this ability before you can do so again.
##### *................................................. ................................*
This, and another ability, are clarified more on the next page.
\pagebreak
### Prophecy Fulfilled: Change to Come
From 20th level, you can use your wild shape to transform other creatures, not just yourself. When you use wild shape, you may choose another willing creature within 60 feet to gain the effect instead of you. Once you use this ability twice, you must complete a short or long rest before doing so again.
## Tempest Agent
A tempest agent is the herald of mighty storms, using them to defeat their enemies. They wield exceptional magical power which is focused largely around a specific set of storm-based spells.
___
**Sign:** Winds around you pick up and storms rage above, with occasional flashes of lightning in the sky. It tends to rain more often than usual, though deserts won't be beset by sudden downpours.
### Extra Elite Spells
You learn stormfield immediately, and frozen storm, incantation of the thunderstorm, blizzard, burning rain, command weather and heaven's roar as soon as you have enough harbinger levels to cast the relevant spells, in addition to the other elite spells you get normally as a harbinger.
### Improved Nontraitor
From 6th level, your attacks don't harm your allies or yourself, so you can catch them in the area without issue.
### Subliminal Storm
From 8th level, you can concentrate on any number of frozen storm, incantation of the thunderstorm, command weather and heaven's roar at the same time you concentrate on another spell, so you can concentrate on three frozen storms, one incantation of the thunderstorm and one hold person.
___
You also have advantage on all rolls made to maintain concentration, no matter which spells you are concentrating on or how many.
### Sudden Storm
From 14th level, you can cast stormfield, frozen storm, incantation of the thunderstorm, blizzard, burning rain, command weather or heaven's roar as a bonus action. Once you cast a particular spell as a bonus action, you can't do so again for that spell until you complete a long rest.
### Prophecy Fulfilled: Mighty Tempest
From 20th level, casting stormfield, frozen storm, incantation of the thunderstorm, blizzard or burning rain does not use spell slots.
##### *................................................. ................................*
To clarify, all of the elite spell names used here refer interchangeably to the elite ability for that spell, or the spell itself when you have the elite ability, as appropriate.
## Harbinger-Only Tricks
The following tricks are available only to harbingers.
##### Bloodbound Companion
Minimum Level 8. Whenever you or your animal companion takes damage while you are within 10 feet of each other, you can use your reaction have the other of you take up to half of that damage instead.
##### Symbiotic Companion
Instead of getting an animal companion, you take on some of the abilities of an animal companion. For each movement speed, ability score, number of hit dice, size of hit dice, and so forth, you have either your own or your animal companion's, whichever is higher. You get both your normal abilities and actions, and the animal companion's.
___
Essentially, you pick an animal companion, but get its statistics where they're better than your own rather than getting the actual companion.
##### Wild Healing
As a bonus action, you can expend a spell slot to heal yourself for 1d8 hit points per level of the spell, or 1d12 if you are currently in wild shape.
##### Wild Summon
Minimum level 2nd. When you use your wild shape, instead of changing shape, you can summon the creature which you would have turned into. You can only have one wild shape at a time, whether a normal one or a wild summon.
##### *................................................. ................................*
**Q:** How exactly do Dire Amalgam and Symbiotic Companion work?
___
**A:** Take every game statistic and choose whichever one is better in each case. In some cases, this might be subjective - like with type - so you choose one. For example, a dire amalgam of:
___
**Young Copper Dragon:** Large dragon, chaotic good; AC 18 (natural armour); HP 136 (16d10 + 48); Speed 40 ft., climb 40 ft., fly 80 ft.; 19/12/17/16/13/15;
___
and
___
**Stone Giant** Huge giant, neutral; AC 17 (natural armour); HP 126 (11d12 + 55); Speed 40 ft.; 23/15/20/10/12/9;
___
Becomes:
___
**Dire Amalgam:** ???; As harbinger; AC 18 (natural armour); HP 184 (16d12+80); Speed 40 ft.; 23/15/20/16/13/15;
___
The amalgam gets both creatures' actions, reactions, special abilities, and anything else that isn't a numerical value. Its hit points are worked out from its new HD and constitution.
