SCULPTOR MASTERPIECE EDITION Credits Writing & Game Design: Ross Leiser Additional Spell Design: Taron Pounds Editing: Eli Scovill Layout & Graphic Design: Taron Pounds Cover Illustration: Maxwell Polikoff Interior Illustration: Rui Ferreira, El-Que Illustrations Stock Art: Alec Adams Art, Forrest Imel, John Latta, Matt Morrow of Purple Duck Games, Brett Neufeld of Purple Duck Games, Emmanuel Bou Roldan of Critical-Hit!, Dean Spencer, Carlos “Celurian” Torreblanca of Purple Duck Games, Kii W Beta Readers: Christian D., Dragons & Disaster, Skyler Ellis, Grant H, InsidiousClerk, Spencer “Spencisms” Jackson, JCL, Alex “Strange” de Mets, 1 Place Holder OAPatrons Outlandish Council: Dragons & Disaster, Spencer “Spencisms” Jackson Quest Givers: AmIStrange, CannibalPizzaTV, CB Hammond, Daniel Childress, DJ Rkod, EBjorn4353, JCL, Krieg the Psycko, Rane Myhre, Sasha Laranoa Harving, Tim Outlandish Adventurers: Bruce Knode, GlaciesGlace, Grant, InsidiousClerk, James, Jess, Josh Betts, Knowledge&Apocalypse, Mantra_of_the_Mad, Marinestar, Matt Lowry, Maxwell Polikoff, Mike Cullen, MisterPyramid, MrHatnClogs, Obsideres, Proxy Quick (Cardstock Caster), Scott McClintock, SlapsHungryBears, Taron Pounds, Teddy Paget, VibraphonicMarxism To become an OAPatron and get exclusive previews and content, join my outlandish adventure on Patreon! https://www.patreon.com/OutlandishAdventureProductions ON THE COVER Maxwell Polikoff depicts Anikka Dimiourgia, a tiefling artist just starting her journey as a sculptor of mana and imagining the possibilities for her Signature Sculpt in her studio. Disclaimer: The purchase or theft of this tome absolves Outlandish Adventure Productions and all parties involved with the creation of this work from all liability involving injury or death resulting from your attempt to shape and solidify pure magical energy - either your personal mana or that from any external mana source - or to seek out the mythical Gloves of Master Sculptor Kelisair. We also make no claims as to said Gloves’ existence or nonexistence. Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016-2023 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue EmileBoéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016-2023 by Ross Leiser and published under the Community Content Agreement for Dungeon Masters Guild. CONTENTS Sculptor............................................................................4 Creating a Sculptor............................................................ 5 Chapter 1: Class Features............................................6 Chapter 2: Signature Sculpts.................................... 11 Shape of the Armor..........................................................11 Shape of the Axe............................................................... 13 Shape of the Bow.............................................................. 13 Shape of the Brush & Palette....................................... 14 Shape of the Buster.......................................................... 15 Shape of the Chakram.................................................... 16 Shape of the Dagger.........................................................17 Shape of the Drill............................................................. 18 Shape of the Flail.............................................................. 19 Shape of the Foil............................................................... 21 Shape of the Hammer..................................................... 22 Shape of the Knuckle...................................................... 22 Shape of the Lance........................................................... 23 Shape of the Mallet & Chisel.......................................24 Shape of the Needle & Thread..................................... 25 Shape of the Replica........................................................ 27 Shape of the Rifle.............................................................28 Shape of the Scythe.......................................................... 29 Shape of the Shears.........................................................30 Shape of the Shield.......................................................... 31 Shape of the Trident........................................................ 32 Shape of the Twelve-Shooter........................................33 Shape of the Twin Blades...............................................34 Shape of the Umbrella.................................................... 35 Creating a New Signature Sculpt...............................36 Chapter 3: Magic Items..............................................37 Chapter 4: Non-Player Characters.........................46 NPC Signature Sculpt Templates...................................48 Shape of the Armor.........................................................48 Shape of the Axe...............................................................48 Shape of the Bow..............................................................49 Shape of the Brush & Palette.......................................49 Shape of the Buster..........................................................49 Shape of the Chakram....................................................49 Shape of the Dagger........................................................50 Shape of the Drill.............................................................50 Shape of the Flail..............................................................50 Shape of the Foil...............................................................50 Shape of the Hammer..................................................... 51 Shape of the Knuckle...................................................... 51 Shape of the Lance........................................................... 51 Shape of the Mallet & Chisel....................................... 51 Shape of the Needle & Thread..................................... 52 Shape of the Replica........................................................ 52 Shape of the Rifle............................................................. 52 Shape of the Scythe.......................................................... 53 Shape of the Shears......................................................... 53 Shape of the Shield.......................................................... 53 Shape of the Trident........................................................ 53 Shape of the Twelve-Shooter........................................54 Shape of the Twin Blades...............................................54 Shape of the Umbrella.................................................... 55 NPC Mana Sources and Spell Lists...............................56 Abyssal................................................................................. 57 Arcane.................................................................................. 57 Divine................................................................................... 57 Elemental - Acid............................................................... 57 Elemental - Aether........................................................... 57 Elemental - Air.................................................................. 57 Elemental - Earth............................................................. 57 Elemental - Fire................................................................ 57 Elemental - Water............................................................58 Natural.................................................................................58 Schooled - Abjuration.....................................................58 Schooled - Conjuration..................................................58 Schooled - Divination.....................................................58 Schooled - Enchantment...............................................58 Schooled - Evocation.......................................................58 Schooled - Illusion...........................................................58 Schooled - Necromancy................................................. 59 Schooled - Transmutation............................................. 59 Theatric................................................................................ 59 Appendix: Additional Spell Lists & Descriptions.... 60 Spell Descriptions................................................................66 Sculptor A SCULPTOR As the orc war chief raises his huge, bloody greataxe for a killing blow, the unarmed dwarf throws up their hands in defense. Blue energy crackles from the dwarf’s empty hands, rapidly shaping itself into the form of an enormous, glowing hammer, longer than the dwarf is tall and radiating with magical energy. The dwarf smiles. The orc hesitates; the dwarf does not. A halfling and his allies face down a mighty dragon. As the dragon sucks in a deep breath, the halfling steps forward, unafraid. A massive shield of earth forms before him, seeming to materialize from the very rock upon which he stands. With both small hands, the halfling raises the shield just in time, protecting his friends as the dragon’s fire roars. Her expedition crew already lost, a single elf watches goblins boil from the darkened tunnel. The horde will be upon her in moments. Alone, the elf extends her hands out to her sides, and brilliant golden blades appear in the darkness. With steady hands, she raises her weapons; this will be a long night’s work. After several long days, a warforged finally steps back from their sculpture, eyes critical for any fault. They had been commissioned for a storage chest, but an artist knows that just because something has a simple function doesn’t mean its appearance also 4 Sculptor | requires mundanity; the chest is formed of mana of many different colors and textures, whirled and mixed to create boards of an iridescent grain bound using shadow tendrils. The warforged smiles in satisfaction at the perfect contrast. Sculptors are artisans skilled in the arts of both magic and warfare. They shape the ambient magical energy called mana within themselves and their surroundings into incredible, tangible creations. This technique requires years of training and practice as the sculptor learns to channel raw mana, harnessing that power to create objects and cast spells with equal artistry. Each sculptor will craft many masterpieces over the course of a lifetime, but few of these great works will rival the sculptor’s weapon of choice: a highly-personalized and lovingly-designed Signature Sculpt, the defining tool with which a sculptor can reshape the course of battle. Artist at Heart Most sculptors develop their skills to create stunning works of art long before using those skills for martial pursuits. The first objects a sculptor creates, upon learning to shape mana into solid forms, are often humble and practical: simple tools to speed up the day’s work, or temporary toys and trinkets to entertain children. Even when a practiced sculptor has learned to shape dazzling objects and devastating weapons, they still tend to look at the world from an artist’s perspective, basking in the beauty of their surroundings and studying the finer details of other artists’ works with intensity and verve. That passion and attention to detail shows in the sculptor’s own creations, though some may err on the side of form over apparent function. For sculptors, the artistry and the object are inseparable; as such, most sculptors put unique aesthetic flourishes on the weapons and tools they sculpt. Finding a Mana Source Every sculptor’s first medium is their inherent mana. This innate, nearly invisible energy is the perfect material for a new sculptor to learn and experiment with, but as they grow more experienced, most sculptors quickly begin to yearn for a more satisfying medium. Many sculptors become adventurers not for the love of combat or coin, but rather to seek out more original, beautiful, and captivating mana from which to sculpt their works of art. Each sculptor will eventually come to find a source of mana that fits their unique creative flare and aesthetic, whether it be the infinitely complex and ever-changing darkness of the Abyss, the glowing pastel majesty of the Arcane Weave, the raw primordial power of the Planes of the Elemental Chaos, or the simple, vast beauty of the Natural world, among other possibilities. Creating a Sculptor As you build your sculptor, consider how your character learned to sculpt mana. Was it a prodigal childhood talent you decided to hone with formal training, or is sculpting a prestigious tradition you learned to carry on the family legacy? Also consider how you chose your Signature Sculpt: what experiences, preferences, or personality traits drew you to painstakingly create that specific masterwork? What inspired its style and design? MULTICLASSING AND THE SCULPTOR If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose sculptor as one of your classes. Ability Score Minimum. As a multiclass character, you must have a Strength or Dexterity score of 13 or higher and an Intelligence score of 13 or higher to take a level in this class, or to take a level in another class if you are already a sculptor. Proficiencies Gained. If sculptor isn’t your initial class, here are the proficiencies you gain when you take your first level as a sculptor: light armor, medium armor. Spell Slots. Add half your levels in the sculptor class to the appropriate levels from other classes to determine your available spell slots. Quick Build You can make a sculptor quickly by following these suggestions. First, make Strength your highest ability score, unless your chosen Signature Sculpt is a ranged weapon or has the finesse property, in which case make Dexterity your highest score. Your next highest ability score should be Intelligence. Second, choose the guild artisan or sage background. Sculptor | 5 Sculptor Chapter 1: Class Features Mana Shaper As a sculptor, you gain the following class features. 1st-level Sculptor feature Hit Points Hit Dice: 1d10 per sculptor level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sculptor level after 1st As a sculptor, you have learned to access the dormant magical energy within yourself, known as mana. Although mana is normally ephemeral and barely visible, with effort, you can will your mana to coalesce into shimmering physical form. You can use an action to shape your mana into any simple weapon, or you can spend 1 minute to shape it into a more complex object: any set of artisan’s tools (see chapter 5, “Equipment,” of the Player’s Handbook for a list of artisan’s tools) or a single nonmagical object that is Medium (contained within a single 5-foot cube) or smaller. The item appears in your hands or in an unoccupied space within 5 feet of you, using the hit points, AC, and other statistics of a mundane object of its type, though it appears translucent and evanescent to any creature that can see it. Items created from mana can’t be used as material components for spells. To use this feature, at least one of your hands must be free or holding a mana item you created. You are proficient with any tool kit shaped from your mana. Your mana can only be shaped into a single weapon, tool kit, or other object at a time. Proficiencies Armor: All armor Weapons: Simple weapons Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose two from Arcana, History, Medicine, Nature, Perception, and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) leather armor, (b) scale mail, or (c) chain mail • (a) a shortbow and a quiver of 20 arrows, (b) 5 javelins, or (c) a shield (if proficient) • (a) a scholar’s pack, (b) an explorer’s pack, or (c) a dungeoneer’s pack 6 Sculptor | Chapter 1: Class Features The item dissipates if you shape your mana into a different form, or if you choose to dismiss it (no action required). Starting when you reach 10th level in this class, when you spend 1 minute shaping your mana into an object, its size can be Large (10-foot cube) or smaller, and at 20th level, it can be Huge (20-foot cube) or smaller. other spell list associated with your Mana Source. The cantrips count as sculptor spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the same list. Signature Sculpt 1st-level Sculptor feature In addition to using mana to form useful tools and mundane weapons, you can use an action to shape your mana into your signature sculpt, which is a powerful mana item with a custom appearance you determine each time you shape your mana into it. Many signature sculpts are martial weapons, but some are shields, armor, tools, or some combination thereof. You are proficient with your signature sculpt in all statistics it bears. Choose your Signature Sculpt from among those detailed in Chapter 2: Signature Sculpts. Your choice grants you features at 1st level and again at 6th, 11th, and 15th level. SIGNATURE SCULPTS USED BY OTHER CREATURES Like any other mana item you create, you can allow other creatures to use your signature sculpt. Such a creature uses of your signature sculpt’s base statistics, but not any of its unique properties. For examples, if a Bow Sculptor lends an ally their mana bow, that creature can use it as a longbow, but doesn’t ignore the mana bow’s heavy property and still requires ammunition to make ranged attacks with it; and another creature wielding an Axe Sculptor’s mana axe uses a mundane battleaxe’s 1d10 versatile damage die, not the 1d12 granted to the sculptor. Sculptors are uniquely suited to the signature sculpt they create for themselves, and other creatures can’t wield them as effectively. Fighting Style 2nd-level Sculptor feature You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Aesthetic Warrior You learn two cantrips of your choice from your sculptor spell list. If the spell list you chose doesn’t contain cantrips, you choose the cantrips from the Brawl Shooting When you make a ranged weapon attack against a target within 20 feet of you, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll, and the attack ignores half cover. Defense While you are wearing armor, you get a +1 bonus to AC. Distance Throwing You gain a +1 bonus to the damage rolls of weapons that have the thrown property, and you don’t suffer disadvantage on ranged attack rolls with such weapons due to attacking at long range. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Mobile Fighting While you are wearing light or no armor and not wielding a shield, your walking speed increases by 5 feet, and you have a swimming speed and a climbing speed both equal to your walking speed. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Sculptor | Chapter 1: Class Features 7 Sculptor Mana Source 2nd-level Sculptor feature You learn to tap into and mold the ambient mana that suffuses the multiverse. Choose one of the following types of mana as your source. In addition to influencing the appearance of the items you create with your Mana Shaper feature and your signature sculpt, your mana source determines which spells you’re able to cast. Each mana source is linked to a choice of spell list. When you select a mana source, you choose one of these spell lists, which becomes your sculptor spell list. Many of these spell lists can be found within Chapter 11 of the Player’s Handbook, with several official expansions adding additional spells to the lists, including Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything. At the DM’s option, you can also incorporate third-party expansions, such as the spells from The Ultimate Adventurer’s Handbook and any other supplement the DM allows. If a class name is followed by an asterisk, it is a third-party class that can be found on the Dungeon Masters Guild, and its spell list can be found in the Appendix. Abyssal. Abyssal mana is drawn from the Abyss, the Shadowfell, the Negative Plane, and other dark recesses of the multiverse where shadows pervade and nightmares skulk. Sculpts of this mana often appear an inky black or sinister gray in color and may produce an aura of shadow that seems to writhe with excitement when you dwell on dark deeds. Choose either the Accursed* or Warlock spell 8 list as your sculptor spell list. Arcane. Arcane mana is drawn from ancient runes, legendary artifacts, and places of power scattered throughout the multiverse. Sculpts of this mana typically appear in translucent blues or purples that softly glow or pulse with magical energy. Choose either the Artificer or Sorcerer spell list as your sculptor spell list. Divine. Divine mana can be drawn directly from the Positive Plane and the heavens, or it can be granted by celestials and deities whose favor you may have earned. Sculpts of this mana often appear to be made of precious metals with filigree and flourishes that illuminate its exalted origins. Choose either the Cleric or Paladin spell list as your sculptor spell list. Elemental. Elemental mana is drawn from the raw primordial power that pervades the planes of the Elemental Chaos. Because the natures of the six Prime Elements differ so greatly, you must choose only one for your source: Acid, Aether, Air, Earth, Fire, or Water. Sculpts of this mana appear to be constructed entirely of the chosen element - noxious gasses and corrosive liquids for Acid, refractive psionic constructs and crystals for Aether, storm clouds and tempestuous whirlwinds for Air, solid stone and bright gems for Earth, raging flame and floating cinders for Fire, and frigid ice and roiling sea for Water. Your sculptor spell list is the Elementalist* spell list that corresponds to the Prime Element you chose. Natural. Natural mana is drawn from the sculptor’s deep connection with the natural world, forged from the same bonds that keep nature in balance and interconnect ecosystems throughout the multiverse. Sculpts of this mana reflect the terrain around you, so your creations could manifest as leaves and vines in a forest, stone and snow on a mountain, or sand and waves on a beach. Choose either the Druid or Ranger spell list as your sculptor spell list. Schooled. Schooled mana draws on a particular thread of the Weave and all the knowledge connected to it. Choose one of the eight schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Sculpts of this mana often emit the same faint magical aura seen by users of the detect magic spell for the school of magic you chose and contain motifs of that school of magic, like elemental energies for Evocation or bones and ectoplasm for Necromancy. Your sculptor spell list consists of every spell of the school you chose. For ease of reference, sculptor spell lists for each of these spell schools are included in the Appendix. Sculptor | Chapter 1: Class Features Theatric. Theatric mana is drawn from the power of performance in all its forms: the passion and drama of the stage, the audience’s joy or sorrow as the tale unfolds, and the explosive energy of the applause as the final curtain falls. Sculpts of this mana most often appear to be made from lights, instruments, costumes, props, or even set pieces and scenery, depending on your previous experiences and artistic aesthetic. Choose either the Bard or Merchant* spell list as your sculptor spell list. Spellcasting Spellcasting Focus You can use your signature sculpt as a spellcasting focus for your sculptor spells. Artisanal Expertise 3rd-level Sculptor feature Your proficiency bonus is doubled for any ability check you make that uses a set of artisan’s tools created with your Mana Shaper feature. Quick Sculpt 3rd-level Sculptor feature 2nd-level Sculptor feature In addition to sculpting your mana into physical objects, you can also sculpt the ambient magical energy of your Mana Source into spells. See chapter 10 in the Player’s Handbook for the general rules of spellcasting. Spell Slots The Sculptor 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 spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from your sculptor spell list. The Spells Known column of the Sculptor table shows when you learn more spells of your choice from your sculptor spell list. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from your sculptor spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your sculptor spells, since you use the knowledge gained from study and practice to sculpt complex objects and effects out of raw mana. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sculptor spell you cast and when making an attack roll with one. Shaping your mana into your signature sculpt has become instinctual. As a reaction when you roll initiative or as a bonus action on your turn, you can shape your mana into your signature sculpt. Ability Score Improvement 4th-level Sculptor feature 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. Martial Versatility 4th-level Sculptor feature Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a Fighting Style you know with another Fighting Style available to sculptors. This replacement represents a shift of focus in your martial practice. Extra Attack 5th-level Sculptor feature You can attack twice, instead of once, whenever you take the Attack action on your turn. Mana Purity 6th-level Sculptor feature Your refined skill allows you to remove the impurities from your mana sculpts. Weapons shaped from your mana count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Sculptor | Chapter 1: Class Features 9 Sculptor Object Permanence 7th-level Sculptor feature You learn to seal mana as you sculpt it, allowing you to create permanent mana sculptures. When you shape your mana into a single object or weapon other than your signature sculpt, you can spend additional time to seal the shapes as you form them: 8 hours of work for a sculpture that is Small or smaller, or 24 hours of work for a Medium sculpture. You can spread the work over any number of days, though the sculpture shatters and dissipates if you shape your mana into anything else before you finish sealing it. Once you complete the required work to seal the sculpture, it no longer dissipates when you shape your mana into a different item. After the sealing process is finished, you can use an action to touch a permanent sculpture to cause it to dissipate. When your Mana Shaper feature allows you to shape larger objects from your mana upon reaching 10th and 20th level, you can also seal sculptures of the same size, though it requires greater time: 72 hours of work for a Large sculpture, or 7 days (168 hours) of work for a Huge sculpture. Palette Swap 10th-level Sculptor feature You learn to alter the color and texture of the mana you use for your sculptures, allowing you to create works of greater complexity. When you shape your mana into an item, the sculpture can have any colors, patterns, textures, and opacity you want; this has no effect on its properties or statistics, and any creature that can see the object can still tell it is created by mana. Additionally, each time you shape your mana into a simple weapon or your signature sculpt, you can choose acid, cold, fire, lightning, necrotic, or radiant damage. If you do, the mana item deals that type of damage, instead of its normal damage type. Eye for Detail 14th-level Sculptor feature Your honed artist’s eye allows you to rapidly identify significant details about creatures or objects you focus your gaze upon. As a bonus action on your turn, you can focus on a creature or object you can see within 30 feet of you, gaining the following benefits: • The target can’t become hidden from you except by magical means. • Any attack you make against the target scores a critical hit on a roll of 19 or 20. • You have advantage on Intelligence and Wisdom checks you make involving the target. You lose focus on the target if it is ever farther than 60 feet from you, you lose line of sight to it, you use this feature to focus on a different target, or you lose concentration (as though concentrating on a spell). You can maintain simultaneous concentration on both this feature and a sculptor spell you cast. Mana Crystallization 18th-level Sculptor feature You can magically crystallize the mana you sculpt to greatly enhance the item’s durability. When you shape your mana into an item, you can choose to make the sculpted item magical. If you do, the item’s hit point maximum can’t be lower than your sculptor level times five, its AC can’t be lower than 20, and it is immune to damage from nonmagical sources. Sculpting Maestro 20th-level Sculptor feature You’ve attained such extraordinary skill at shaping mana that you can do so even at a distance. When you shape your mana into an item, you can cause it to appear in an unoccupied space that you can see within 60 feet of you. Alternatively, you can manifest the sculpted item in the hands of a willing creature you can see within 60 feet of you. Additionally, you can cast the spiritual weapon spell at 4th level at will, without expending a spell slot. When you cast it with this feature, it counts as a sculptor spell for you, the spectral weapon takes the form of your signature sculpt, and you can choose for it to deal acid, cold, fire, lightning, necrotic, or radiant damage, instead of force damage. The spell ends early if you cast it again. Chapter 2: Signature Sculpts A sculptor’s Signature Sculpt represents not only the way they engage in combat, but very often their personality, values, experiences, and artistic tastes. Signature sculpts are time-consuming to design and extremely difficult to form, so sculptors craft their signature sculpts with care and consideration. Learning to wield a signature sculpt with superlative skill is the work of a lifetime, and sculptors dedicate years of training, mind and body, to that sublime ideal. CHARACTER CREATION TIP: REFLAVORING SIGNATURE SCULPTS Each Signature Sculpt presented in this class represents an archetype and a playstyle. Although there are many options presented, you may not find the exact weapon you envision your sculptor character to wield on the list. The Sculptor is a class all about artistry, so feel free to take some creative license! Reflavoring is the process of taking existing features and rules and changing their lore and aesthetic to suit your character’s needs, sometimes changing minor mechanics to work with that new flavor. Since bludgeoning, piercing, and slashing damage are nearly identical for the purpose of combat balance, a great way to create the Signature Sculpt you want is by changing the damage type of one of the Signature Sculpts in this section. Is your character a dwarf who grew up in a culture of fierce heroes who wear spiked armor? Take Shape of the Armor and change its damage type to piercing! Do you want your character to use a boomerang? Take Shape of the Chakram and change its damage type to bludgeoning! Do you want your character to swing an oversized greatsword as an homage to your favorite video game protagonist? Take Shape of the Hammer and change its damage type to slashing! Do you want to dual-wield nunchucks? Take Shape of the Twin Blades and change its damage type to bludgeoning! The possibilities are truly endless! Even if your character concept doesn’t fit the sculptor (or any other character class) perfectly, talking with your DM about reflavoring the available options may enable you to create the perfect aesthetic and mechanical Signature Sculpt for your character. However, if you are still unable to find a perfect fit for your character by simply reflavoring an existing Signature Sculpt, never fear - there is a section at the end of this chapter that details how to create a new one! Shape of the Armor Your Signature Sculpt is a full-body suit of armor that manifests around you, protecting you from harm and augmenting your physical abilities. Sculptors with this signature tend to prefer engaging foes directly, using their prodigious strength to lock enemies in position while enduring deadly blows that might otherwise overwhelm their allies. Suit Up 1st-level Shape of the Armor feature When you shape your mana into your signature sculpt, it takes the form of a suit of mana armor that appears on your body over any other clothing or armor you’re wearing. Your mana armor uses the statistics of chain mail, though you ignore the disadvantage it would normally impose on your Dexterity (Stealth) checks, and it grants you AC equal to 15 + your Intelligence modifier (minimum 16 AC) while you wear it, unless your AC was already higher. Augmenting Armor 1st-level Shape of the Armor feature Your mana armor allows you to perform incredible feats of athleticism, granting you the following benefits while you wear it: • You can add your proficiency bonus to any Strength check you make that doesn’t already include your proficiency bonus. • When you succeed on a grapple or shove attempt against a creature, or by replacing an attack as part of the Attack action while you have a creature grappled, you can have your mana armor deal bludgeoning damage to the grappled or shoved creature equal to 1d6 + your Strength modifier. For the purpose of your sculptor spells, dealing this damage to a creature counts as hitting it with a melee weapon attack. Sculptor | Chapter 2: Signature Sculpts 11 Sculptor RULES TIP: GRAPPLING AND SHOVING The grappling and shoving rules, presented in chapter 9 of the Player’s Handbook, are some of the most misunderstood rules in fifth edition D&D. To help you make best use of your Shape of the Armor features, here are paraphrased portions of those rules: • You make a grapple or shove attempt by using the Attack action. If you are able to make multiple attacks with the Attack action, such as through the Extra Attack feature, you can replace any number of your available attacks with grapple or shove attempts. • When you make a grapple or shove attempt against a creature, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check, the target’s choice. • A creature you attempt to grapple or shove can be no more than one size larger than you. • While you have one or more creatures grappled, you can still move by dragging or carrying the grappled creature(s) with you. However, your speed is halved unless each creature is two or more sizes smaller than you. • When you successfully shove a creature, you choose either to push that creature 5 feet away from you or to knock it prone. Standing up costs a creature an amount of movement equal to half its speed. Inherent Mana Armor Super Suit 6th-level Shape of the Armor feature Your mana armor augments you with greater resilience and even greater physical strength, granting you further benefits while you wear it: • When you make a Strength check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). • You count as one size larger for the purposes of grappling and shoving, as well as for determining your carrying capacity and the weight you can push, drag, or lift. • Whenever you would take damage of a type other than psychic, you reduce the amount of damage you take by 1. The reduction improves when you reach certain levels in this class, increasing to 2 at 11th level, to 3 at 15th level, and to 4 at 20th level. Stainless Steel 11th-level Shape of the Armor feature While you wear your mana armor, you have resistance to damage of the type it deals. Additionally, when your mana armor deals damage to a creature through the methods described in your Augmenting Armor feature, it deals an additional 1d6 damage. 12 Titan Armor 15th-level Shape of the Armor feature While you wear your mana armor, you now count as being a total of two sizes larger for the purposes of grappling and shoving, as well as for determining your carrying capacity and the weight you can push, drag, or lift. Additionally, when you make a Strength (Athletics) check for a grapple or shove attempt against the focus of your Eye for Detail, you automatically succeed on a roll of 19 or 20 on the d20, regardless of the result of the target’s check. If you automatically succeed in this way, your mana armor deals an extra 2d6 damage to the target, and you can gain an additional effect against the target depending on whether the attempt was for a grapple or a shove. Grapple. The creature is incapacitated until the start of your next turn. Shove. You can push the creature up to 30 feet away from you and knock it prone, instead of the normal effects of a shove. Sculptor | Chapter 2: Signature Sculpts Shape of the Axe Your Signature Sculpt is a battleaxe whose handle and blade can grow or shrink to switch between battleaxe and greataxe forms. Sculptors with this signature have the potential to become highly versatile frontline warriors who excel in combat against crowds, cleaving their foes to ribbons while switching fluidly between using shields and swinging their mana weapon with the full force of both hands. Designed for War 1st-level Shape of the Axe feature When you shape your mana into your signature sculpt, it takes the form of a mana axe that uses the statistics of a battleaxe, though its versatile damage die becomes 1d12 for you. Shield Proficiency 1st-level Shape of the Axe feature You gain proficiency with shields. Wild Cleave 6th-level Shape of the Axe feature You can swing your axe in wide arcs, maximizing its destructive force. As an action while wielding your mana axe, you can make a melee mana axe attack against any number of targets within 5 feet of you. You make a single attack roll, which is then used to determine whether your attack hits each target, but you make a separate damage roll for each target you hit with the attack. If an effect would give you advantage on the attack against at least one of the targets, you make the attack roll with advantage; the same applies for disadvantage. When you use this feature, your wild swing leaves you open to counterattack. Attack rolls against you have advantage until the start of your next turn. Honed Edge 11th-level Shape of the Axe feature Your axe’s blade becomes just as sharp as your mind. You add your Intelligence modifier (a minimum of +1) to the damage rolls of your melee mana axe attacks. Critical Eye 15th-level Shape of the Axe feature When you use your Wild Cleave feature, the attack scores a critical hit on a roll of 19 or 20 on the d20. You roll one additional die when determining the extra damage for the critical hit. If one of the targets of your Wild Cleave is the focus of your Eye for Detail, the attack instead scores a critical hit against each target on a roll of 18-20 on the d20. Shape of the Bow Your Signature Sculpt is a supple bow that is as tall as you are. Sculptors with this signature excel at staying out of harm’s way, leveraging stealth and agility to strike at their foes from afar. Subtle Bow 1st-level Shape of the Bow feature When you shape your mana into your signature sculpt, it takes the form of a mana bow that uses the statistics of a longbow, though you ignore its heavy property if you are Small or smaller. Your mana bow doesn’t require ammunition for you; instead, each ranged attack you make with it shoots a mana arrow made of quickly sculpted magical energy that dissipates immediately following the attack. Hidden Shot 1st-level Shape of the Bow feature Enchantment Axe If you are hidden from a creature when you hit it with a ranged mana bow attack, you gain a +1 bonus to the attack’s damage roll. Agile Archer 6th-level Shape of the Bow feature You gain proficiency in the Stealth skill. If you already have proficiency in Stealth, you instead add double your proficiency bonus to ability checks you make with the skill. Additionally, you can take the Disengage or Hide action as a bonus action on your turn. Sculptor | Chapter 2: Signature Sculpts 13 Sculptor Shape of the Brush & Palette Your Signature Sculpt takes the form of a pair of implements familiar to painters throughout the multiverse: a palette from which to draw mana and a paintbrush with which to apply it. Sculptors with this signature are often driven to leave their mark upon history in as many vivid colors as possible, capturing beauty and magic in both two- and threedimensional artworks. Art Supplies 1st-level Shape of the Brush & Palette feature When you shape your mana into your signature sculpt, it takes the form of two objects: a mana brush in one hand and a mana palette in the other. Your mana brush uses the statistics of a sickle, though it gains the finesse property for you, and your mana palette uses the statistics of a shield. While wielding both your mana brush and mana palette, you can also use them as a set of painter’s supplies. Maker’s Mark 1st-level Shape of the Brush & Palette feature Earth Bow Quick Shot 11th-level Shape of the Bow feature You can take shots in quick succession against a single target. Immediately after you make a ranged mana bow attack, you can use a bonus action to make one additional ranged mana bow attack against the same target. If you were hidden from the target when you made the first attack, you are still considered hidden from it for the purpose of this additional attack. Recurve Bow 15th-level Shape of the Bow feature You learn to shape the path of your mana arrows mid-flight. Once during each of your turns when you make a ranged mana bow attack, you can add your Intelligence modifier (a minimum of +1) to the attack roll. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the DM says whether the attack roll succeeds or fails. Additionally, the range of your Eye for Detail feature increases to 60 feet, and a creature must be farther than 120 feet away from you to cause you to lose focus due to distance. 14 When you hit a target with a mana brush attack, you can mark it with mana until the start of your next turn. When a creature other than you hits the marked target with an attack, the attack deals an extra 1d6 damage of the attack’s type to the target, and the mark is consumed. A creature or object can have multiple marks from this feature, but only one mark is consumed with each hit. A mark disappears after 1 minute, or when you shape your mana into an item other than your signature sculpt. Mixing Pigments 6th-level Shape of the Brush & Palette feature As an artist seeking to capture ever more brilliant colors, create more sophisticated forms, and find more inspiring materials, you begin drawing mana from multiple sources, empowering you to create unprecedented works of art. Choose a second Mana Source, which must be different from your first, and one of the spell lists granted by that Mana Source. Each spell from the chosen spell list is added to your sculptor spell list. When this feature adds new spells to your sculptor spell list, you can immediately replace any number of the sculptor spells you know with a different spell of a level you can cast from among the added spells. Additionally, whenever you finish a short or long rest, you can replace a spell you know with a different spell of a level for which you have spell Sculptor | Chapter 2: Signature Sculpts slots from your sculptor spell list. When you reach 15th level in this class, you choose a third Mana Source, which must be different from your other two, and a spell list granted by that Mana Source. Each spell from the chosen spell list is added to your sculptor spell list. Sublime Palette 11th-level Shape of the Brush & Palette feature Each time you mark a target with your Maker’s Mark feature, you can choose acid, cold, fire, lightning, necrotic, or radiant damage. The extra damage the mark deals is of the chosen damage type, instead of the type dealt by the attack. Additionally, the extra damage caused by the mark increases to 1d12. Mana Recovery 15th-level Shape of the Brush & Palette feature Your familiarity with the many Mana Sources strewn throughout the multiverse allows you to regain some of your magical energy by absorbing the ambient mana around you. When you finish a short rest, you Natural Brush & Palette can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your sculptor level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 15th-level sculptor, you can recover up to five levels worth of spell slots. You can recover a 4th-level and a 1st-level spell slot, a 3rd-level and a 2nd-level spell slot, a 3rd-level and two 1st-level spell slots, a 1st-level and two 2nd-level slots, or a 2nd-level and three 1st-level spell slots. Once you use this feature, you can’t use it again until you finish a long rest. Shape of the Buster Your Signature Sculpt is a small cannon that coalesces around one hand, allowing you to charge and release devastating mana blasts. Sculptors with this signature typically enjoy a challenge, relishing the opportunity to learn new techniques by facing and defeating more powerful foes. Mega Buster 1st-level Shape of the Buster feature When you shape your mana into your signature sculpt, it takes the form of a mana cannon, which is a martial ranged weapon with a normal range of 15 feet and a long range of 30 feet that deals 1d8 bludgeoning damage. Your mana cannon doesn’t require ammunition for you; instead, each ranged attack you make with it shoots a brilliant ball of mana that dissipates immediately following the attack. Charge Shot 1st-level Shape of the Buster feature You can charge your signature sculpt with additional mana, making its next projectile more powerful. As a bonus action while wielding your mana cannon, you can gain 1 charge. The next time you make a ranged mana cannon attack, the attack’s range is 20/40, its damage die becomes 1d10 for the attack, and the charge is expended. You can store a maximum of 1 charge at a time, losing any remaining charges when you shape your mana into an item that isn’t your mana cannon. Full Charge 6th-level Shape of the Buster feature The maximum number of charges you can store increases to 2. Additionally, when you take the Attack action on your turn while wielding your mana cannon, you can forgo any number of your attacks to gain an equal number of charges. Sculptor | Chapter 2: Signature Sculpts 15 Sculptor When you make a ranged mana cannon attack while you have 2 charges, the attack’s range is 30/60, its damage die becomes 2d12 for the attack, and both charges are expended. On a hit, you gain a bonus to the damage roll equal to your Intelligence modifier (a minimum of +1). Master Weapon 11th-level Shape of the Buster feature Your signature sculpt’s charge shot improves. When you make a ranged mana cannon attack while you have 2 charges, you can choose for the attack to unleash additional effects depending on your mana cannon’s damage type. Acid. Until the start of your next turn, you are surrounded by a defensive bubble of acid. For the duration, whenever you would take damage, you reduce the amount of damage you take by 2, and each time a creature touches you or hits you with a melee attack, it takes 1d4 acid damage. Bludgeoning. Instead of attacking only one target, you fire a blast from your mana cannon in a 30-footlong, 5-foot-wide line. You make a single attack roll, which is then used to determine whether your attack hits each creature in the line, but you make a separate damage roll for each target you hit with the attack. If an effect would give you advantage on the attack against at least one of the targets, you make the attack roll with advantage; the same applies for disadvantage. Cold. On a hit, the target must succeed on a Strength saving throw against your sculptor spell save DC or be restrained by ice until it takes damage again or until the start of your next turn. Fire. Until the start of your next turn, you are surrounded by fiery orbs that threaten to burn nearby creatures. For the duration, the first time a creature comes within 10 feet of you or starts its turn there, you can cause an orb to lash out and deal 1d6 fire damage to that creature. Lighting. On a hit, the electricity from your blast arcs through the target like a conduit, leaping to other creatures nearby. The target and each creature other than you within 5 feet of the target takes 1d6 lightning damage. Necrotic. On a hit, the target takes an additional 1d12 necrotic damage, and it can’t regain hit points until the start of your next turn. Radiant. On a hit, the target must succeed on a Constitution saving throw against your sculptor spell save DC or become blinded until the end of your next turn. Once a creature is blinded by this effect, it has advantage on saving throws it makes against being blinded by this feature for 24 hours. Quick Charge 15th-level Shape of the Buster feature While you are wielding your mana cannon, when you use a sculptor class feature with your bonus action or cast a sculptor spell with a casting time of 1 bonus action, you gain 1 charge. For example, when you use the bonus action granted by your Charge Shot feature to gain 1 charge, you instead gain 2 charges. Shape of the Chakram Your Signature Sculpt is a chakram, a large ring with a bladed outer edge that lends itself to trick shots, relying on your precise calculations to execute them with style. Sculptors with this signature tend to prefer a more intellectual approach to combat, applying physics and geometry to attack from strategic angles. Ricochet Ring 1st-level Shape of the Chakram feature Arcane Buster 16 When you shape your mana into your signature sculpt, it takes the form of a mana chakram, which is a martial melee weapon with the thrown (range 20/60) property that deals 1d8 slashing damage. When you make a ranged mana chakram attack, it returns to your hand immediately following the attack through a series of harmless banks and ricochets. Sculptor | Chapter 2: Signature Sculpts Defensive Strategy 1st-level Shape of the Chakram feature When you take the Attack action on your turn and make only melee mana chakram attacks, you gain a +1 bonus to your AC until the start of your next turn, given you aren’t wielding a shield. or object that you can see within 60 feet of you. Make a ranged mana chakram attack against the target. Whether the attack hits or misses, your chakram ricochets to a number of additional creatures and objects of your choice that you can see up to your Intelligence modifier (a minimum of up to 3 targets). Each target must be within 60 feet of you and within 20 feet of at least one other target. The initial attack roll is used to determine whether your attack hits each additional target, but you make a separate damage roll for each target you hit with this action. Seek & Destroy 15th-level Shape of the Chakram feature You learn to leave traces of your mana behind on targets you hit with your signature sculpt, allowing it to unerringly seek out those creatures, even around corners or behind cover. When you hit a creature or object with a mana chakram attack, you can mark the target for 1 minute. While a target is marked, your mana chakram attacks against it ignore all cover (including full cover) and any disadvantage you may have on the attack roll, so long as the target is within range. Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again. Shape of the Dagger Your Signature Sculpt is a long dagger ideal for combat near and afar. Sculptors with this signature usually take a nimble, dynamic approach to encounters, focusing on ambushes, mobility, and furious flurries of attacks. Divine Chakram Centripetal Cyclone 6th-level Shape of the Chakram feature When you take the Attack action and make a mana chakram attack, you can immediately use your bonus action to amplify the centripetal force of your spinning chakram and generate a small cyclone in your space until the start of your next turn. While the cyclone persists, other creatures’ ranged weapon attacks that pass into or through your space have disadvantage. As you move, the cyclone remains centered on you for its duration. Complex Calculation 11th-level Shape of the Chakram feature You can perform a quick geometric calculation to strike multiple targets with a single throw, precisely ricocheting your chakram from one to the next. As an action, you throw your mana chakram at a creature Knife Collection 1st-level Shape of the Dagger feature When you shape your mana into your signature sculpt, it takes the form of a mana dagger that uses the statistics of a dagger. Each time you make a ranged mana dagger attack, you can shape your mana into a new mana dagger immediately following the attack (no action required). Dagger Arts 1st-level Shape of the Dagger feature When you take the Attack action and make a mana dagger attack, you can make one additional mana dagger attack this turn as a bonus action. You don’t add your ability modifier to the damage of this bonus attack, unless that modifier is negative or your sculptor level is at least 11. Sculptor | Chapter 2: Signature Sculpts 17 Sculptor Nimble Striker 6th-level Shape of the Dagger feature Your base walking speed increases by 10 feet, and if you make a melee mana dagger attack against a creature, your movement doesn’t provoke opportunity attacks from the target for the rest of the turn. Instant Transmission 11th-level Shape of the Dagger feature Inherent Mana Dagger You can teleport yourself to your signature sculpt when you throw it. Once during each of your turns when you hit a creature or object with a ranged mana dagger attack you make as part of the Attack action, you can teleport to the unoccupied space nearest to the target. If you do, you can make an additional melee mana dagger attack as part of the same action. You can use this feature an unlimited number of times during combat, with adrenaline to fuel the magic. Outside of combat, you can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest. Torrent of Blades 15th-level Shape of the Dagger feature As an action while wielding your mana dagger, you can conjure hundreds of copies of your signature sculpt and launch them to pin your foes under a furious hail of blades. Each creature in a 60-foot cone originating from you must make a Dexterity saving throw against your sculptor spell save DC. A Huge or larger creature has disadvantage on the saving throw, while a creature farther than 20 feet from you has advantage on it. On a failed save, a target takes 10d4 damage of the type dealt by your mana dagger, and it becomes restrained for 1 minute if it is within 5 feet of the ground or a structure. On a successful save, a target takes half as much damage and isn’t restrained. A creature restrained by this feature can use its action to make a Strength (Athletics) check against your sculptor spell save DC, freeing itself on a success. Alternatively, any creature that isn’t restrained can use its action to free a restrained creature within 5 feet of it. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again. 18 Shape of the Drill Your Signature Sculpt is a massive two-handed drill that excels at making continual attacks against a single target, utilizing rotational momentum to devastating effect. Sculptors with this signature are often tenacious, stubborn souls who refuse to be stopped by the obstacles standing in their way. Special thanks to Sasha Laranoa Harving and Spencer “Spencisms” Jackson for contributing ideas essential to the creation of this subclass Heavy-Duty Drill 1st-level Shape of the Drill feature When you shape your mana into your signature sculpt, it takes the form of a mana drill, which is a two-handed martial melee weapon that deals 1d8 piercing damage. Spin Up 1st-level Shape of the Drill feature When you make a melee weapon attack with your mana drill, you gain 1 spin point immediately following the attack. You can have up to 3 spin points. You lose all of your spin points if you end your turn without making a melee mana drill attack. You gain Sculptor | Chapter 2: Signature Sculpts a benefit for each spin point you have, as shown on the Spin Up table, and these benefits stack; when you have 2 or more spin points, you gain the related benefit for having that number of points along with each benefit for having fewer spin points, as well. Power Tool 11th-level Shape of the Drill feature SPIN UP SPIN UP Spin Benefit Points 1 Your mana drill deals an extra 1d4 damage. The extra damage increases to 1d6 when you reach 11th level in this class. 2 When you make a melee mana drill attack against the last creature you attacked with it, you gain a +2 bonus to the attack roll. 3 When you make an opportunity attack with your mana drill against the last creature you attacked with it, you can expend 2 spin points to move up to half your speed immediately following the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Drill Bit 6th-level Shape of the Drill feature Your drill allows you to move through sand, earth, mud, and ice. While wielding your mana drill, you have a burrowing speed of 20 feet. Once you reach 15th level in this class, you can burrow through solid rock at half this burrowing speed while wielding your mana drill, leaving a 5-foot radius tunnel in your wake. Your maximum number of spin points increases to 5, and the following spin point benefits are added to the Spin Up table. Spin Benefit Points 4 Your mana drill deals a further 1d6 damage, to a total of an extra 2d6 damage. 5 When you hit a target with an attack (including the attack that causes you to gain this spin point), you can expend 4 spin points immediately following the attack to make an additional melee mana drill attack against the target as part of the same action or reaction. Jump Start 15th-level Shape of the Drill feature When you use the bonus action or reaction granted by your Quick Sculpt feature, you can gain up to 5 spin points. Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again. Shape of the Flail Your Signature Sculpt is a flail with a chain you can extend and retract when you attack with it. Sculptors with this signature can leverage the deceptive adaptability of a chain tipped with a heavy ball, striking foes from a favorable distance and ensnaring objects and enemies in the chain. Ball & Chain 1st-level Shape of the Flail feature When you shape your mana into your signature sculpt, it takes the form of a mana flail that uses the statistics of a flail, though it has a reach of 15 feet for you. When you use your mana flail to attack a creature farther than 5 feet from you, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated, unless your sculptor level is at least 6. Shield Proficiency 1st-level Shape of the Flail feature You gain proficiency with shields. Natural Drill Sculptor | Chapter 2: Signature Sculpts 19 Sculptor Disarming Lash 6th-level Shape of the Flail feature You can wrap your flail’s chain around a weapon as you attack its wielder. When you hit a creature with a melee mana flail attack, you can immediately use your bonus action to attempt to disarm the target, potentially ripping an object from its grasp. The target must succeed on a Strength saving throw against your sculptor spell save DC or drop an object of your choice that it’s holding. The object lands on the ground in a space of your choice within 15 feet of you. Entangling Chain 11th-level Shape of the Flail feature When you hit a creature or object within 5 feet of you with a melee mana flail attack, you can use a bonus action to attempt to wrap your flail’s chain tightly around the target. The target must succeed on a Strength saving throw against your sculptor spell save DC or become restrained. An object that is no more than one size larger than you automatically fails its saving throw, while one that is two or more sizes larger than you automatically succeeds. A creature restrained with this feature can repeat the saving throw as an action during each of its turns, freeing itself on a successful save. If you make a mana flail attack against another target or shape your mana into any other item, the restrained target is released. While you have a creature or object restrained with this feature, you can fling it a short distance. As an action, you whip the restrained target toward a space you can see within your mana flail’s reach. The creature or object takes 3d8 damage of the type dealt by your mana flail, lands prone in the chosen space or in the nearest unoccupied space if that one is occupied, and is freed from being restrained. If a creature occupies the chosen space, that creature must succeed on a Dexterity saving throw against your sculptor spell save DC or take the same damage as the whipped target and be knocked prone. An object in the chosen space automatically takes the damage. Wrecking Ball 15th-level Shape of the Flail feature You can channel massive amounts of mana into your flail, making it larger and more destructive. As an action, your mana flail gains the following benefits for 1 minute: Divination Flail 20 • Its reach increases to 30 feet. • It deals double damage to objects and structures. • When you hit with a mana flail attack, it releases a shockwave. The target and each creature and object other than you within 5 feet of the target takes 1d8 damage of the type dealt by your mana flail. An object that is being worn or carried is immune to this damage. Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again. Sculptor | Chapter 2: Signature Sculpts Shape of the Foil Your Signature Sculpt is a thin, flexible blade made for fencing. Sculptors with this signature tend to savor one-on-one duels, focusing with deadly precision on a single foe even in the midst of a crowded melee. There is no greater thrill for such a sculptor than testing their skill against a worthy foe. Special thanks to tntrex for contributing ideas essential to the creation of this subclass Elegant Épée 1st-level Shape of the Foil feature When you shape your mana into your signature sculpt, it takes the form of a mana foil that uses the statistics of a rapier. En Garde 1st-level Shape of the Foil feature While wielding your mana foil in combat, you can use your bonus action to verbally issue a challenge to an enemy you can see within 30 feet of you. The challenge ends when the target drops to 0 hit points, when you make an attack against a different creature or use this feature to challenge another creature, when you shape your mana into an item that isn’t your mana foil, or when you are no longer in combat. While challenging a creature with this feature, you gain the following benefits against it: • You gain a +1 bonus to melee mana foil attack rolls against the target. • When the target hits you with an attack roll, you can use your reaction to add your Intelligence modifier (a minimum of +1) to your AC against the attack, potentially causing it to miss. Refined Riposte 11th-level Shape of the Foil feature Your signature sculpt has become just as quick and keen as your mind. You gain the following benefits while challenging a creature with your En Garde feature: • When you hit the target with a melee mana foil attack, you add your Intelligence modifier (a minimum of +1) to the attack’s damage roll. • When the reaction granted by the feature causes the triggering attack to miss you, you can make a melee mana foil attack against the target as part of the same reaction, given it is within your reach. Quick Challenge 15th-level Shape of the Foil feature When you use the bonus action or reaction granted by your Quick Sculpt feature, or when the creature you’re dueling with your En Garde feature is reduced to 0 hit points, you can immediately use your En Garde feature to challenge a new creature within range (no action required). Acid Foil Once you gain the Eye for Detail feature at 14th level, you gain the benefits granted by that feature against any creature you’re challenging with this feature. Graceful Technique 6th-level Shape of the Foil feature Your dueling technique and fighting footwork become more refined, granting you the following benefits while challenging a creature with your En Garde feature: • Your walking speed increases by 10 feet. This extra movement can be used only to move closer to the target. • When you use the reaction granted by the feature, you retain the bonus to your AC until the end of the turn, instead of just for the triggering attack. Sculptor | Chapter 2: Signature Sculpts 21 Sculptor Structural Integrity 11th-level Shape of the Hammer feature You improve the structural design of your hammer, increasing its striking power without making it more difficult to wield. Your mana hammer’s damage die increases to 2d10 for you. Bring Down the Hammer 15th-level Shape of the Hammer feature Evocation Hammer Shape of the Hammer Your Signature Sculpt is a massive two-handed hammer you can slam into your foes with earthshaking force. Sculptors with this signature usually prefer direct and brutal battles, breaking through enemy forces one crushing blow at a time. Hammer Time 1st-level Shape of the Hammer feature When you shape your mana into your signature sculpt, it takes the form of a mana hammer that uses the statistics of a maul, though you ignore its heavy property if you are Small or smaller. Mighty Maul 1st-level Shape of the Hammer feature Whenever you roll a 1 on a damage die for a melee mana hammer attack, you can replace it with a 2. Line Breaker 6th-level Shape of the Hammer feature You can cause the mana in your hammer to flare at the moment of impact, striking your target with greater force. Once per turn when you hit a creature or unsecured object with a melee mana hammer attack, you can push the target up to 10 feet straight away from you. 22 As an action while wielding your mana hammer, you can slam it onto the ground, creating a mighty shockwave. The ground within a 30-foot-radius sphere centered on you becomes difficult terrain until cleared, and each creature of your choice in the area must succeed on a Strength saving throw against your sculptor spell save DC or take 5d10 damage of the type dealt by your mana hammer and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Each object in the area that isn’t being worn or carried takes damage as though it failed the saving throw. Each 5-foot square turned into difficult terrain by this feature requires 10 minutes to clear. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again. Shape of the Knuckle Your Signature Sculpt is a pair of gloves that materialize around your hands, perfectly equipping you for all-out brawls. Each time you sculpt these gloves, you can choose a new design for them, growing crystallized knuckle guards for one fight and producing claws at the ends of your fingertips for the next. Sculptors with this signature tend to prefer rough, punishing fistfights that test their toughness and moxie against the most dangerous foes the multiverse has to offer - up close and personal. Inspired by Benjamin Huffman’s Pugilist Class, as well as by the brass knuckles, katar, and knuckle knives weapons from The Ultimate Adventurer’s Handbook Brawling Gloves 1st-level Shape of the Knuckle feature When you shape your mana into your signature sculpt, it takes the form of a pair of mana gloves that appear on your hands over any clothing or armor you’re wearing. Each time you shape your mana into your mana gloves, you can choose bludgeoning, piercing, or slashing damage as its damage type. Sculptor | Chapter 2: Signature Sculpts While you wear your mana gloves and wield no other weapons, you gain the following benefits: • Your unarmed strikes deal 1d4 damage of your mana gloves’ damage type, instead of the bludgeoning damage normal for an unarmed strike. When you reach certain levels in this class, the damage die improves: to a d6 at 5th level, and to a d8 at 11th level. • When you make an unarmed strike as part of the Attack action on your turn, you can make one unarmed strike as a bonus action. For the purpose of your sculptor spells, the pair of mana gloves is considered to be a single weapon, and your unarmed strikes are considered to be weapon attacks. Once you reach 6th level, while you wear your shape gloves, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Thick Skin 6th-level Shape of the Knuckle feature You’ve taken enough artistic criticism and enough physical blows by now that you can handle nearly anything. Whenever you finish a short or long rest, you gain a number of temporary hit points equal to your sculptor level. Additionally, you can use a bonus action and expend a spell slot to gain temporary hit points equal to half your sculptor level + a number of d8 equal to the level of the expended spell slot. Fire Knuckles Shape of the Lance Your Signature Sculpt is a regal lance designed for elegant combat both on foot and astride a steed. Sculptors with this signature shine most brightly when charging into combat with the cavalry, but remain well-equipped to act as infantry on the front lines. Haymakers 11th-level Shape of the Knuckle feature Special thanks to Spencer “Spencisms” Jackson for contributing ideas essential to the creation of this subclass When you make your first unarmed strike on your turn, and you don’t already have disadvantage on the attack, you can decide to throw haymaker punches. Until the end of the turn, you make all unarmed strikes with disadvantage, but when you hit with an unarmed strike it deals 8 + your Strength modifier + your Intelligence modifier damage of your mana gloves’ type, instead of rolling the damage die normally. Jousting Stick 1st-level Shape of the Lance feature Combination Strike 15th-level Shape of the Knuckle feature When you shape your mana into your signature sculpt, it takes the form of a mana lance that uses the statistics of a lance, though you don’t have disadvantage when you use it to attack a target within 5 feet of you. Shield Proficiency 1st-level Shape of the Lance feature You gain proficiency with shields. When you use a bonus action granted by a sculptor class feature or you cast a sculptor spell with a casting time of 1 bonus action, you can make one additional unarmed strike as part of the same bonus action. Mana Mount 6th-level Shape of the Lance feature You learn to sculpt animate mounts from your mana. You learn the find steed spell, and can cast it as a ritual. If you already know a spell that would be granted by this feature, you learn a different spell of your choice from your sculptor spell list. Any spell Sculptor | Chapter 2: Signature Sculpts 23 Sculptor you learn through this feature counts as a sculptor spell for you and doesn’t count against the number of spells you know. When you summon a creature with a spell you learned through this feature, its appearance takes on the familiar aesthetic properties of your Mana Source, though this has no effect on the creature’s statistics. Once you reach 15th level in this class, you learn the find greater steed spell from Xanathar’s Guide to Everything, and can cast it as a ritual. Burst of Speed 15th-level Shape of the Lance feature Charging Thrust 11th-level Shape of the Lance feature Your Signature Sculpt is a mallet and a chisel, a pair of tools similar to those used by nonmagical sculptors. Like mundane artists who use their tools to shape clay or stone, you use these implements to take finer control over the mana you sculpt. Sculptors with this signature typically focus less on weapons and combat, and more on their craft and artistry, striving to achieve perfect control over their chosen medium: mana. If you move at least 15 feet in a straight line toward a target immediately before you hit it with a melee mana lance attack, the target takes an additional 1d12 damage from the attack. If the target is the same size or smaller than you, it must succeed on a Strength saving throw against your sculptor spell save DC or be knocked prone. If you are mounted, the target must make the saving throw to avoid being knocked prone if it is the same size or smaller than your mount. Transmutation Lance You can channel a blast of mana through the grip of your lance to propel yourself forward. On your turn in combat, you can double your speed and that of any creature you’re mounted on until the end of the turn. You can’t use this feature if you’ve used it since the start of your last turn. Shape of the Mallet & Chisel Special thanks to Sasha Laranoa Harving for commissioning this subclass Sculpting Tools 1st-level Shape of the Mallet & Chisel feature When you shape your mana into your signature sculpt, it takes the form of two objects: a mana mallet in one hand and a mana chisel in the other. Your mana mallet uses the statistics of a light hammer, and your shape chisel uses the statistics of a dagger, though both lose their thrown property. Your signature sculpt counts as two separate weapons for the purposes of two-weapon fighting and any other effect that requires you to be dual wielding, but it is considered to be a single weapon for the purpose of your sculptor spells. While wielding both your mana mallet and mana chisel, you can also use them as a set of mason’s tools. Cantrip Sculpting 1st-level Shape of the Mallet & Chisel feature You learn any two cantrips of your choice. You must be wielding both your mana mallet and your mana chisel to cast any cantrip you learn through this feature. Intelligence is your spellcasting ability for these spells. You learn one additional cantrip from any class when you reach 6th level in this class, and again when you reach 11th level in this class. 24 Sculptor | Chapter 2: Signature Sculpts lightning, necrotic, or radiant damage type for its duration. Additionally, once per turn when you deal damage to a creature or object with a cantrip you learned through your Cantrip Sculpting feature, you can add your Intelligence modifier to the damage roll. Spark of Ingenuity 15th-level Shape of the Mallet & Chisel feature You have such a comprehensive understanding of sculpting mana into specialized forms that you can create a new magical effect at a moment’s notice. As an action while wielding both your mana mallet and mallet chisel, you can cast any spell you choose of 4th level or lower without expending a spell slot, so long as it has a casting time of 1 action or 1 bonus action. You cast the spell at 4th level, and it counts as a sculptor spell for you for its duration. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell lot of 5th level or higher to use it again. When you reach 20th level in this class, the spell you cast with this feature can be of 5th level or lower, and you cast the spell at 5th level. Inherent Mana Mallet & Chisel Shape of the Needle & Thread Sculpting Secrets 6th-level Shape of the Mallet & Chisel feature You discover ways of sculpting mana into spells with your mallet and chisel that other sculptors simply can’t replicate. You learn any 1st-level spell and any 2nd-level spell of your choice. You must be wielding both your mana mallet and your mana chisel to cast the spells you learn through this feature. Each spell you learn through this feature counts as a sculptor spell for you and doesn’t count against the number of spells you know. You can cast any spell you learned through this feature without expending a spell slot. Once you cast a spell with this feature, you must finish a long rest before you can cast a spell with this feature again. When you reach certain levels in this class, you learn one additional spell of your choice: any 3rdlevel spell at 10th level, any 4th-level spell at 14th level, and any 5th-level spell at 18th level. Cantrip Genius 11th-level Shape of the Mallet & Chisel feature You can alter the damage types of your cantrips in a similar manner to your mana weapons. When you cast a cantrip you learned through your Cantrip Sculpting feature that deals damage, you can substitute its damage type with the acid, cold, fire, Your Signature Sculpt is a simple needle and thread - humble sewing implements that, in the hands of a skilled sculptor, hold the power to stitch together the fabric of reality itself. Sculptors with this signature typically form strong ties with their allies and frequently consider themselves to be caretakers. Special thanks to Spencer “Spencisms” Jackson for contributing ideas essential to the creation of this subclass Sewing Kit 1st-level Shape of the Needle & Thread feature When you shape your mana into your signature sculpt, it takes the form of two objects: a mana needle in one hand and a mana thread in the other, with one end of the thread tied to the base of the needle. Your mana needle uses the statistics of a shortsword, though it gains the reach property for you, and your mana thread uses the statistics of a whip, though it gains the light property for you. Your signature sculpt counts as two separate weapons for the purposes of twoweapon fighting and any other effect that requires you to be dual wielding, but it is considered to be a single weapon for the purpose of your sculptor spells. While wielding both your mana needle and mana thread, you can cast the mending cantrip. Intelligence is your spellcasting ability for the spell. Sculptor | Chapter 2: Signature Sculpts 25 Sculptor Ties that Bind 6th-level Shape of the Needle & Thread feature You can use your needle and thread to tie yourself to others. You learn the warding bond spell. Unless you know the spell through another source, you must be wielding both your mana needle and mana thread to cast this spell, which counts as a sculptor spell for you and doesn’t count against the number of spells you know. If you already know warding bond, you learn a different spell of your choice from your sculptor spell list. Additionally, immediately after you hit a creature with both your mana needle and mana thread on a turn, you can stitch yourself to the target, causing an effect dependent on the creature’s size: One size larger than you or smaller. The creature must succeed on a Strength saving throw against your sculptor spell save DC or become unable to move farther than 10 feet away from you until the end of your next turn. Two or more sizes larger than you. If the creature is two or more sizes larger than you, you are dragged with the creature as it moves until the end of your next turn. The effect ends early if you shape your mana into any item that isn’t your signature sculpt, or if you stitch yourself to a different creature. Sewing Machine 11th-level Shape of the Needle & Thread feature Your mastery of stitching allows you to quickly interweave your signature sculpt attacks. Each time on your turn that you hit a creature with a melee mana needle attack, you can immediately make an additional melee mana thread attack against that creature. You don’t add your ability modifier to the damage of the additional attack, unless that modifier is negative or you have the Two-Weapon Fighting style. Thread of Fate 15th-level Shape of the Needle & Thread feature You can use your needle and thread to magically sew a creature’s fate to your own. As an action while wielding both your mana needle and mana thread, you can choose a creature you can see within 10 feet of you and tie its destiny to your own for 1 minute, causing an effect dependent on whether the target is an ally or an enemy: Ally. You and the target share a common pool of hit points for the duration. This pool of hit points equals the sum of the target’s current hit points and your own, with a hit point maximum equal to the sum of the target’s hit point maximum and your own. For the duration, whenever you or the target would make an ability check or saving throw, you or it can do so using the higher of your or the target’s bonus. At the end of the duration, or when the common pool of hit points is reduced to 0, the target’s hit points and your own each become 1 + half the hit points remaining in the pool, and the effect ends. Enemy. The target must succeed on a Charisma saving throw against your sculptor spell save DC or be forced to share any grisly fate you suffer. For the duration, if you are reduced to 0 hit points or die, the same happens to the target. At the end of each of the target’s turns, it can repeat the saving throw, ending the effects early on a successful save. Once you use either of this feature’s effects, you can’t use that effect again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use the effect again. Necromancy Needle & Thread 26 Sculptor | Chapter 2: Signature Sculpts Shape of the Replica Sculptors with this Signature Sculpt tend to look outward, admiring the artistry of other creators throughout the multiverse. Believing that imitation is the sincerest form of flattery and seeking to refine their own skill, these sculptors faithfully replicate inspiring pieces. They generally prefer utilizing impromptu strategies rather than planning ahead, and enjoy dynamic, varied fights. Your signature sculpt does not have a single, specialized form; instead, you learn to quickly shape your mana into exact copies of whatever weapons might be nearby. Scale Model 1st-level Shape of the Replica feature When you shape your mana into your signature sculpt, it takes the form of a mana replica of any weapon you can see within 60 feet of you (you can choose a different weapon each time), though it is scaled to your size. Your mana replica uses the statistics of the weapon you choose to copy, though it gains the finesse property for you, and while you wield it loses any heavy or loading property the weapon may have. It also loses any magical properties it may have. If the copied weapon normally requires ammunition, each ranged attack you make with it instead shoots a projectile made of quickly sculpted mana that dissipates immediately following the attack. Disposable Duplicate 6th-level Shape of the Replica feature Your mana replica gains the thrown (range 60/150) property for you, and its damage die can’t be lower than 1d8, regardless of the statistics of the copied weapon. Each time you throw the mana replica for an attack, you can shape your mana into a new mana replica immediately following the attack (no action required). Furious Forgery 11th-level Shape of the Replica feature When you make a mana replica attack against a creature holding or carrying the copied weapon, the attack deals an additional 1d8 damage on a hit. Perfect Replica 15th-level Shape of the Replica feature When you create a mana replica of a magic weapon, you can choose for the replica to have each of the copied weapon’s magical properties, with the