Spikes, Iron
Adventuring gear · 1 GP
Equipment, magic, and talents used at the table.
Adventuring gear · 1 GP
Level 3 Conjuration · Action · Self
Level 3 Necromancy · 1 bonus action · Self
Level 2 Evocation · Bonus Action · 60 feet
Heavy armor · AC 17 · 200 GP
Adventuring gear · 1,000 GP
Evocation cantrip · Action · 60 feet
Level 3 Conjuration · Action · 90 feet
Level 4 Transmutation · Action · Touch
Level 4 Transmutation · Action · Touch
A Sorcerer whose elemental magic draws on wind, thunder, and lightning.
Level 9 Conjuration · Action · 1 mile
Adventuring gear · 1 SP
Learn cantrips and a spell from a chosen college’s curriculum.
Summon a college mascot familiar with additional abilities.
Light armor · AC 12 · 45 GP
Level 2 Enchantment · Action · 30 feet
Level 4 Conjuration · 1 action · 90 feet
Level 2 Conjuration · 1 action · 90 feet
Level 5 Conjuration · 1 action · 90 feet
Level 4 Conjuration · 1 action · 90 feet
Level 5 Conjuration · 1 action · 60 feet
Level 5 Conjuration · Action · 60 feet
Level 4 Conjuration · 1 action · 90 feet
Level 3 Conjuration · 1 action · 90 feet
Level 6 Conjuration · 1 action · 90 feet
Level 6 Evocation · Action · Self
Level 8 Evocation · Action · 150 feet
A Ranger whose magical swarm aids attacks, movement, and defense.
A Rogue who relies on footwork, daring, and personal presence in a duel.
Conjuration cantrip · 1 action · 5 feet
Level 7 Abjuration · 1 minute · Touch
Feline Humanoids with climbing, claws, and sudden bursts of speed.
Level 1 Evocation · 1 action · Self (30-foot line)
Level 2 Enchantment · 1 action · 90 feet
Level 6 Transmutation · 1 bonus action · Self
Improve unarmed fighting and make practical use of improvised weapons.
Level 5 Transmutation · Action · 60 feet
Manipulate objects with an invisible hand and shove creatures with your mind.
Communicate mentally and read thoughts with a limited spell.
Level 5 Divination · Action or Ritual · 30 feet
Level 7 Conjuration · Action · 10 feet
Level 5 Conjuration · 1 minute · 10 feet
Level 5 transmutation · 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell · 1 20 feet
Adventuring gear · 2 GP
Level 7 necromancy · 1 action · 60 feet
Transmutation cantrip · Action · 30 feet
A Warlock whose deep-sea patron grants tentacles, oceanic power, and aquatic gifts.
A Warlock who channels a deathless patron through dread, resilience, and spiritual power.
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