___
**Q:** What happens if I change forms while using Symbiotic Companion?
___
**A:** The new form isn't affected by it at all.
\pagebreak
<img src="https://preview.ibb.co/cnSJjT/Master_Administrator_Zahra_Kyrea.png" align="left" width="700px" height="985px"/>
\pagebreak
# Magician
# Elite Wizard
___
*"Magic is written not in blood but in ink, crossed through a thousand times with the mistakes you made along the way. It is not bought in deals with devils but with study and sleepless nights. That is the path to true power."*
#### Hit Points
___
- **Hit Dice:** 1d6 per magician level
- **Hit Points at 1st Level:** 6 + your constitution modifier
- **Hit Points at Higher Levels:** 1d6 (or 4) + your constitution modifier
#### Proficiencies
___
- **Armour:** None.
- **Weapons:** Proficient in daggers, darts, slings, quarterstaves, light crossbows. Trained in other simple weapons.
- **Tools:** Proficient in 1 and trained in 1. Choose from alchemist's supplies, calligrapher's supplies, playing card set, herbalism kit.
___
- **Saving Throws:** Elite at intelligence, proficient in wisdom, trained in dexterity and charisma
- **Skills:** Master in 1, proficient in 2, trained in 2. Choose from Arcana, History, Insight, Investigation, Medicine, Nature, Perception and Religion
- **Ability Scores:** Trained in any one of wisdom, intelligence and charisma.
- **Initiative:** Inept
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a quarterstaff and a sling or *(b)* a dagger and a light crossbow.
- *(a)* a component pouch or *(b)* an arcane focus
- *(a)* a scholar's pack or *(b)* an explorer's pack
- A spellbook
## Class Features
As a magician, you get the following class features.
### Arcane Bond
As a magician, you gain the service of either a familiar or an intelligent item. The arcane bond is detailed at the end of this class section.
### Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your magician level, and only one of those can be a slot of sixth level or higher, and that slot must be of a lower level than the highest level of spells you can cast.
___
<div class='classTable'>
##### Magician
| Level | Features | Tricks | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|:---:|:----------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | Arcane Bond, Arcane Recovery, Elite Cantrip, Scribe Scroll, Spellcasting | 0 | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | School of Magic | 1 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | Least Elite Spellcasting | 1 | 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | Ability Score Improvement, Item Creation | 2 | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | Minor Elite Spellcasting | 2 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | School Feature | 3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | Ability Score Improvement, Lesser Elite Spellcasting | 3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | Item Creation | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | Moderate Elite Spellcasting | 4 | 4 | 4 | 4 | 3 | 3 | 1 | - | - | - | - |
| 10th | Ability Score Improvement, School Feature | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11th | Greater Elite Spellcasting | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
| 12th | Item Creation | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 1 | - | - | - |
| 13th | Ability Score Improvement, Major Elite Spellcasting | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 1 | 1 | - | - |
| 14th | School Feature | 7 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
| 15th | Super Elite Spellcasting | 7 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | 1 | - |
| 16th | Ability Score Improvement | 8 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | 2 | 1 | - |
| 17th | Superior Elite Spellcasting | 9 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | 1 | 1 |
| 18th | Miser with Magic | 10 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | 2 | 1 |
| 19th | Ability Score Improvement, Superlative Elite Spellcasting | 11 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 20th | Ever Ready | 12 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | 2 |
</div>
### Scribe Scroll
You can scribe a scroll of any spell you know, far faster and more cheaply than most people could. The cost to you is the cube of the spell's level in platinum pieces,
except that cantrip scrolls cost 1 gp. It takes the square of the spell's level in hours to scribe the scroll, with cantrips again being the exception, taking just 10 minutes to scribe the scroll. For example, a fifth-level scroll takes 125 pp (1250 gp) and 25 hours, while a ninth-level scroll takes 729 pp (7290 gp) and 81 hours. The time spent need not be consecutive.
\pagebreak
### Spellcasting
As a user of arcane magic, you have a spellbook which contains a variety of spells that you have learned or developed.
##### Cantrips
At 1st level, you know three cantrips of your choice from the magician spell list. You learn additional magician cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magician table.
##### Your Spellbook
At 1st level, you have a spellbook containing six 1st-level magician spells of your choice. Your spellbook is the repository of the magician spells you know.
##### Adding New Spells
When you find a magician spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.
___
For each level of the spell, the process takes 1 hour: because each magician has their own shorthands and idiosyncrasies, it's not just a simple process of copying it word-for-word. You must have something to write with, but this can be as simple as a stick of charcoal. Once you have spent this time, you can prepare the spell just like your other spells.
##### Replacing Your Spellbook
You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 10 minutes for each level of the copied spell.
___
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
##### Preparing and Casting Spells
The Magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 magician spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your magician level + twice your intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots.
