BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Esoterica

ARCANE ARTICULATION Prerequisite: professor When you cast the comprehend languages spell, it affects every creature within 10 feet of you able to speak at least one language.
  AYE OR NAY Prerequisite: guidance cantrip When you cast the guidance cantrip, the target gains the benefits of an augury spell. You know any results discerned from this spell if you cast it on a creature other than yourself. The bonus gained from your guidance spell is increased to 1d6.
  BARRAGE Prerequisite: magic stone, 5th level When using stones enchanted by the magic stone cantrip to make an attack you can throw up to three magic pebbles in one action. All stones must target the same creature.
  BILLOWING FURY Prerequisite: gust, 7th level You can use a bonus action to generate a warding wind effect which swirls around you until you end it, which you can do at any time, not requiring an action. Alternatively, you can cast whirlwind once using this feature, but if you do so you cannot use either ability again until you have finished a long rest.
  BLAZEWYRD Prerequisite: control flames When you cast control flames, you can affect flames within 120ft and which fit within a 30ft cube. Whenever you use control flames (or conjure flames using any other ability) the fire turns a distinctive unusual colour until the end of your next turn.
  BLINDING LIGHT Prerequisite: light cantrip You can use an action to temporarily increase the intensity of your light cantrip, causing it to blind nearby creatures in a flash of radiance. Creatures that can see the light must succeed on a Constitution saving throw against your spellcasting DC or become blinded for 1 minute. Affected creatures may attempt another saving throw at the end of each of their turns, ending the effect on a success. Undead creatures have disadvantage on saving throws against this effect. You can use this ability a number of times equal to your Intelligence modifier. Uses of this ability reset on a short rest.
  BLOOM Prerequisite: druidcraft When you cast druidcraft, you can instantaneously cause a seed in your hand to blossom into a twig blight, which obeys your verbal commands for as long as you maintain concentration on this effect. When you end concentration on this effect, the blight becomes hostile. You can expend this ability to instead cast plant growth, but if you do so you cannot use it again until you finish a long rest.
  BULWARK Prerequisitie: blade ward, 5th level Your blade ward spell grants you a damage threshold of 15 for the duration. A creature with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the creature’s damage threshold is considered superficial and doesn’t reduce the creature’s hit points.
  BREATH OF LIFE Prerequisite: chill touch, spare the dying, 11th level You can use an action to touch a humanoid corpse that died in the last minute and reanimate it as a zombie under your control. This zombie remembers hints of who it was in life, and retains fragments of that personality to an extent. The zombie will not fight for you, but in all other ways acts as your obedient servant. You must finish a short rest before using this ability again.
  CANNON BALL Prerequisite: magic stone, 11th level When you cast the magic stone ability, you can choose to augment the affected stones. Augmented stones increase their thrown weapon range to 600/2,400 ft. When you launch any affected stone, it increases in density expontentially during flight, dealing (8d10) bludgeoning damage on a hit. Once you use this ability, you must finish a long rest before doing so again.
  CAUTERIZE Prerequisite: spare the dying, produce flame, 7th level When you cast the spare the dying cantrip, you can use it to immediately restore a number of hit points equal to 4 (1d8) times your level in this class. The healing leaves an ugly and indelible scar on the target. You must finish a short rest to use this ability again.
  CONSTELLATION Prerequisite: dancing lights When you cast dancing lights, instead of the usual effect you can choose to conjure a miniature armillary sphere composed of glowing lights which hovers in front of you for 1 minute. As an action, you can use the sphere to determine any of the following pieces of information, where relevant: • The current time and date • The current phase of the moon • All four cardinal direction relative to you • What plane of existence you are on
  EMBERSIGHT Prerequisite: control flames, guidance, 11th level You can cast the scrying spell at-will, but only to target open fires or flames (including any creatures which are made of flame, such as a fire elemental).
  ENCOURAGING WORDS Prerequisite: resistance When you cast the resistance cantrip, you can affect a number of creatures equal to your intelligence modifier. When you use this ability your words float in front of your face in glowing sigils legible in deep speech or primordial, remaining for 1 minute before fading.