___
You can change your list of prepared spells when you finish a long rest.
___
When you learn an elite ability for a spell, you commit that spell to memory. You always have the elite spell prepared, and it doesn't count against the number of spells you can prepare per day. The writing on a spellbook or scroll does not include the elite ability for that spell, so if you copy another magician's elite spell, you learn the normal version of the spell.
##### Spellcasting Ability
Intelligence is your spellcasting ability for your magician spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
___
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a magician spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier.
**Spell Attack modifier** = your proficiency bonus + your Intelligence modifier.
##### Ritual Casting
You can cast a magician spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
##### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your magician spells.
##### Learning Spells of 1st Level and Higher
Each time you gain a magician level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Magician table. On your adventures, you might find other spells that you can add to your spellbook.
### Elite Cantrip/Spellcasting
At 1st level, you choose an ability from the magician elite cantrip list. At 3rd level, and every 2nd level thereafter, you choose an elite spell from a list 1 level higher, but you can only choose spells from your school of magic apart from the cantrip. For ease of reading, these abilities have all been put at the end of this class section.
### School of Magic
When you reach 2nd level, you choose a school of magic, shaping your practice of magic through one of several schools. 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 7th, 10th, 13th, 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.
### Item Creation
At 8th level, and again at 12th level, you learn to craft a particular type of item using the spells you know rather than the standard list of items of that type, though you cannot make items of elite spells and you must use a spell and spell slot level you have access to. For a spell from a crafted item, the attack bonus is 4 + the spell's level and the DC is 12 + the spell's level unless otherwise specified. When you get this feature, choose an ability from the following list:
\pagebreak
#### Brew Potion
You can brew a potion which, rather than the standard effects of one of the potions in the magic item list, replicates the effects of a spell cast on the drinker, or an oil which affects an object. You can also make throwing potions: inspired by alchemist's fire, these potions are designed to be hurled or slung towards a target.
___
How exactly this works depends on the spell, but irrespective, the price to craft a potion is the spell's level, times the square of the slot level of the effective spell slot you are casting it from, times five gold pieces. Potions of cantrips cost just 1 gp, but only ever replicate the 1st-level version of the cantrip. Brewing a potion takes 1 minute per gp in its cost, though this doesn't have to be done all at once and can largely be done while travelling.
___
For example, a potion of dispel magic which automatically dispels spells of 5th-level or lower costs 3 x 5<sup>2</sup> * 5 gp = 375 gp, to make.
___
If the spell has a material component, you must possess that component and if that component is consumed upon the casting of the spell, it is also consumed while brewing a potion of that spell.
___
A normal potion may only be made from a spell which affects a single target creature, or is able to affect a single target creature, or has a range of self and does not project any kind of area.
For example, you can make a potion of mage armour, because that affects a single creature.
You can also create a potion of feather fall, because it targets up to five creatures, and can therefore target just one. When drunk, it affects only the imbiber; it can't be shared.
If you're feeling particularly cruel, you can make a potion of magic missile, which will hit the drinker with all the darts it produces.
However, you can't make a standard potion of detect magic or lightning bolt, because while they both have a range of self, they also project an area outwards from the user. You can, however, create a potion of disguise self.
___
These potions can be administered either by drinking them (or pouring them down someone's throat) or via a weapon, as though they were an injury poison.
___
An oil can be made from a spell which affects a single target object, or is able to affect a single target object. Unlike the oils in the magic item list, they can be used as easily as any other object. You simply pour the oil onto the object you want to affect. Light, identify and knock are examples of spells which can be made into oils, but magic weapon is a traditional favourite.
___
A throwing potion can be made of any spell which targets an area which is either spherical, or has a circular base, and which has a casting time of one action or one bonus action. Fireball is the archetypal spell for throwing potions, but an ice storm or even the ringed form of a wall of fire can be placed in one. Throwing a throwing potion is the same action as casting the spell, and has the same range.
___
A creature who administers, applies or throws a potion is considered the caster and therefore is responsible for concentrating on the spell,.
#### Craft Magical Arms and Armour
You can craft magical equipment (weapon, armour or shield) that either has a constant effect active on it, or which applies a particular effect on striking. As well as the costs listed in this section, you must also obtain a nonmagical version of the item in question, which carries its own monetary and/or temporal cost.
___
Any item can be made to have a constant effect active on it, so long as that effect is an effect which either targets a single item, or can target a single item, and which has a duration other than instantaneous, and which can actually target items of that type.
___
The cost to do this is the spell's level, times the square of the level of the effective spell slot you are casting the spell out of, times the number of times you would have to cast the spell in order for it to last sixteen hours, in platinum pieces. For a cantrip, this instead only costs 1 gp for each time you would have to cast the spell for it to last sixteen hours.
___
If the spell requires an expensive material component, you must additionally pay the price of that component. If that component is consumed on
casting, you must instead pay its price once for each time that you would have to cast the spell in order for it to last 16 hours.
___
On this basis, the cost of creating a magic weapon of +1 quality is 2 x 2<sup>2</sup> x 8 = 64 pp (640 gp), a +2 weapon costs 2560 gp and a +3 weapon costs 10,240 gp. It costs the same amount to make armour or shields of the same quality.
___
Alternatively, you can create a weapon that has a particular effect on striking. Any spell which has a single target and requires a single attack roll can be put in a weapon. Whenever the weapon is successfully used to strike a viable target for the spell within the spell's range for the first time in a round, the target suffers the effects of the spell. Similarly, you can create a set of armour which strikes the attacker the first time per round the wearer is struck with a weapon attack from within the range of the spell. No roll is needed to hit with the spell; it just hits when the triggering attack does.
___
Either way, this kind of effect is expensive: it costs 1000 gp to imbue an item with a cantrip in this way, and 2000 gp times the spell's level times the square of the level of the effective spell slot being used to imbue an item with a spell of a higher level. Then, you must pay the material component cost, if any, and must do so 50 times over if it is consumed on casting.
___
Ammunition costs 1/50 of the amount to enhance that a weapon of the same magical powers does.
___
It takes 1 minute per platinum piece in the item's cost to craft that item, discounting the time it takes to craft the base item. The time needn't be spent consecutively. The process can largely be done while travelling on some kind of relatively stable vehicle, but not while travelling on foot or horseback.
\pagebreak
#### Craft Rod
You can craft a rod containing a spell that you know, which grants the ability to cast a spell that the rod contains. The rod is useful only to creatures who can cast that level of spells, and requires attunement.
___
A creature in possession of the rod they are attuned to is always considered to know the spell therein and, if relevant, have it prepared. This allows them to cast the spell using their spell slots. The rods are therefore useless to creatures who do not prepare spells and who already know the spell on the rod, or any spellcaster who already knows the spell on the rod if it is a cantrip.
___
You can craft two types of rod: a lesser rod or a greater rod. A lesser rod only grants the spell to a creature who can already learn or prepare it, which is to say a creature who can cast spells of that level as a member of a class whose spell list contains that spell. Greater rods can grant the spell to anyone who can cast spells of that level at all.
___
Irrespective of the level of spell it contains, a lesser rod costs 1000 gp to craft and takes 4 hours to craft, while a greater rod costs 5000 gp and takes 20 hours. This time need not be consecutive, and can be done while travelling on some kind of relatively stable vehicle, though not while walking or on horseback.
#### Craft Staff
You can craft a staff which allows the wielder of the staff, if they are a spellcaster, to cast the spells within the staff. The staff uses the wielder's save DC and spell attack bonus, rather than the normal one for a crafted item.
___
You can craft a lesser staff, a moderate staff or a greater staff, whose properties and prices are as follows:
___
A lesser staff has up to 10 charges, and regains 1d6+4 charges each day at dawn. These charges can be spent to cast 3 different spells of the creator's choice, each of up to 3rd level. The staff costs 1000 gp and 8 hours to make.
___
A moderate staff has up to 20 charges, and regains 2d8+4 charges each day at dawn. These charges can be spent to cast 4 different spells of the creator's choice, each of up to 6th level. The staff costs 5000 gp and 40 hours to make.
___
A greater staff has up to 30 charges, and regains 3d12+4 charges each day at dawn. These charges can be spent to cast 5 different spells of the creator's choice, each of up to 9th level. The staff costs 25000 gp and 200 hours to make.
___
Using a staff costs a number of charges equal to the level of the spell being used, plus double the effective level of the spell slot being used. The highest-level effective slot that can be used is equal to the highest level of spell that can be put in that staff. For example, a moderate staff containing magic missile can be used to cast a magic missile of up to the 6th-level version, which costs 13 charges.
___
Time spent creating a staff need not be consecutive, and can be managed while moving on a relatively stable vehicle, though not while walking or riding a horse.