  ENGORGED HAND Prerequisite: mage hand, 11th level When you cast mage hand, you can choose to cast bigby’s hand instead. If you have the esoterica master of many hands, you can summon a number of hands equal to half your proficiency bonus, and command them all by expending your action. You must finish a short rest before using this esoterica again.
  FALCON’S EYE Prerequisite: true strike When you cast the true strike spell, you can do so as a bonus action and it does not require concentration.
  FLAMEGEIST Prerequisite: control flames, 11th level When you cast control flames on a fire at least 10 feet in radius, you can conjure a fire elemental with it as per conjure elemental. The elemental has the undead creature type, and bears a passing resemblance to you. Using this ability extinguishes the fire you cast the spell on. You must finish a long rest before using this ability again.
  FLAMETHROWER Prerequisite: produce flame, gust, 3rd level You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Once you have used this ability, roll a d6. On a 6, you must finish a long rest before using this ability again.
  FLEXIBLE HAND Prerequisite: mage hand When you cast the mage hand cantrip, it can perform all tasks you would be able to if it were your real hand. Attacks with the mage hand still take your action as usual and are made with a spell attack roll instead of any other attribute.
  FORTIFY THE SOUL Prerequisite: resistance, 11th level When you cast the resistance cantrip, affected creatures are immune to either the Frightened or Charmed condition (chosen by you on casting) for the duration of the spell. In addition, creatures affected by this ability cannot have their souls eaten or altered by abilities such as a devourer’s imprison soul.
  FREEZE Prerequisite: control water, blade ward, 11th level When you cast blade ward, you gain the Petrified condition and becoming immune to nonmagical damage for the duration. You must finish a short rest before using this feature again. Fire damage affects you normally and ends this effect immediately. If you are killed whilst in this state, you shatter into pieces.
  FOLLOWLIGHT Prerequisite: dancing lights, guidance When you cast the dancing lights spell, you can choose to conjure a single Followlight instead, which acts for most purposes as a single dancing light. As an action you can describe or name an object that is familiar to you (as per the terms of locate object), and the Followlight will drift towards the object by the fastest direct route at a rate of 30 feet a round as long as that object is on the same plane of existence.
  FURBISHER Prerequisite: mending cantrip When you cast the mending spell, it takes only a single action to cast and instantly repairs all damage to the object. You can heal breaks, tears, burns and other damage in this way, but you cannot restore missing parts that encompass more than a 1/3 of the object’s total mass.
  GRAVESIGHT Prerequisite: chill touch, guidance When you perceive a humanoid corpse, you can instantly recognise how long ago it died. You can recognise creatures on sight that have been raised from the dead, including how many times that creature has returned from death. You can use an action to touch a dead creature, or an undead creature, and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
  HIDDEN LIGHT Prerequisite: light When you cast the light cantrip, you are the only creature that can see the illumination shed by the spell.
  INCANDESCENT SUSURRATION Prerequisite: 14th level, produce flame When you cast produce flame, it deals an addition 4 (1d8) fire damage for each successive round you have cast it in a row after the first. Eg. on the first round it deals normal damage on the second round it deals an extra 1d8, on the third an extra 2d8 on the fourth an extra 3d8, to a maximum of 5d8 extra damage. Whenever you deal extra damage in this way, you take 1 fire damage.
  INSECTOPIA Prerequisite: infestation, 5th level When you cast infestation, instead of its usual effects you can choose to summon ten huge insects as if by a casting of the giant insect spell. These insects have the face of the closest creature to them when they were summoned, use the statistics of giant centipedes and explode in a gory mess when they are reduced to 0 hit points.
  JUMPSTART Prerequisite: the old ways You can cast spare the dying on creatures that have been dead for less than 1 minute. When you do so, make a spellcasting ability check against the level of the character. On a success, the character returns to life with 1 hit point. You must finish a short rest before using this ability again.
  LEPIDOPTERAN SPIES Prerequisite: infestation When you cast infestation, you can instead cast a special version of arcane eye, with the following changes: • The sensor is a visible and audible swarm of insects under your control. • The swarm disappears if you enter combat, lose concentration or if it is reduced to 0 hit points.
  MAGICAL HAT Prerequisite: prestidigitation When you cast prestidigitation, you can reach into your any item of clothing on your person to pull out a small fuzzy object and throw it up to 20 feet. When the object lands, it transforms into a docile rabbit (tiny noncombatant)
  MAGICIAN Prerequisite: prestidigitation When you cast prestidigitation, you can conjure up to three different simultaneous effects in a single casting. You can dismiss ongoing effects as a free action.