#### Craft Wand
You can craft a wand which allows for the repeated use of a spell, or a wand of the war mage. The cost of creating a wand of the war mage of +1 quality is 640 gp, a +2 wand costs 2560 gp and a +3 wand costs 10,240 gp. It takes 1 minute per 10gp in the wand's cost (64 minutes, 256 minutes or 1024 minutes) to craft a wand of the war mage.
___
Crafting a wand of a spell is a different process. The spell wand costs 100 gold pieces, times the cube of the level of the spell in question, to create, and takes 10 minutes times the cube of the spell's level to make.
___
All spell wands crafted in this way have 7 charges, and regain 1d6+1 charges each day at dawn, up to a maximum of 7. Each charge can be used to cast the spell at the standard level, and each additional charge expended beyond the first increases the effective spell slot level by 1.
___
You can instead craft a wand of a cantrip, costing 50 gold pieces. A single charge activates the first-level version of the cantrip, two charges the 5th-level version, 3 charges the 11th-level version and 4 charges the 17th-level version. However, the user must have that high a character level to use that level of cantrip.
___
Due to their relative simplicity of construction, a wand can be crafted on the move. Also, you need not craft it all at once.
#### Craft Wondrous Item
You can craft a wondrous item with a connection to one or more spells. The item's price is based on the spell that it uses and how it uses it, but the basic price is the spell's level, times the square of the effective spell slot level in platinum pieces, assuming that the effect generated is equivalent to using the spell once per day. For a cantrip, instead use just one gold piece (only the first-level version of the cantrip is used). If the spell is always active, this should be multiplied by the number of times you need to cast the spell to get it to last 16 hours. If the spell is used in some unusual way, the DM should decide how many uses of the spell per day the item is equivalent to.
___
If the spell requires an expensive material component, you must additionally pay the price of that component. If that component is consumed on casting, you must instead pay its price once for each time that you would have to cast the spell in order for it to last 16 hours.
___
It takes 1 minute per platinum piece in the item's cost to make it.
___
The things that a wondrous item can do are fabulously diverse, and to attempt to list all their possible abilities is sheer folly - notably, the one thing they should not be allowed to do is emulate the benefits of some other type of crafted item. Nevertheless, here are some pre-approved suggestions:
- An item which simply always has the effect active of itself (such as an amulet of light).
- An item which serves as the centre for a constantly-active version of a spell which usually lasts a limited time (such as a talisman of magic circle against fiends and undead).
\pagebreak
- An item that can use the effect on itself or be activated to use the effect on itself (such as a platform of levitation or a lock of mending).
- An item that can turn into the sort of thing the spell might normally create (such as a disk of floating disk or a figurine of wondrous power of phantom steed).
- The Necklace of Fireballs (Costs 150 gp per bead).
___
There are a few things that a wondrous item can't do: namely, copying the functionality of another type of crafted items. This means that they cannot:
- Provide a single-use or otherwise limited-use spell effect, the way a potion does.
- Provide an effect when you hit a creature or are hit by one, as a magical weapon or piece of armour does.
- Grant a spell known, as a rod does.
- Allow you to cast a spell directly, whether like a staff or a wand.
- Grant you some kind of magical effect on yourself, the way that a ring does.
___
Here are some examples of specific items you might make.
##### Boots of the Blazing Trail
As an action, the wearer of these boots can cause fire to appear in their wake. Every square on the ground the wearer leaves becomes a square of a wall of fire, as the spell (DC 16).
**Cost:** 640 gp (640 for 4th-level spell 1 use/day. Requires movement and is shorter, but more flexible; no change)
##### Collar of Undead Loyalty
A skeleton or zombie wearing this collar remains under its controller's control indefinitely, rather than just for 24 hours.
**Cost:** 50 gp (67.5 gp for 1/4 of a 3rd-level spell (animate dead) once/day, reduced at DM discretion for only providing one of two possible effects of the spell).
##### Firetrap Coin
This coin looks like any other gold piece except to magical inspection, but a creature who touches it is assailed with magical fire, as per the fire bolt cantrip. A command word allows a creature to bypass this effect.
**Cost:** 10gp (1 gp for the coin itself, plus 4 gp for guess at 4 activations per day, ad hoc doubled for command word and no action requirement).
##### Jewel of Loquaciousness
This small item of jewelry whispers confounding nonsense to your enemies within 120 feet for up to 10
minutes per day. Only the intended recipient of each message can hear it. They can respond to the jewel if they like, but usually it takes little notice of their responses (or just uses them to help it deceive them). The DC of any insight check against the jewel is 12.
**Cost:** 100 gp (100 uses of message per day)
##### Null Stone
This stone permanently suppresses other nearby magical effects, as an antimagic field does.
**Cost:** 20,000 gp (81,920 gp base cost; reduced at DM discretion for drawback that can't be turned off).
##### Master Glove
While you wear this glove, you can do anything that an arcane hand could - striking for 4d8 force damage, pushing a creature, grappling and crushing a creature, or providing cover. Your strength is treated as being 26 for these purposes.
**Cost:** 7500 gp (1250 for fifth-level spell, guess at 6 uses per day. Effect is slightly odd in positive and negative ways, so no other changes.)
##### Panel of Disguise
This plain panel - they come in a variety of shapes and sizes - is usually placed on a floor or wall. It can assume any appearance that fits in the same rough space, so if applied to a wall, it can appear to be part of the wall, containing a door or a window, or it can be placed in a corridor and appear to take up the whole corridor and indeed be part of the wall, assuming it's about the right size. An investigation check (DC 13) reveals the panel for what it is.
**Cost:** 160 gp (First-level spell - disguise self - at will).
##### Raven's Emblem
This raven-shaped symbol can be activated as an action. When activated, it begins to fly, as if of its own accord, with a 60-foot fly speed. The area within 15 feet of the emblem is enveloped in magical darkness. Once activated, the emblem stays active for 10 minutes, moving however it can to assist you in that time. You cannot activate it again until you complete a long rest.
**Cost:** 350 gp (3rd-level spell (fly) and second-level spell (darkness) 1/day)
##### Smuggler's Bag
This backpack is invisible when worn, as are all of its contents (though its contents may still make noise and a creature can still potentially feel the bag.)
**Cost:** 1282 gp (Constant 2nd-level spell, plus cost of bag.)
#### Forge Ring
You can craft rings which grant a continuous effect of some kind to the wearer. The cost to do this is the spell's level, times the square of the level of the effective spell slot you are casting the spell out of, times the number of times you would have to cast the spell in order for it to last sixteen hours, in platinum pieces. For a cantrip, this instead only costs 1 gp for each time you would have to cast the spell for it to last sixteen hours.
___
If the spell requires an expensive material component, you must additionally pay the price of that component. If that component is consumed on casting, you must instead pay its price once for each time that you would have to cast the spell in order for it to last 16 hours.
___
Forging a ring takes 1 hour per level of the spell, or 30 minutes for a cantrip. This must be done consecutively and you can't move about while doing it.
##### *................................................. ................................*
**Q:** What happens if I create a ring of false life?
___
**A:** The temporary hit points top up every hour.
\pagebreak
**Q:** What about mage armour?
___
**A:** It works as long as you're not wearing real armour. The effect never permanently ends.
___
**Q:** What about...
___
**A:** See, look, I can't rule on every spell you could possibly put in a ring, but some quick ones:
Anything with a save that can't be forgone (such as charm person but not levitate) you just can't, except bestow curse (use the 5th-level version; it's cheapest) in which case the item is a cursed item with one of the bestow curse effects.
Any spell that requires a choice must be chosen on creation (with some exceptions such as alter self which specify that the choice can be changed).
Invisibility stops working for the rest of the day if the wearer attacks or casts a spell, mirror image refreshes duplicates every minute, haste will absolutely eat every tenth turn, sending doesn't work, polymorph only works for wearers with enough hit dice or levels to assume the form in question.
Telepathic bond requires that each bonded creature have their own ring, but each one costs 1/8 of the normal price; you can link up to 8 rings in this way.
Contingency triggers the contingent spell once per day; you must pay for that spell as well but only once, not enough times to last 16 hours.
I know that technically, control weather targets a creature (yourself), but no, you can't.
Whatever you think you're doing with wish, you aren't.
___
**Q:** Aren't rings of jump and feather fall too expensive?
___
**A:** Jump and feather fall should use the rules for guessing how many times per day the effect will actually come up - probably about once each.
___
**Q:** Aren't rings of longstrider and shield too cheap?
___
**A:** No. Rings of shield do provide a hefty bonus, but at a hefty cost. Longstrider is a nice effect for how cheap it is, but rarely a gamechanger.
##### *................................................. ................................*
### Miser with Magic
From 18th level, whenever you would expend a spell slot, you may instead roll 2d10. If both d10 rolls are equal to or lower than the spell slot's level, you cannot use this feature again until you complete a long rest. Either way, the slot is not expended.
[I was about 200 characters over so snipped a bit]