  MASTER OF MANY HANDS Prerequisite: mage hand When you cast mage hand, you can conjure a number of mage hands equal to half your proficiency bonus, rounded up. You can command all active hands with a single action.
  PILLAR Prerequisite: mold earth, 5th level You can use an action to summon a 5ft wide, 10ft tall pillar of earth in an unoccupied space adjacent to you. The pillar is immobile, has an AC of 10, 27 hit points and falls apart after 1 minute. You can use this ability to cast pillars of the earth, but if you do so you cannot use this ability again until you have finished a long rest.
  PLANAR BEACON Prerequisite: message, 7th level When you cast message, instead of the usual effects you can choose to place a planar beacon at any point you can see within range. When you place a planar beacon, choose a creature type from the following list: aberration, celestial, fiend. Within 1 hour, a creature of the selected type chosen by the DM manifests on the planar beacon. If you know a creature’s true name, you can attempt to summon that specific creature instead, which must succeed on a saving throw against your Spell Save DC or heed the call.
  PUISSANT WARD Prerequisite: blade ward, 11th level When you cast blade ward, it grants immunity to nonmagical bludgeoning, slashing and piercing damage instead of resistance.
  PURGE Prerequisite: remove curse You can use your magic to purge the body of impurities. When you cast remove curse, instead of its usual effects you can remove one poison or disease currently affecting the target.
  QUICKSILVER FANG Prerequisite: shilllelagh Any weapon on which you cast your shillelagh can be transformed into the shape of a different melee weapon as part of casting the spell, with which you are considered proficient until the spell ends. The damage die of the weapon remains d8, but the weapon gains all other properties of its new form.
  REACH INTO HISTORY Prerequisite: mending cantrip, 11th level When you cast the mending spell, you can restore a whole object from a fragment. How much of an object you might need to perform this technique is up to the DM, but as a general rule you must possess 1/3 of the item to succeed, whole or in fragments. The item appears as it did in the moment before it was destroyed or damaged. You must finish a short rest before using this ability again. Artefacts are immune to this power.
  RESTORER Prerequisite: mending cantrip When you cast the mending spell, you can affect magic items with it. Additionally, when you cast mending on an object, you immediately discern its true nature as if through an identify spell. Your DM may decide that any given item is too difficult to fix in this way, but they must then tell you the means by which it is possible to repair it.
  REVEALING LIGHT Prerequisitie: light cantrip, guidance cantrip, 11th level Your light cantrip shows creatures for what they truly are. Creatures which are not in their true form are revealed once they enter the radius of the light, their true forms appearing as a hazy shadow beside them. This ability does not actually transform any creature back into their true form.
  SHARED SIGHT Prerequisite: true strike, 7th level When you cast the true strike spell you can choose any creature within 30 feet to benefit from the effects of the spell instead of yourself.
  SIEGE WARFARE Prerequisite: shilllelagh, 7th level When you cast shillelagh, you can transform a simple wooden weapon you are holding into a ballista (with three heavy bolts), a ram or a trebuchet (see DMG, Chapter 8: Running the Game). You cannot use this esoterica if there is no space for the weapon to expand into. Once you have used this esoterica, you must finish a long rest before doing so again.
  SIGNATURE MONOGRAM Prerequisite: message When you cast message, you can instead cast a special version of the animal messenger spell. This version of the spell conjures a CR 0 creature of your choice made of ink with the construct type which bears the message for you.
  SOLE TRADER Prerequisite: infernal trader You learn the find familiar spell, which you can only use to summon an imp.
  SPEAKER TO THE SMALL THINGS Prerequisite: druidcraft You can speak in perpetuity to any flora or fauna created by your druidcraft cantrip as if you had cast speak with plants.
  STASIS Prerequisite: resistance, spare the dying When you cast the spare the dying cantrip, the stabilised creature is immune to bludgeoning, slashing and piercing damage until it regains consciousness.
  STORMTELLER Prerequisite: gust, guidance You always know accurately what the weather is outside, and can accurately predict it in an area up to 1 mile wide for the next 7 days. Additionally, you are immune to difficult terrain or exhaustion caused by the environment, and can see clearly in any obscurement caused by wind, fog or rain.
  SUDDEN GUST Prerequisite: gust When an enemy would hit you with a ranged weapon attack made with a projectile weapon (such as an arrow or crossbow bolt), you can use your reaction to cause the missile to miss.
  TACTILE TACTICS Prerequisitie: taxidermist You can use an action to extend your sense of touch remotely through a creature animated by your Embalmed Companion feature. This ability lets you feel anything the creature is currently feeling for as long as you continue to concentrate on the effect, as if concentrating on a spell.
  TERRIBLE SECRETS Prerequisite: guidance cantrip, 11th level When you cast the guidance cantrip, the creature affected is affected by a divination spell. The bonus gained from your guidance spell is increased to 1d8.
  TETHER Prerequisite: curator Your attunement to magical items is not broken by distance or time. You are tethered to any attuned items by an invisible cord only which links you to the item wherever it is, even across planar boundaries. Creatures that can see invisible objects perceive the tether as a silver cord instead.
  THE FLAMING EYE Prerequisite: dancing lights, produce flame When you cast produce flame, you can cause the conjured flame to float around your head and follow you – this version of the spell does not require concentration and the duration is 1 hour. You can only have one flaming eye active at any one time. Whilst this flame is circling your head, you gain advantage on Wisdom (Perception) checks. You can use a bonus action to direct the flame to attack in the same way as a normal produce flame spell, but this extinguishes the flaming eye.
  THE SINISTER TRUTH Prerequisite: spare the dying, reach into history People aren’t that different from objects. When you cast spare the dying on a creature, you can reattach severed appendages. If you do not possess the appendage, you can restore the appendage from nothing as per reach into history.
  THE OLD WAYS Prerequisite: spare the dying When you cast spare the dying on a creature outside of combat, that creature regains 1 hit point.
  UNAVOIDABLE INVECTIVE Prerequisite: true strike, 11th level When you make an attack augmented by true strike and miss, the targeted creature must succeed on a saving throw against your spell save DC or be hit by the attack anyway.
  UNMEND Prerequisite: mending, 5th level You can use an action to touch an object you have repaired with the mending spell in the last 10 days. Any repairs you made to that object are immediately reversed.
  VELOCIGNITE Prerequisite: produce flame, control flames When you cast produce flame, immediately after resolving the spell you can cast control flames as a bonus action.
  WARDING LIGHT Prerequisitie: light cantrip, 5th level Your light cantrip holds the power to keep creature of darkness at bay. The radius of your light spell is treated as if it were a magic circle spell warding out a single creature type of your choice from the following list, selected when you choose this esoterica: aberration, celestial, fey, fiend, undead.
  WATCHMOLES Prerequisite: mold earth, spare the dying You can use the mold earth cantrip to conjure 1d4 small molelike creatures (use the statistics for rats) made of soil. You can cast spare the dying (or any derived esoterica) on a creature carrying a watchmole as a bonus action as long as you can see that creature. Thic causes the watchmole to crumble. You must finish a short rest before using this esoterica again.
  WATER MEMORY Prerequisite: chill touch, control water, guidance, 5th level As an action, you can touch the body of a creature dead less than 24 hours to conjure a water weird from the remains. This creature answers your questions as per a speak with dead spell, after which it becomes free-willed and can act as it pleases.
  WATER WHIP Prerequisite: control water As a bonus action you create a whip of water that snares or trips your foes. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
  WEATHERVANE Prerequisite: druidcraft, stormteller, 11th level When would you cast druidcraft, you can instead cast control weather, but only affecting the weather 24 hours on from the point when you cast the spell.
  WEIGHING THE SCALES Prerequisitie: numismatist You can touch any object and instantly ascertain its likely value in gold pieces as determined by the DM. This value reflects the objective price a typical example of said object would fetch in a market familiar to you at the time of asking, though you can specify a market or a merchant familiar to you for a more accurate result.
  WHISPERING WARD Prerequisite: blade ward When you cast blade ward, you can choose up to five creatures you can see within 30 feet of you. Each of those creatures also benefits from the spell for its duration.

Comments

Please Login in order to comment!