exclusion of any sentience property. The magical properties remain for 1 minute, and you count as Theatric Replicas being attuned to your mana replica for the duration, ignoring any attunement requirements and the number of magic items you’re already attuned to. You can use this feature to copy magic weapons with a rarity of rare or lower an unlimited number of times. Weapons of higher rarities, though, take a greater toll to mimic. If you use this feature to copy a weapon with a rarity of very rare or legendary, you can’t use this feature again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again. If you use this feature to copy an artifact weapon, you can’t use this feature again until 7 days have passed, and at the end of the minute you take necrotic damage equal to half your hit point maximum and your hit point maximum is reduced by an amount equal to the necrotic damage you took this way. This damage can’t be reduced or prevented in any way, and your hit point maximum can’t be restored by any means short of a wish spell until 7 days have passed, after which point finishing a long rest restores this reduction to your hit point maximum. Sculptor | Chapter 2: Signature Sculpts 27 Sculptor Shape of the Rifle Your Signature Sculpt is a bolt action rifle designed to inflict powerful strikes at great range. Sculptors with this signature can leverage extraordinary patience and discipline, savoring the act of lining up a clean shot from a stationary position. Inspired by the rifle weapon from The Ultimate Adventurer’s Handbook Sniper Rifle 1st-level Shape of the Rifle feature When you shape your mana into your signature sculpt, it takes the form of a mana rifle, which is a two-handed martial ranged weapon with a normal range of 100 feet and a long range of 400 feet that deals 1d10 piercing damage. Your mana rifle doesn’t require ammunition for you; instead, each ranged attack you make with it fires a slug of hardened mana that dissipates immediately following the attack. When your mana rifle is used to make a ranged attack, it emits a thunderous boom audible from as far away as 400 feet. Precision Shot 1st-level Shape of the Rifle feature As a skilled sharpshooter, you can hunker in place to set up a precision shot. As an action while wielding your mana rifle, you can sight and fire on a target you can see within the rifle’s range. Make a ranged mana rifle attack against the target, which ignores the disadvantage normally imposed by you or the target being prone. Your speed is reduced to 0 feet until the start of your next turn. You can’t use this feature if you’ve used more than half your movement this turn. Once you reach 3rd level in this class, this attack deals an extra 1d6 damage of your mana rifle’s type on a hit. This extra damage increases when you reach certain levels in this class: to 2d6 at 5th, 3d6 at 7th, 4d6 at 9th, 5d6 at 11th, 6d6 at 13th, 7d6 at 15th, 8d6 at 17th, and and 9d6 at 19th. have darkvision out to your mana rifle’s long range, and can discern fine details in that range as though looking at something no more than 100 feet away from you. Additionally, you don’t suffer disadvantage on any ranged mana rifle attack due to attacking at long range. Suppressor. The thunderous boom created when you make a ranged mana rifle attack is only audible out to a range of 10 feet. Specialist Rifle 11th-level Shape of the Rifle feature When you shape your mana into your mana rifle, you can equip it with up to two Firearm Attachments simultaneously, gaining the benefits of both. Improved Attachments 15th-level Shape of the Rifle feature You gain additional benefits from the attachments you have equipped to your rifle. Extension. When you use your Precision Shot feature, the normal range of the attack increases to 300 feet, and its long range increases to 1200 feet. Scope. The range of your Eye for Detail feature increases to your mana rifle’s normal range, and a creature must be farther than your mana rifle’s long range from you to cause you to lose focus due to distance. Suppressor. Your ranged mana rifle attacks no longer create noise, and when you’re hidden from a creature, missing it with a ranged mana rifle attack doesn’t Firearm Attachments 6th-level Shape of the Rifle feature When you shape your mana into your mana rifle, you can choose to equip it with one of the following attachments, which grant you benefits while you wield your rifle. Extension. Your mana rifle’s normal range increases to 150 feet, and its long range increases to 600 feet. Scope. While looking through the scope, you 28 Sculptor | Chapter 2: Signature Sculpts Illusion Rifle reveal your position to the target. Shape of the Scythe Your Signature Sculpt is an enormous, grisly scythe whose fell swings reap the very life force from those unfortunate enough to fall to its blade. Sculptors with this signature usually consider themselves grim vigilantes, wielding weapons terrifying enough to make their enemies forever fear the sound of a blade slicing through the air. Special thanks to Spencer “Spencisms” Jackson for contributing ideas essential to the creation of this subclass Dread Scythe 1st-level Shape of the Scythe feature When you shape your mana into your signature sculpt, it takes the form of a mana scythe that uses the statistics of a glaive, though you ignore its heavy property if you are Small or smaller. Grim Reaper 1st-level Shape of the Scythe feature Air Scythe When you reduce a creature to 0 hit points with a melee mana scythe attack, you gain a number of temporary hit points equal to your Intelligence modifier (a minimum of 1). Grievous Wound 6th-level Shape of the Scythe feature Your scythe can inflict horrific lasting damage to those you strike with it, consuming a portion of their life force. When you hit a creature with a melee mana scythe attack, you can reduce the target’s hit point maximum by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. The creature’s hit point maximum returns to its normal value when it finishes a long rest. Soul Harvester 11th-level Shape of the Scythe feature Your scythe’s blade becomes even more wicked, perfect for felling your foes. Your mana scythe’s damage die becomes 1d20 for you. Reap & Sow 15th-level Shape of the Scythe feature Your scythe can harvest the life force from its victims in an even more effective and devastating way. When you reduce a creature’s hit point maximum with your Grievous Wound feature, you can regain an equal number of hit points. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. If you have no remaining uses of this feature, you can expend a spell slot of 3rd level or higher to use it again. Sculptor | Chapter 2: Signature Sculpts 29 Sculptor Shape of the Shears Your Signature Sculpt is a comically large pair of shears that can be used to slice through your enemies’ defenses as easily as cloth. Sculptors with this signature often yearn to cut a clean path through all the nonsense and red tape they see in the world, opening the most expedient paths to greatness. Special thanks to Wesley Kenton for contributing ideas essential to the creation of this subclass Scissor Blades 1st-level Shape of the Shears feature When you shape your mana into your signature sculpt, it takes the form of mana shears that use the statistics of a greatsword, though you ignore its heavy property if you are Small or smaller. Shear Terror 1st-level Shape of the Shears feature Once during each of your turns when you hit a target with a melee mana shears attack, you can cause the target to suffer a -1 penalty to its AC until the start of your next turn. When you reach higher levels in this class, the AC penalty improves: to -2 at 6th level, to -3 at 11th level, and to -4 at 17th level. Spell Slice 6th-level Shape of the Shears feature Your shears become sharp enough to slice through the threads of magic that make up the Weave. As an action while wielding your mana shears, you can end a spell effect on a creature within your reach. If the spell is 3rd level or lower, it automatically ends on the target; otherwise, you make an Intelligence check with DC equal to 10 + the spell’s level. On a success, the spell ends on the target. You can use this feature twice, and you regain all of your expended uses when you finish a long rest. If you have no remaining uses of this feature, you can expend a spell slot of 3rd level or higher to use it again. Matter Cutter 11th-level Shape of the Shears feature Your shears’ blades have grown so exquisitely sharp that you can cut through even extremely durable materials with improbable efficiency. Your melee mana shears attacks deal double damage to objects and structures. 30 Arcane Shears Reality Slit 15th-level Shape of the Shears feature Your shears allow you to cut a hole in reality, slicing through the boundaries between planes. As an action while wielding your mana shears, you can cast the plane shift spell without expending a spell slot. When you do, it counts as a sculptor spell for you, and you can only specify the plane to which you wish to travel, not a specific destination within it, and your destination within that plane is determined either randomly or by the DM. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again. Sculptor | Chapter 2: Signature Sculpts mana shield’s AC bonus increases beyond the normal +2 for you: to a total of +3 at 11th level, to +4 at 15th level, and to your Intelligence modifier (a minimum of +5) at 20th level. Conjuration Shield Bulwark Tactics 6th-level Shape of the Shield feature You gain new tactical insight into using your shield for both offense and defense, granting you the following benefits. Shield Charge. Once during each of your turns, when you move at least 20 feet in a straight line toward a target and hit it with a melee mana shield attack, you can force the target to succeed on a Strength saving throw against your sculptor spell save DC or be knocked prone. Fortification Wall. As an action while wielding your mana shield, you can entrench it in the ground at your feet, altering its dimensions to create a straight wall that is up to 4 feet tall, 15 feet long, and 1 foot thick. While entrenched, your mana shield can’t be used as a shield or weapon, instead acting as a magical barrier that grants its shield AC bonus to each creature of your choice alongside it. While your mana shield is entrenched, you can move and act normally, but it doesn’t move with you. It remains entrenched until you shape your mana into another mana item or a new copy of your mana shield. Crushing Bulwark 11th-level Shape of the Shield feature When you knock a creature prone with your Shield Charge, you can immediately use your bonus action to make an additional melee mana shield attack against the target. Shape of the Shield Your Signature Sculpt is a massive two-handed shield larger even than yourself, that you can use both to defend yourself from attacks and to pummel your enemies. Sculptors with this signature commonly believe that the best offense is a good defense, and that protecting their allies is of utmost importance. Fortress Shield 1st-level Shape of the Shield feature When you shape your mana into your signature sculpt, it takes the form of a mana shield that uses the statistics of a shield, though it requires two hands to wield and is about as tall and wide as you are. You can also use your mana shield as a two-handed martial melee weapon that deals 1d10 bludgeoning damage. When you reach certain levels in this class, your Entrenched Warfare 15th-level Shape of the Shield feature When you entrench your mana shield with your Fortification Wall, you can temporarily seal the wall’s mana and immediately shape your mana into another copy of your mana shield as part of the same action. If you do, the sealed wall remains for 1 minute, after which it dissipates. While you wield your mana shield alongside the wall, you benefit from your signature sculpt’s shield AC bonus only once, not the combined total. Once you use this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again. Sculptor | Chapter 2: Signature Sculpts 31 Sculptor Shape of the Trident Your Signature Sculpt is a fierce trident that offers the mobility and reach you need to control your foes from many positions on the battlefield. Sculptors with this signature tend to be tactically-minded, placing themselves in strategic locations to exploit enemy weaknesses and press their advantage. Tactical Armament 1st-level Shape of the Trident feature When you shape your mana into your signature sculpt, it takes the form of a mana trident that uses the statistics of a trident, though for you its damage die becomes 1d8, and its versatile damage die becomes 1d10. While you wield your mana trident with two hands, it gains the reach property. Shield Proficiency 1st-level Shape of the Trident feature You gain proficiency with shields. Infantry Guardian 6th-level Shape of the Trident feature You can set your trident to receive a charge. As a bonus action while wielding your mana trident, choose a creature you can see that is at least 20 feet away from you and reduce your speed to 0 feet until the start of your next turn. For the duration, if the target willingly moves within your mana trident’s reach, you can use your reaction to make a melee mana trident attack against it. On a hit, roll your mana trident’s damage die one additional time and add the result to the attack’s damage. Flex Strike 11th-level Shape of the Trident feature You can dramatically bend and flex the structure of your signature sculpt to redirect attacks when you miss your target. Once per turn when you miss with a mana trident attack, you can make one additional mana trident attack as part of the same action or reaction. Additionally, when you make a ranged mana trident attack, you can cause it to fly back into your hand immediately following the attack. Expose Weakness 15th-level Shape of the Trident feature Water Trident 32 When you hit a creature with a mana trident attack, you can locate and mark the target’s weak point, making it easier for you and your allies to strike it, until the start of your next turn. When you or an allied creature hits the marked target with an attack, the attack deals an extra 1d6 damage of the type dealt by the attack. A creature can have only one mark from this feature on it at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all of your expended uses when you finish a long rest. If you have no remaining uses of this feature, you can expend a spell slot of 3rd level or higher to use it again. Sculptor | Chapter 2: Signature Sculpts Shape of the Twelve-Shooter Your Signature Sculpt is a pair of revolver pistols that allow you to show off your marksmanship and gunplay in combat. Though sculptors with this signature tend to be showboats who love proving their skills through duels and dares, their blazing speed and formidable stopping power mean these dual-wielding gunfighters can meet each challenge with flourish and panache. Inspired by the six shooter weapon introduced from The Ultimate Adventurer’s Handbook Blackpowder Pair 1st-level Shape of the Twelve-Shooter feature When you shape your mana into your signature sculpt, it takes the form of a pair of mana pistols, one in each hand. Both mana pistols are a light martial ranged weapon with a short range of 20 feet and a long range of 60 feet that deals 1d6 piercing damage. Your mana pistols don’t require ammunition for you; instead, each ranged attack you make with one shoots a small, dense pellet of mana that dissipates immediately following the attack. When a mana pistol is used to make a ranged attack, it emits a loud pop audible from as far away as 60 feet. Unlike normal ranged weapons, you can use your mana pistols for two-weapon fighting. Your signature sculpt counts as two separate weapons for the purpose of two-weapon fighting and any other effect that requires you to be dual wielding, but it is considered to be a single weapon for the purpose of your sculptor spells. Quick Draw 6th-level Shape of the Twelve-Shooter feature You can add your proficiency bonus to your initiative rolls. Additionally, when you use the reaction granted by your Quick Sculpt feature, you can make one ranged mana pistol attack as part of the same reaction. Bullet Roulette 11th-level Shape of the Twelve-Shooter feature When you take the Attack action while wielding your mana pistols, you can cause their revolving magazines to begin wildly spinning, empowering your shots at the cost of randomizing the type of damage they deal. When you do, each time you hit with a ranged mana pistol attack this turn, the number you roll on the mana pistol’s damage die determines the attack’s damage type and grants an additional effect, as shown on the Bullet Roulette table. Abyssal Twelve-Shooter BULLET ROULETTE Damage Damage Roll Type Effect 1 Acid If this is the first time you’ve rolled this result this turn, you can make one additional ranged mana pistol attack as part of the same action. 2 Cold The target’s speed is reduced by 10 feet until the start of your next turn. 3 Fire The attack deals additional fire damage equal to your Intelligence modifier (minimum 1). 4 Lightning The target can’t take reactions until the start of your next turn. 5 Necrotic The target can’t regain hit points until the start of your next turn. 6 Radiant Unless the target has blindsight, it has disadvantage on the next attack roll it makes before the start of your next turn. Trick Shot 15th-level Shape of the Twelve-Shooter feature When you use a bonus action granted by a sculptor class feature or you cast a sculptor spell with a casting time of 1 bonus action, you can make a ranged mana pistol attack as part of the same bonus action. You don’t add your ability modifier to the damage of this bonus attack, unless that modifier is negative or you have the Two-Weapon Fighting style. Sculptor | Chapter 2: Signature Sculpts 33 Sculptor Aether Twin Blades incapacitated. When you reach higher levels in this class, the AC bonus increases: to +3 at 11th level, and to your Intelligence modifier (a minimum of +4) at 20th level. Dance Steps 6th-level Shape of the Twin Blades feature You move with a grace and agility few can match. Opportunity attacks against you have disadvantage, and moving through nonmagical difficult terrain costs you no extra movement. Partner Work 11th-level Shape of the Twin Blades feature You can create two entirely distinct blades whenever you sculpt your mana swords. When you shape your mana into your signature sculpt and use your Palette Swap feature to change its damage type, you can choose for each mana sword to have a different damage type. Additionally, when you take the Attack action on your turn and make only melee mana sword attacks, you can make one additional melee mana sword attack as part of the same action. Masterful Routine 15th-level Shape of the Twin Blades feature Shape of the Twin Blades Your Signature Sculpt is a pair of swords that you use to whirl through combat with deadly grace and blistering speed. Sculptors with this signature often treat a battlefield like a dance floor, slashing through enemies and parrying their attacks with fluid style. Partner Pair 1st-level Shape of the Twin Blades feature When you shape your mana into your signature sculpt, it takes the form of a pair of mana swords, one in each hand. Both mana swords use the statistics of a scimitar. Your signature sculpt counts as two separate weapons for the purpose of two-weapon fighting and any other effect that requires you to be dual wielding, but it is considered to be a single weapon for the purpose of your sculptor spells. You can use your action to begin an elegant, furious dance. For 1 minute, you have advantage on Dexterity checks and Dexterity saving throws, all ranged attacks against you have disadvantage, and you gain a special reaction that you can take once on every creature’s turn, including your turn. You can use this special reaction when a creature misses you with an attack or it fails a grapple or shove attempt against you, and only to make a melee mana sword attack against that creature. You can’t use this special reaction on the same turn that you take your normal reaction. The dance ends early if you become incapacitated, or if you choose to end it (no action required). Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again. Blade Dance 1st-level Shape of the Twin Blades feature When you take the Attack action and make a melee mana sword attack, you can use a bonus action this turn to gain a +2 bonus to your AC until the start of your next turn. The bonus ends early if you are no longer wielding both mana swords or if you become 34 Sculptor | Chapter 2: Signature Sculpts Shape of the Umbrella Your Signature Sculpt is a versatile umbrella with a surprisingly hard canopy that holds several hidden surprises, such as a firing mechanism and blade. Sculptors with this signature tend to favor hiding in plain sight, eagerly anticipating the shock and surprise of those around them when secrets are revealed in spectacular fashion. Special thanks to Spencer “Spencisms” Jackson for contributing ideas essential to the creation of this subclass Poppin’ Parasol 11th-level Shape of the Umbrella feature Your umbrella gains further properties depending on whether its canopy is closed or open. Closed. Your melee and ranged mana umbrella attacks deal an additional 1d8 damage of its type on a hit. Open. Your mana umbrella can now generate its own magical air currents with which to lift you, granting you a flying speed equal to your walking speed while you wield it. Battle Bumbershoot 1st-level Shape of the Umbrella feature Choreographed Canopy 15th-level Shape of the Umbrella feature When you shape your mana into your signature sculpt, it takes the form of a mana umbrella that uses the statistics of a light crossbow, though you ignore its loading property. Your mana umbrella doesn’t require ammunition for you; instead, each ranged attack you make with it shoots a bolt of sculpted magical energy that dissipates immediately following the attack. While you wield your mana umbrella, it has additional statistics depending on whether its canopy is closed or open. When you shape your mana into your signature sculpt, you choose whether it is in the closed or open position, and you can switch its canopy position as a bonus action while you hold it. Closed. Your mana umbrella also has the statistics of a rapier, allowing you to use it as both a melee and ranged weapon. Open. Your mana umbrella also has the statistics of a shield, granting a shield AC bonus even while you wield it as a ranged weapon. You can dynamically switch your umbrella’s canopy position at a moment’s notice. While wielding your mana umbrella, at the start of each of your turns you can close its canopy, and at the end of each of your turns you can open its canopy (no action required). Specialized Sunshade 6th-level Shape of the Umbrella feature Your umbrella gains additional properties depending on whether its canopy is closed or open. Closed. When you make a melee or ranged mana umbrella attack against a creature, if the target has never before seen or heard you make an attack with your umbrella, you have advantage on the attack roll, as you catch your target flat-footed. On a hit, the attack deals an extra 1d8 damage to the target, and the target can’t use reactions until the end of your next turn. Open. When you fall and aren’t incapacitated while wielding your mana umbrella, your rate of descent slows to 60 feet per round, you can move up to 2 feet horizontally for every 1 foot you descend, and you can land on your feet, taking no falling damage. Abjuration Umbrella Sculptor | Chapter 2: Signature Sculpts 35 Sculptor Creating a New Signature Sculpt The naming convention for sculptor subclasses is “Shape of the [NOUN].” Each one presents a powerful mana construct that is core to the sculptor’s playstyle, including the signature sculpt’s statistics and all of the abilities and personal enhancements a sculptor develops to most effectively wield it. Sculptors gain subclass features at 1st level, and again at 6th, 11th, and 15th level. When designing a new Signature Sculpt, center the abilities around a consistent theme or playstyle. For example, Shapes of the Axe and the Trident grant shield proficiency to emphasize their flexibility in combat scenarios, even though their later-level features explore that flexibility in entirely different ways, and Shape of the Needle & Thread grants the mending cantrip due to the thematic concept that it is a magical needle and thread that can sew reality together, which is also shown in its later features. Defying the logic of reality is not just acceptable, but encouraged; these are explicitly objects made from temporarily hardened magical energy that the sculptor can manipulate at a moment’s notice. 1st-Level Feature(s) A Signature Sculpt grants one or two features at 1st level. One of these features should always describe the statistics of the signature sculpt itself. Because signature sculpts are magical implements sculptors craft for themselves and these features are the primary way a sculptor can effectively engage in combat at 1st level, a signature sculpt should have significant advantages at level 1 over a mundane martial weapon. It might deal more damage, provide greater protection, offer additional tactical options, or compliment a particular fighting style or spell list. If you are basing your Signature Sculpt on a nonmagical weapon from the Player’s Handbook, it will usually remove any negative properties the mundane item may have for the sculptor, such as the heavy and loading properties, and removes the ammunition requirement of a ranged weapon while the sculptor wields it. Some Signature Sculpts, such as Shapes of the Twelve-Shooter and the Twin Blades, take the form of more than one weapon; in that case, the description for the signature sculpt stipulates that it counts as two separate weapons for two-weapon fighting, but only one weapon for the purpose of the sculptor’s spells. All of this language is designed to make sure that a character of any size or lineage can use the signature sculpt fairly and effectively, and can have a positive interaction with 36 the spells and fighting styles available at later levels in the class. Signature Sculpts often also grant a second 1stlevel feature in the form of proficiency with shields, or possibly a special way the sculptor can use their signature sculpt. This feature should only be granted if the statistics feature doesn’t already make the signature sculpt more powerful than a mundane weapon. 6th-Level Feature Signature Sculpts grant one feature at this level, which is most commonly focused on either defense or utility in exploration or combat. On very rare occasions, this feature may augment damage, but only either in niche scenarios, such as in Shape of the Umbrella, or in the case that a Signature Sculpt doesn’t interact well with the Extra Attack feature all sculptors get at 5th level, like Shape of the Buster. 11th-Level Feature Signature Sculpts grant one feature at this level, which is almost always focused on buffing the sculptor’s average damage output. Some subclasses do this through directly scaling up a previous feature’s effectiveness, and others may do it in more indirect ways, like improving the sculptor’s or their allies’ chance to hit their attacks. Getting creative and coming up with something uniquely thematic for your Signature Sculpt is highly encouraged. 15th-Level Capstone Feature Each Signature Sculpt grants one final feature at this level, which is the subclass’s capstone ability. These generally come in one of three forms, depending on the Signature Sculpt’s playstyle and needs: 1. An ability that improves an early-level feature. This may provide a special interaction with the Eye for Detail feature all sculptors get at 14th level, especially for any subclass that may otherwise struggle to use that feature effectively. For examples, see the Shapes of the Armor, the Axe, the Bow, the Lance, and the Rifle. 2. A passive ability that often cheats action economy to benefit the subclass’s playstyle, especially one that relies on the use of the player’s bonus action. For examples, see Shapes of the Buster, the Foil, the Knuckle, the TwelveShooter, and the Umbrella. 3. An extremely useful or powerful ability with a very limited number of uses per day. For examples, see Shapes of the Drill, the Hammer, the Mallet & Chisel, the Scythe, and the Trident. Sculptor | Chapter 2: Signature Sculpts Chapter 3: Magic Items The magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. Though all of these items are designed with the sculptor class in mind, a few can be used by characters of any class. Crystallized Sculpt Weapon (any) or armor (any heavy armor or shield), uncommon (+0), rare (+1), very rare (+2), or legendary (+3) (requires attunement) When a sculptor dies, the mana in their last sculpted piece remains in its final state (unless they are returned to life and sculpt it anew). Over time, this mana naturally crystallizes, its structure becoming stronger and its inherent mana more potent. Thanks to the individuality and creativity of the many sculptors who have lived, adventured, and died throughout history, many different styles of crystallized sculpts have formed from each of the various Mana Sources and can be found scattered throughout the world. Most of these sculpts grant spells related to their Mana Source, but some may have been created from the sculptor’s personal mana and do not. To create one of these magic items for use in your campaign, the DM can choose templates for a Crystallized Sculpt and a Crystallized Mana Source, or roll on the two tables below to randomly determine them. Any spell cast from the item has a spell attack bonus of +7 and a spell save DC of 15, and doesn’t require material components. Each template is designed to function similarly to the Signature Sculpt it is based on, but these crystallized sculpts are slightly weaker versions. Though attunement to the item grants some ability to control the sculpt’s solidified magic, crystallized mana can’t be fluidly sculpted on the fly, preventing even a sculptor from using the mana item to the potential of its original wielder. d100 Crystallized Sculpt d100 Crystallized Sculpt 01-04 Armor 54-57 Lance 05-09 Axe 58-61 Mallet 10-14 Bow 62-65 Needle 15-18 Brush 66-69 Rifle 19-22 Buster 70-73 Scythe 23-26 Chakram 74-77 Shears 27-31 Dagger 78-82 Shield 32-35 Drill 83-86 Six-Shooter 36-40 Flail 87-91 Trident 41-44 Foil 92-93 Twin Blade 45-49 Hammer 97-00 Umbrella 50-53 Knuckle Sculptor | Chapter 3: Magic Items 37 Magic Items d20 Crystallized Mana Source 1 The item was formed from the sculptor’s personal mana, and does not have a Mana Source 2 Abyssal 3 Arcane 4 Divine 5 Elemental - Acid 6 Elemental - Aether 7 Elemental - Air 8 Elemental - Earth 9 Elemental - Fire 10 Elemental - Water 11 Natural 12 Schooled - Abjuration 13 Schooled - Conjuration 14 Schooled - Divination 15 Schooled - Enchantment 16 Schooled - Evocation 17 Schooled - Illusion 18 Schooled - Necromancy 19 Schooled - Transmutation 20 Theatric Crystallized Sculpt Templates Each crystallized sculpt listed below is followed by the name of a mundane item in parentheses; it uses that item’s statistics with any listed modifications. It also grants a bonus to attack and damage rolls made with it, to spell attack rolls you make while wielding it, or to your AC while wielding or wearing it (specified in the sculpt’s description). The bonus is determined by the item’s rarity, which is in turn related to how long its mana has been crystallizing: uncommon (+0) for fewer than 100 years, rare (+1) for 100 through 500 years, very rare (+2) for 501 through 10,000 years, and legendary (+3) for greater than 10,000 years. Armor (any heavy armor). You have a bonus to your AC while wearing this armor, determined by its rarity. While you wear it, you can add your proficiency bonus to any Strength check you make that doesn’t already include your proficiency bonus. Axe (battleaxe). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. Its versatile damage die is 1d12, instead of 1d10. Bow (longbow). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. If you are hidden from a creature when 38 Sculptor | Chapter 3: Magic Items you hit it with a ranged attack using this bow, you gain a +1 bonus to the attack’s damage roll. Brush (sickle). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. The first time during each of your turns you hit a creature or object with an attack using the brush, the target is marked with mana until the start of your next turn. When a creature other than you hits the marked target with an attack, the attack deals an extra 1d6 damage of the attack’s type to the target, and the mark is consumed. A target can’t have more than one mark on it from this item at a time. Buster (special). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It is a martial ranged weapon with a normal range of 15 feet and a long range of 30 feet that deals 1d8 bludgeoning damage. It doesn’t require ammunition; instead, each ranged attack you make with it shoots a brilliant ball of mana that dissipates immediately following the attack. As a bonus action while wielding the buster, you can charge it up for 1 minute. When you make a ranged attack with the buster while it is charged, its charge is expended and its damage die becomes 1d10 for this attack. Chakram (special). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It is a martial melee weapon with the thrown (range 20/60) property that deals 1d8 slashing damage. When you make a ranged weapon attack with the chakram, it returns to your hand immediately following the attack. Dagger (dagger). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. When you make an attack with this dagger as part of the Attack action, you can make one additional attack with it this turn as a bonus action. You don’t add your ability modifier to the damage of this extra attack, unless that modifier is negative. Drill (special). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It is a two-handed martial melee weapon that deals 1d8 piercing damage. When you make a melee attack using the drill, it gains 1 spin point immediately following the attack. It can have up to 2 spin points, and it loses all of its spin points if you end your turn without making an attack with it. If the drill has 1 or 2 spin points, it deals an extra 1d4 damage on a hit. If it has 2 spin points when you make an attack with it that targets the last creature you attacked, you gain a +1 bonus to the attack roll. Flail ( flail). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It has the reach property. Foil (rapier). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. While wielding this rapier, you can use your bonus action to magically issue a challenge to a creature you can see within 30 feet of you. You gain a +1 bonus to melee attack rolls with the rapier against the target. This challenge ends when you challenge or attack a different creature, when the target drops to 0 hit points, or when you are no longer in combat. Hammer (maul). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. Once per attack, when you roll a 1 on a damage die for the hammer, you can replace it with a 2. Knuckle (special). When the DM creates this magic glove, they choose the bludgeoning, piercing, or slashing damage type. While you wear the glove, you have a bonus to the attack and damage rolls of your unarmed strikes, determined by its rarity, and you can choose to roll a d4 in place of the normal damage of your unarmed strike. If you do, your unarmed strike deals damage of the chosen type, instead of its normal type. If you are attuned to and wearing two crystallized knuckles, when you make an unarmed strike as part of the Attack action, you can use your bonus action this turn to make one additional unarmed strike. Lance (lance). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. Once during each of your turns when you make an attack using this lance, you can ignore the disadvantage normally imposed by using a lance to attack a target within 5 feet of you Mallet (light hammer). You can use this weapon as a spellcasting focus, and you have a bonus to spell attack rolls cast through it determined by its rarity. The DM chooses one cantrip from a spell list related to the Mana Source from which the mallet is made. You can cast the chosen cantrip from the mallet. Needle (shortsword). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It has the reach property. Rifle (special). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. The rifle is a two-handed martial ranged weapon with a normal range of 100 feet and a long range of 400 feet that deals 1d10 piercing damage. It requires special ammunition to fire in the form of metal bullets. When you make a ranged attack with this rifle, it emits a thunderous boom audible from as far away as 400 feet. Scythe (glaive). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. When you reduce a creature to 0 hit points with the scythe, you gain 2 temporary hit points. Shears (greatsword). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. Once during each of your turns when you hit a target with the shears, you can cause the target to suffer a -1 penalty to its AC until the start of your next turn. Shield (shield). You have a bonus to your AC while wielding this shield, determined by its rarity. The shield requires two hands to wield, and can be used as a heavy martial melee weapon that deals 1d10 bludgeoning damage. Six-Shooter (special). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. It is a light martial ranged weapon with a short range of 20 feet and a long range of 60 feet that deals 1d6 piercing damage. It requires special ammunition to fire in the form of metal bullets. When you make a ranged attack with this six-shooter, it emits a thunderous boom audible out to a range of 60 feet. If you are attuned to and wielding two crystallized six-shooters, making Sculptor | Chapter 3: Magic Items 39 Magic Items a ranged attack with one as part of the Attack action allows you to use your bonus action this turn to make one ranged attack with the other. Trident (trident). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. Its damage die is 1d8 and its versatile damage die is 1d10. Twin Blade (scimitar). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. When you take the Attack action and make an attack with this scimitar, you can use your bonus action to gain a +1 bonus to your AC until the start of your next turn. If you are attuned to and wielding two crystallized twin blades, the AC bonus increases to +2. Umbrella (light crossbow and rapier). You have a bonus to attack and damage rolls made with this weapon, determined by its rarity. When you make a ranged attack with the umbrella, it uses the statistics of a light crossbow. When you make a melee attack with the umbrella, it uses the statistics of a rapier. Crystallized Mana Source Templates The spells chosen for each template are meant to represent the most common, iconic spells that a sculptor of each Mana Source would likely choose. At the DM’s discretion, any of the spells can be replaced with a different 1st or 2nd level spell from 40 Sculptor | Chapter 3: Magic Items a spell list that Mana Source could provide, and the scaling altered accordingly. Abyssal. Once per day, you can cast the hex spell from the item. The level at which the spell is cast is determined by the item’s rarity: 1st level for uncommon or rare, 3rd level for very rare, and 5th level for legendary. Arcane. Once per day, you can cast the enlarge/ reduce spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Divine. Once per day, you can cast either the divine favor or shield of faith spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Elemental - Acid. Once per day, you can cast the Melf’s acid arrow spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Elemental - Aether. Once per day, you can cast the detect thoughts spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Elemental - Air. Once per day, you can cast the gust of wind spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Elemental - Earth. Once per day, you can cast the Maximillian’s earthen grasp spell from Xanathar’s Guide to Everything from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Elemental - Fire. Once per day, you can cast the burning hands spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Elemental - Water. Once per day, you can cast the armor of Agathys spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Natural. Once per day, you can cast the barkskin spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 hour for uncommon or rare, 8 hours for very rare, and 24 hours for legendary. The spell still requires you to maintain concentration. Schooled - Abjuration. You can cast the lesser restoration spell from the item a number of times per day determined by the item’s rarity: once per day for uncommon, twice for rare, three times for very rare, and four times for legendary. Schooled - Conjuration. You can cast the misty step spell from the item a number of times per day determined by the item’s rarity: once per day for uncommon, twice for rare, three times for very rare, and four times for legendary. Schooled - Divination. Once per day, you can cast the hunter’s mark spell from the item. The level at which the spell is cast is determined by the item’s rarity: 1st level for uncommon or rare, 3rd level for very rare, and 5th level for legendary. Schooled - Enchantment. Once per day, you can cast the hold person spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Schooled - Evocation. Once per day, you can cast the magic missile spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Schooled - Illusion. Once per day, you can cast the invisibility spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Schooled - Necromancy. Once per day, you can cast the inflict wounds spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. Schooled - Transmutation. Once per day, you can cast the expeditious retreat spell from the item. The spell’s duration is determined by the item’s rarity: up to 1 minute for uncommon, 10 minutes for rare, 1 hour for very rare, and 8 hours for legendary. The spell still requires you to maintain concentration. Theatric. Once per day, you can cast the charm person spell from the item. The level at which the spell is cast is determined by the item’s rarity: 2nd level for uncommon, 3rd level for rare, 4th level for very rare, and 5th level for legendary. OTHER CRYSTALLIZED ITEMS Not every sculptor in history has passed while their mana was sculpted into their Signature Sculpt. Their mana could just as easily have been shaped into a tool kit or object. A master sculptor could also have intentionally crystallized such an object they sculpted from mana. If you want to make a crystallized version of such a tool kit, object, or simple weapon, you can use the following templates. Crystallized Object Wondrous item, uncommon (20), rare (50), very rare (80), or legendary (100) Some sculptors leave many legacies behind, some fierce, some beautiful, and some merely whimsical or perplexing. As a sculptor’s final work, a crystallized object is nearly indestructible through nonmagical means, only gaining in durability as it continues to crystallize over the centuries. The item’s AC is 20, unless the mundane version of the item already has an AC of 20 or higher. The object’s hit points are determined by its rarity, unless its mundane version would have more hit points. The item is immune to damage from nonmagical sources. Crystallized Mana (Requires Attunement). To create one of these magic items for use in your campaign, the DM can choose a template for a Crystallized Mana Source, or roll on the Crystallized Mana Source table above to randomly determine one. The item gains the benefits associated with that Crystallized Mana Source Template. Any spell cast from the item has a spell attack bonus of +7 and a spell save DC of 15, and doesn’t require material components. Crystallized Tool Kit Tool (any artisan’s tools), uncommon (+0), rare (+1), very rare (+2), or legendary (+3) (requires attunement) Some sculptors ended their days while focused on their craft. To create one of these magic items for use in your campaign, the DM can choose a template for a Crystallized Mana Source, or roll on the Crystallized Mana Source table above to randomly determine one. The item gains the benefits associated with that Crystallized Mana Source Template. Any spell cast from the item has a spell attack bonus of +7 and a spell save DC of 15, and doesn’t require material components. You have a bonus to ability checks you make using the tool kit. The bonus is determined by the tool kit’s rarity. A full list of artisan’s tools can be found in Chapter 5 of the Player’s Handbook. Sculptor | Chapter 3: Magic Items 41 Magic Items Mana Gauntlets Wondrous item, uncommon (requires attunement) These heavy, ornate gloves are made from rare metals and materials, combined with loving craftsmanship into an exacting design perfect for storing and shaping mana. Any creature can sculpt the mana contained within the gauntlets to cast spells. Each individual pair of gauntlets is infused with the energy of a particular Mana Source, determining which spells can be sculpted. The gauntlets have 3 charges. While wearing the gauntlets, you can expend 1 charge to cast one of the spells inherent to the gauntlets without needing material components. The spell save DC and spell attack bonus are 15 and +7, respectively, unless you already have a spell save DC and attack bonus that are higher. The gauntlets regain 1d3 expended charges daily at dawn. The spells are from the Player’s Handbook, with some exceptions. If a spell’s name is followed by an asterisk, the spell is instead from Xanathar’s Guide to Everything, and if a spell’s name is followed by a double asterisk, the spell is instead from Tasha’s Cauldron of Everything. 42 Mana Gauntlets Spells Abjuration absorb elements*, alarm, shield Abyssal bane, hex, witch bolt Arcane chaos bolt*, mage armor, magic missile Conjuration arms of Hadar, find familiar, unseen servant Divination detect evil and good, detect magic, identify Divine bless, cure wounds, shield of faith Elemental Acid grease, purify food and drink, Tasha’s caustic brew** Elemental Aether comprehend languages, dissonant whispers, sleep Elemental Air fog cloud, jump, thunderwave Elemental Earth earth tremor*, ensnaring strike, longstrider Elemental Fire burning hands, hellish rebuke, searing smite Elemental Water armor of Agathys, create or destroy water, ice knife* Enchantment command, heroism, Tasha’s hideous laughter Evocation chromatic orb, guiding bolt, healing word Illusion color spray, illusory script, silent image Natural entangle, goodberry, hunter’s mark Necromancy cause fear*, false life, inflict wounds Theatric charm person, disguise self, faerie fire Transmutation catapult*, expeditious retreat, feather fall Sculptor | Chapter 3: Magic Items Mana Gem of Elemental Imbuement Wondrous item, rare (requires attunement by a sculptor) This simple gem faintly glows with the power of one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. While you are wearing or carrying the gem, your signature sculpt and any weapon created with your Mana Shaper feature is magical, sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and deals an extra 1d6 damage of the gem’s type whenever you hit a target with it. Mana Gem of Greater Imbuement Wondrous item, very rare (requires attunement by a sculptor) The gem appears to be a simple diamond with subtle sigils etched into its surface, but it radiates with power when viewed by a creature under the effects of the detect magic spell or similar magic. The gem holds the power of one of the following damage types: bludgeoning, force, piercing, psychic, slashing, or thunder. While you are wearing or carrying the gem, you have resistance to damage of the gem’s type, and your signature sculpt and any weapon created with your Mana Shaper feature is magical, dealing an extra 2d6 damage of the gem’s type whenever you hit a target with it. Mana Gem of Hardness Wondrous item, uncommon (requires attunement by a sculptor) While you are wearing or carrying the gem, each item created with your Mana Shaper feature has twice as many hit points. Mana Gem of Malleability Wondrous item, uncommon (requires attunement by a sculptor) While you are wearing or carrying the gem, it takes you half the time to shape your mana into a tool kit or non-weapon object with your Mana Shaper feature. This also halves the additional time you would spend sealing an object’s mana with your Object Permanence feature. Sculptor | Chapter 3: Magic Items 43 NPC Options Mana Gem of Protection Mana Gem of Transference Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sculptor) Wondrous item, legendary (requires attunement by a sculptor) While wearing or carrying the gem, you gain a bonus to your AC while you are within 5 feet of your signature sculpt or an item created with your Mana Shaper feature. The bonus is determined by the gem’s rarity. The gem is engraved with sigils that allow it to absorb the power of a magic weapon. Over the course of 1 hour, you can perform a ritual to transfer the magical properties of a magic weapon into the gem, given that it isn’t an artifact and doesn’t have the sentience property. You must remain within 5 feet of both the gem and the weapon for the duration of the ritual. Upon completion of the transfer, the weapon loses each of its magical properties, which become stored in the gem, and becomes a mundane weapon of its type. If you perform the ritual while the gem already has magical properties stored within it, it releases the previously stored magical properties. You can also have the gem release all of its stored magical properties as an action while holding it. Released magical properties return to the weapon they came from; if the original weapon was destroyed, the magical properties are lost. While wearing or carrying the gem, your signature sculpt or a weapon created with your Mana Shaper feature is magical and gains the magical properties stored within the gem. You are considered attuned to the weapon, ignoring the attunement requirements of the original magic weapon. For example, if a flame tongue’s magical properties are stored within the gem, the gem grants the flame tongue’s ability to ignite when you speak a command word, shedding light and dealing additional fire damage while it is ignited. If a magical property grants a bonus to attack and damage rolls made with the weapon, and you are attuned to another magic item that would grant a bonus to attack and damage rolls to this same weapon, you use the higher of the two bonuses, not the combination. For example, if the gem has a stored magical property that gives a +2 bonus to attack and damage rolls, and you are attuned to and wearing sculpting gloves +3, you receive a +3 bonus to attack and damage rolls made with your signature sculpt, not a +5 bonus. Mana Gem of Slaying Wondrous item, rare (requires attunement by a sculptor) While wearing or carrying the gem, when you roll a 20 on the d20 for an attack roll made with your signature sculpt or a weapon created with your Mana Shaper feature, the target takes an additional 7 damage from the attack. Mana Gem of Sundering Wondrous item, uncommon (requires attunement by a sculptor) While wearing or carrying the gem, when you hit a construct or object with an attack made using your signature sculpt or a weapon created with your Mana Shaper feature, you deal the maximum possible damage on the weapon’s damage die, instead of rolling. Mana Gem of Wounding Wondrous item, rare (requires attunement by a sculptor) While wearing or carrying the gem, your signature sculpt or a weapon created with your Mana Shaper feature ignores resistance to the damage type it deals. 44 Sculptor | Chapter 3: Magic Items Sculpting Gloves Wondrous item, rare (+1), very rare (+2), or legendary (+3) (requires attunement by a sculptor) While wearing the gloves, you gain a bonus to attack and damage rolls made with your signature sculpt, as well as to the spell attack rolls and spell save DC of your sculptor spells. The bonus is determined by the gloves’ rarity. Sculpting gloves of different rarities are often given colloquial names: rare called “journeyman’s sculpting gloves,” very rare called “adept’s sculpting gloves,” and legendary called “master’s sculpting gloves.” Artifact: Gloves of Master Sculptor Kelisair Wondrous item, artifact (requires attunement by a sculptor) Kelisair was, simply put, a genius: a master sculptor whose works still stand unsurpassed in their vision, craftsmanship, and unparalleled virtuosity. He began his career working with mundane bronze and stone, but his brilliance and creativity couldn’t be contained by those mere physical mediums. Legend has it that Kelisair began searching ceaselessly for new materials to work with, eventually turning to energy itself in the quest for a more perfect medium. In his search, the master sculptor finally discovered what are now recognized as Mana Sources: ambient sources of pure metaphysical energy from which mana can be drawn - and sculpted. So skilled was Kelisair that he could interweave the Mana Sources in his sculptures, creating beautiful, never-before-seen works of art. It is thanks to the attempts of others to imitate his work and emulate his process that the art of mana sculpting was born. Through a lifetime of discovery, work, and passion, Kelisair’s gloves became suffused with a portion of his genius and power, along with some residual mana from each Mana Source they touched. Even ages later, the gloves can still imbue their wearers with these gifts. Ever since their creation, a great many sculptors have fought for possession of the gloves, a series of ever-escalating battles with devastating results. Lost in the multiverse, the gloves have been missing for so long now that scholars debate whether they ever really existed at all - and details such as what these mythical gauntlets might look like are hotly contested. Some claim the artifact appears as a simple pair of leather gloves, their powers well- hidden, waiting for a talented sculptor worthy enough to don them; others espouse that the gloves could only appear as a grand, crystallized masterpiece, mighty and beautiful, wrought from mana of every source and sealed in dazzling form. Despite their history of bloodshed and mystery, sculptors from all across the planes still seek the lost gloves, hoping to use Kelisair’s mythical powers to enhance their own artworks. Mana Imbued. While wearing the gloves, you gain a +3 bonus to attack and damage rolls made with your signature sculpt and any weapon created with your Mana Shaper feature, as well as to the spell attack rolls and spell save DC of your sculptor spells. Random Properties. The gloves have the following randomly determined properties (using the tables at the beginning of the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide): • 2 minor beneficial properties • 1 major beneficial property • 1 minor detrimental property Mana Mastery. While wearing the gloves, you can use your action to change your Signature Sculpt, swapping all of the features granted by your previous Signature Sculpt for those of your new one. Additionally, you can use Strength or Dexterity, your choice, for attack and damage rolls made with your signature sculpt and any weapon created with your Mana Shaper feature. Source Knowledge. When you attune to the gloves, the number of sculptor spells you know increases to 20, and you can choose your sculptor spells from any of the Mana Source spell lists. When you finish a long rest, you can spend some time in quiet contemplation or in the planning or creation of art to change your list of known spells: 1 minute per level for each spell you know. Destroying the Gloves. The only way to destroy the gloves is to engulf them in a nexus of power at the center of the multiverse, the place of power where all Mana Sources interweave. The gloves must remain at the center of the nexus for 100 years before the sealed, crystallized mana within them dissolves into its natural free state, leaving nothing more behind than the mundane sculptor’s gloves they were when Kelisair first began using them. Sculptor | Chapter 3: Magic Items 45 NPC Options Chapter 4: Non-Player Characters The stat blocks presented here are templates that can be used to represent a wide variety of nonplayer sculptor characters. When using one of these stat blocks, choose a Signature Sculpt or roll on the NPC Signature Sculpt table to randomly determine one, and apply each of the related traits and actions. If the stat block is for a Journeyman, Adept, or Master, you also choose a Mana Source or roll on the NPC Mana Source table to randomly determine one. The chosen Mana Source determines the sculptor’s spell list. Both tables can be found later in this chapter. Apprentice Sculptor Hit Points Actions STR Actions Reactions 46 Sculptor | Chapter 4: Non-Player Characters Adept Sculptor Actions Reactions Actions Reactions Legendary Actions Sculptor | Chapter 4: Non-Player Characters 47 NPC Options NPC Signature Sculpt Templates When creating a sculptor NPC, you can choose a Signature Sculpt template for it or determine one randomly by rolling on the following table. d100 NPC Signature Sculpts 01-04 Shape of the Armor 05-08 Shape of the Axe 09-13 Shape of the Bow 14-17 Shape of the Brush & Palette 18-21 Shape of the Buster 22-25 Shape of the Chakram 26-29 Shape of the Dagger 30-33 Shape of the Drill 34-37 Shape of the Flail 38-41 Shape of the Foil 42-26 Shape of the Hammer 47-50 Shape of the Knuckle 51-54 Shape of the Lance 55-58 Shape of the Mallet & Chisel 59-62 Shape of the Needle & Thread 63-66 Shape of the Replica 67-70 Shape of the Rifle 71-74 Shape of the Scythe 75-78 Shape of the Shears 79-83 Shape of the Shield 84-87 Shape of the Trident 88-91 Shape of the Twelve-Shooter 92-96 Shape of the Twin Blades 97-00 Shape of the Umbrella Shape of the Armor The sculptor’s Signature Sculpt is a full-body suit of heavy armor that forms around the sculptor and anything it’s wearing. The sculptor gains the following traits: Suit Up. While the sculptor wears its signature sculpt, its AC becomes 15 + its Intelligence modifier, and it adds its proficiency bonus to any Strength check it makes. 48 critical hit with a signature sculpt attack, the sculptor can choose to incapacitate the target until the start of the sculptor’s next turn or push the target up to 30 feet away and knock it prone, instead of adding one of the normal effects for hitting a target with a signature sculpt attack. The sculptor also gains the following action: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 3 (1d6) + Strength modifier bludgeoning damage, and if the target is no more than one size larger than the sculptor, the sculptor can choose to add one of the following effects: the target is grappled, the target is knocked prone, or the target is pushed 5 feet away. Shape of the Axe The sculptor’s Signature Sculpt is a battleaxe that can grow or shrink to switch between battleaxe and greataxe forms. The sculptor gains the following traits: Shield Proficiency. The sculptor has a shield, which it can use to gain a +2 bonus to its AC while it wields its signature sculpt in one hand. Super Suit (Journeyman, Adept, and Master only). While the sculptor wears its signature sculpt, the sculptor gains a bonus to its Strength checks equal to its Intelligence modifier and counts as one size larger, though it still only occupies a single space. Critical Eye (Master only). The sculptor’s attacks against creatures within 60 feet of it score a critical hit on a roll of 18-20 on the d20. Stainless Steel (Adept and Master only). When the sculptor changes the damage type of a signature sculpt attack with its Palette Swap trait, it gains resistance to damage of that type until it uses the trait again. It only has this resistance while wearing its signature sculpt. Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Strength modifier slashing damage, or 6 (1d12) + Strength modifier bludgeoning damage if used with two hands. Titan Armor (Master only). While the sculptor wears its signature sculpt, the sculptor counts as a total of two sizes larger, though it still only occupies a single space. Additionally, when the sculptor scores a Wild Cleave (Journeyman, Adept, and Master only). Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., any number of targets. Hit: 4 (1d8) + Strength modifier slashing damage, The sculptor also gains the following actions: Sculptor | NPC Signature Sculpt Templates or 6 (1d12) + Strength modifier bludgeoning damage if used with two hands. The sculptor can only use this action while its mana is shaped into its signature sculpt. Using this action causes all attack rolls against the sculptor to have advantage until the start of its next turn. If the sculptor is a Master, it rolls one additional weapon damage die when determining the extra damage for a critical hit it scores with this action. Shape of the Bow The sculptor’s Signature Sculpt is a supple bow as tall as it is. The sculptor gains the following traits: Brawl Shooting. When the sculptor makes a ranged weapon attack against a target within 20 feet of it, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll, and the attack ignores half cover. Agile Archer (Journeyman, Adept, and Master only). The sculptor ignores any disadvantage to Dexterity (Stealth) checks caused by its armor, and can take the Disengage or Hide action as a bonus action on its turn. Recurve Bow (Master only). Once during each of the sculptor’s turns when it misses with a signature sculpt attack, it can add its Intelligence modifier to the roll, potentially causing it to hit. The sculptor also gains the following action: Signature Sculpt. Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 150/600 ft., one target. Hit: 4 (1d8) + Dexterity modifier piercing damage. If the sculptor is hidden from the target when it hits with the attack, the sculptor gains a +1 bonus to the attack’s damage roll. Shape of the Brush & Palette The sculptor’s Signature Sculpt is a palette from which to draw mana and a brush with which to apply it. The sculptor gains the following traits: Art Supplies. While the sculptor wields its signature sculpt, it gains a +2 bonus to its AC. Mixing Pigments (Journeyman, Adept, and Master only). Choose a second Mana Source for the sculptor. It also has each spell from that Mana Source prepared, given that it is of a level for which the sculptor has spell slots. If the sculptor is a Master, choose a third Mana Source; the sculptor has all of that Mana Source’s spells prepared, as well. Mana Recovery (Recharge after a Long Rest; Master only). When the sculptor finishes a short rest, it can choose to recover up to six levels worth of expended spell slots. This can be a 5th-level and a 1st-level spell slot, a 4th-level and 2nd-level spell slot, two 3rd-level spell slots, and so on. The sculptor also gains the following action: Signature Sculpt. Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 2 (1d4) + Dexterity modifier piercing damage, and the sculptor marks the target until the start of the sculptor’s next turn. If a creature other than the sculptor hits the marked target with an attack, the attack deals an additional 1d6 damage to the target and the mark is consumed. A creature or object can have multiple marks from this feature on it simultaneously, but only one mark is consumed with each hit. A mark disappears after 1 minute. Shape of the Buster creature doesn’t impose disadvantage on the attack roll, and the attack ignores half cover. Master Weapon (Master only). Once during each of the sculptor’s turns when it makes a signature sculpt attack that deals acid, cold, fire, lightning, necrotic, or radiant damage, it can choose for the attack to unleash an additional effect based on the damage type. Acid. Until the start of the sculptor’s next turn, it is surrounded by a defensive bubble of acid. For the duration, whenever it would take damage, reduce the amount of damage it takes by 2, and each time a creature touches the sculptor or hits it with a melee attack, the creature takes 1d4 acid damage. Cold. On a hit, the target must succeed on a DC 19 Strength saving throw or be restrained by ice until it takes damage again or until the start of the sculptor’s next turn. Fire. Until the start of the sculptor’s next turn, it is surrounded by fiery orbs. For the duration, when a creature comes within 10 feet of the sculptor or starts its turn there, the sculptor can cause an orb to lash out and deal 1d6 fire damage to that creature. Lightning. On a hit, each creature other than the sculptor within 5 feet of the target takes 1d6 lightning damage as electricity arcs outward from the target. Necrotic. On a hit, the target can’t regain hit points until the start of the sculptor’s next turn. Radiant. On a hit, the target must succeed on a DC 19 Constitution saving throw or become blinded until the end of the sculptor’s next turn. Once a creature is blinded by this effect, it has advantage on saving throws it makes against being blinded by this trait for 24 hours. The sculptor also gains the following action: Signature Sculpt. Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 20/40 ft., one target. Hit: 5 (1d10) + Dexterity modifier bludgeoning damage. If the sculptor is a Journeyman, Adept, or Master, the range increases to 30/60 ft. Shape of the Chakram The sculptor’s Signature Sculpt is a large ring with a bladed edge. The sculptor gains the following traits: Defensive Strategy. If the sculptor takes a signature sculpt or multiattack action on its turn and makes only melee signature sculpt attacks, it gains a +1 bonus to its AC until the start of its next turn. Centripetal Cyclone (Journeyman, Adept, and Master only). When the sculptor makes a signature sculpt attack on its turn, the force of the spinning chakram generates a small cyclone, causing ranged weapon attacks against the sculptor to have disadvantage until the start of its next turn. Seek & Destroy (Recharge after a Short or Long Rest; Master only). When the sculptor hits a target with a signature sculpt attack, it can mark the target for 1 minute. While the target is marked, the sculptor’s signature sculpt attacks against the target ignore all cover (including full cover) and any disadvantage the sculptor may have on the attack roll, so long as the target is within range of the attack. The sculptor also gains the following actions: Signature Sculpt (Melee). Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Strength modifier slashing damage. Signature Sculpt (Thrown). Ranged Weapon Attack: Strength modifier + proficiency bonus to hit, range 20/60 ft., one target. Hit: 4 (1d8) + Strength modifier slashing damage. The signature sculpt ricochets back to the sculptor’s hand immediately following the attack. The sculptor’s Signature Sculpt is a small cannon that forms around one of its hands. The sculptor gains the following traits: Brawl Shooting. When the sculptor makes a ranged weapon attack against a target within 20 feet of it, being within 5 feet of a hostile Sculptor | NPC Signature Sculpt Templates 49 NPC Options Shape of the Dagger its mana into its signature sculpt, it can gain up to 3 spin points. The sculptor’s Signature Sculpt is a long dagger ideal for combat both near and afar. The sculptor gains the following traits: The sculptor also gains the following action: Dagger Arts (1/turn). When the sculptor makes a signature sculpt attack on its turn, it can make one additional signature sculpt attack this turn. If the sculptor is an Apprentice, it doesn’t add its Dexterity modifier to the damage of the additional attack. Nimble Striker (Journeyman, Adept, and Master only). The sculptor’s base walking speed increases to 40 feet, and if the sculptor makes a melee signature sculpt attack, the sculptor’s movement doesn’t provoke opportunity attacks from the target for the rest of the turn. Instant Transmission (1/turn; Adept and Master only). When the sculptor hits a creature or object with a ranged signature sculpt attack, the sculptor can teleport to the unoccupied space nearest to the target. If it does, it can make one additional melee signature sculpt attack this turn. The sculptor also gains the following actions: Signature Sculpt (Melee). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 2 (1d4) + Dexterity modifier piercing damage. Signature Sculpt (Thrown). Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 20/60 ft., one target. Hit: 2 (1d4) + Dexterity modifier piercing damage. A new copy of the signature sculpt materializes in the sculptor’s hand immediately following the attack. Torrent of Blades (Recharge after a Long Rest; Master only). The sculptor conjures hundreds of copies of its signature sculpt and launches them in a volley. Each creature in a 60 foot cone originating from the sculptor must make a DC 19 Dexterity saving throw. A creature has advantage on the saving throw if it is farther than 20 feet from the sculptor. On a failure, a target takes 10d4 magical piercing damage, and it becomes restrained if it is within 5 feet of the ground or a structure. On a success, the target takes half damage and isn’t restrained. A creature restrained by this ability can use its action to make a DC 19 Strength (Athletics) check, freeing itself on a success. Alternatively, any creature that isn’t restrained can use its action to free a restrained creature within 5 feet of it. Shape of the Drill The sculptor’s Signature Sculpt is a massive, twohanded drill. The sculptor gains the following traits: Spinning Drill. When the sculptor makes one or more signature sculpt attacks in a turn, it gains 1 spin point at the end of the turn. The sculptor can have a maximum of 2 spin points, or a maximum of 3 if it is a Master, and the sculptor loses all of its spin points if it ends its turn without making a signature sculpt attack. The sculptor gains a benefit for each spin point it has; when it has 2 or more spin points, it gains the related benefit for having that number of points along with each benefit for having fewer spin points. 1 Spin Point. The sculptor’s signature sculpt attack deals an extra 2 (1d4) damage on a hit, or 3 (1d6) damage if the sculptor is an Adept or Master. 2 Spin Points. When the sculptor makes a signature sculpt attack against the last creature it attacked with its signature sculpt, it gains a +2 bonus to the attack roll. 3 Spin Points. The sculptor’s signature sculpt deals an extra 3 (1d6) damage on a hit. Drill Bit (Journeyman, Adept, or Master only). While the sculptor is wielding its signature sculpt, it has a burrowing speed of 20 feet. If the sculptor is a Master, it can tunnel through solid rock at half this burrowing speed, leaving a 5-foot-radius tunnel in its wake. Jump Start (Recharge after a Short or Long Rest; Master only). When the sculptor uses its Quick Sculpt reaction or its bonus action to shape 50 Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Strength modifier piercing damage. Shape of the Flail The sculptor’s Signature Sculpt is a flail with a chain that can extend and retract. The sculptor gains the following traits: Shield Proficiency. The sculptor has a shield, which it can use to gain a +2 bonus to its AC while it wields its signature sculpt in one hand. Disarming Lash (1/turn; Journeyman, Adept, and Master only). When the sculptor hits a creature with a signature sculpt attack, it can force the target to succeed on a Strength saving throw against the sculptor’s spell save DC or drop an object of the sculptor’s choice that it’s holding. The object lands on the ground in a space of the sculptor’s choice within 15 feet of the sculptor. Wrecking Ball (Master only). The sculptor’s signature sculpt attack deals double damage to objects and structures. Additionally, the first time the sculptor’s signature sculpt attack hits a target during each of the sculptor’s turns, the target and each creature other than the sculptor within 5 feet of the target takes 4 (1d8) damage. The sculptor also gains the following actions: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 15 ft., one target. Hit: 4 (1d8) + Strength modifier bludgeoning damage. If the sculptor is an Apprentice, when it attacks a target farther than 5 feet away from it, it has disadvantage on the attack roll if it is within 5 feet of a hostile creature who can see the sculptor and who isn’t incapacitated. If the sculptor is a Master, the reach of this attack increases to 30 ft. Entangling Chain (Adept and Master only). The sculptor makes a signature sculpt attack against a creature or object within range that is no more than one size larger than it. On a hit, the sculptor flings the target at a space within its signature sculpt’s reach. The target takes 13 (3d8) magical bludgeoning damage and lands prone in the chosen space or in the nearest unoccupied space if that one is occupied. If the chosen space is occupied by a creature, that creature must succeed on a Dexterity saving throw against the sculptor’s spell save DC or take the same damage as the flung target and be knocked prone. Shape of the Foil The sculptor’s Signature Sculpt is a thin, flexible blade made for fencing. The sculptor gains the following trait: Refined Riposte (Adept and Master only). When the sculptor’s parry reaction causes the triggering attack to miss it, the sculptor can make a signature sculpt attack against the attacker as part of the same reaction if the attacker is within its reach. The sculptor also gains the following action: Signature Sculpt. Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Dexterity modifier piercing damage. The sculptor also gains the following reaction: Parry. When the sculptor is hit by an attack, it can add its Intelligence modifier to its AC against the attack, potentially causing it to miss. If the sculptor is a Journeyman or Adept, it retains the bonus to its AC until the end of the turn. If the sculptor is a Master, it retains the bonus to its AC until the start of its next turn. The sculptor must be wielding its signature sculpt to use this reaction. Sculptor | NPC Signature Sculpt Templates Shape of the Hammer Shape of the Lance The sculptor’s Signature Sculpt is a massive twohanded hammer. The sculptor gains the following traits: The sculptor’s Signature Sculpt is a lance designed for combat both on foot and while mounted. The sculptor gains the following traits: Mighty Maul. When the sculptor rolls a 1 on a damage die for its signature sculpt attack, the sculptor can replace it with a 2. Mounted Shield Proficiency. The sculptor has a shield, which it can use to gain a +2 bonus to its AC while it is mounted and wielding its signature sculpt in one hand. Line Breaker (1/turn; Journeyman, Adept, and Master only). When the sculptor hits a creature or unsecured object with a signature sculpt attack, it can push the target 10 feet straight away from it. The sculptor also gains the following actions: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 7 (2d6) + Strength modifier bludgeoning damage. Hammer Down (Recharge after a Long Rest; Master only). The sculptor slams its signature sculpt into the ground, creating a mighty shockwave. The ground within a 30-foot-radius sphere centered on the sculptor becomes difficult terrain until cleared, and each creature of the sculptor’s choice in the area must succeed on a DC 19 Strength saving throw or take 5d10 magical bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Each object in the area that isn’t being worn or carried takes damage as though it failed the saving throw, and each 5-foot square turned into difficult terrain this way takes 10 minutes to clear. Shape of the Knuckle The sculptor’s Signature Sculpt is a pair of gloves that forms around its hands. The sculptor gains the following traits: Thick Skin (Journeyman, Adept, and Master only). When the sculptor rolls for initiative, it gains a number of temporary hit points based on its level of mastery: 6 for a Journeyman, 14 for an Adept, and 20 for a Master. As a bonus action on its turn, the sculptor can expend a spell slot to gain temporary hit points equal to 1d8 per level of the spell slot expended. Haymakers (Adept and Master only). When the sculptor makes its first signature sculpt attack on its turn, it can choose to throw haymaker punches. Doing so causes it to make all of its signature sculpt attacks this turn with disadvantage, but when it hits with a signature sculpt this turn, the attack deals 8 + Strength modifier damage, instead of rolling the damage die normally. Combination Strike (Master only). When the sculptor uses its bonus action to shape its mana into its signature sculpt or for its Thick Skin trait, it can make one additional signature sculpt attack as part of the same bonus action. The sculptor also gains the following action: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 2 (1d4) + Strength modifier bludgeoning, piercing, or slashing damage (the sculptor’s choice each time the attack hits). If this is the first signature sculpt attack the sculptor has made this turn, it can make one additional signature sculpt attack this turn. If the sculptor is a Journeyman, the damage improves to 3 (1d6) + Strength Modifier; if the sculptor is an Adept or Master, the damage improves to 4 (1d8) + Strength modifier. Mana Mount (Journeyman, Adept, and Master only). The sculptor has the find steed spell prepared and can cast it as a ritual. If the sculptor is a Master, it also has the find greater steed spell from Xanathar’s Guide to Everything prepared and can cast the spell as a ritual. Charging Thrust (Adept and Master only). If the sculptor moves at least 15 feet straight toward a target immediately before hitting it with a signature sculpt attack, and the target is the same size or smaller than the sculptor, the target must succeed on a Strength saving throw against the sculptor’s spell save DC or be knocked prone. If the sculptor is mounted, the target must make the saving throw to avoid being knocked prone if it is the same size or smaller than the sculptor’s mount. Burst of Speed (Master only). On the sculptor’s turn in combat, it can double its speed and that of any creature it’s mounted on until the end of the turn. The sculptor can’t use this ability if it has used this ability since the start of its last turn. The sculptor also gains the following action: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 10 ft., one target. Hit: 6 (1d12) + Strength modifier piercing damage. Shape of the Mallet & Chisel The sculptor’s Signature Sculpt is a mallet and a chisel, a pair of tools similar to those used by nonmagical sculptors. The sculptor gains the following traits: Cantrips. The sculptor knows the prestidigitation cantrip. If the sculptor isn’t an Apprentice, it also knows the light cantrip. If the sculptor is an Adept or Master, it also knows the minor illusion cantrip. The sculptor can only cast a cantrip from this trait if it is wielding its signature sculpt. Intelligence is its spellcasting ability for these spells. Sculpting Secrets (Journeyman, Adept, and Master only). The sculptor always has the hex and blur spells prepared. If the sculptor is an Adept or Master, it also always has the fireball and stoneskin spells prepared. If the sculptor is a Master, it also always has the wall of force spell prepared. The sculptor can only cast a spell from this trait if it is wielding its signature sculpt. Once per long rest, the sculptor can cast a spell from this trait without expending a spell slot. The sculptor also gains the following actions: Eldritch Blast. Ranged Spell Attack: Intelligence modifier + proficiency bonus to hit, range 120 ft., one target. Hit: 5 (1d10) force damage. The sculptor must be wielding its signature sculpt to use this action. If the sculptor is an Adept or Master, it can substitute the spell’s damage type with the acid, cold, fire, lightning, necrotic, or radiant damage type instead. Signature Sculpt (Chisel). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 2 (1d4) + Dexterity modifier piercing damage. The first time during each of the sculptor’s turns when it uses this action, it can make one additional signature sculpt attack with its mallet this turn. If the sculptor is an Apprentice, it doesn’t add its Strength modifier to the damage of the additional attack. Signature Sculpt (Mallet). Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 2 (1d4) + Strength modifier bludgeoning damage. Sculptor | NPC Signature Sculpt Templates 51 NPC Options Spark of Ingenuity (Recharge after a Long Rest; Master only). The sculptor casts any spell of 5th level or lower with a casting time of 1 action or 1 bonus action without expending a spell slot. The sculptor must be wielding its signature sculpt to use this action, and the spell is cast at 5th level. Signature Sculpt (Thrown; Journeyman, Adept, and Master only). Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 60/150 ft., one target. Hit: 4 (1d8, unless copied weapon’s damage die is larger) + Dexterity modifier damage of the copied weapon’s type. Shape of the Needle & Thread Shape of the Rifle The sculptor’s Signature Sculpt is a long needle and thread that it can use to stitch together the fabric of reality. The sculptor gains the following traits: The sculptor’s Signature Sculpt is a bolt action rifle designed to strike from great range. The sculptor gains the following traits: Sewing Kit. While wielding its signature sculpt, the sculptor can cast the mending cantrip. Intelligence is its spellcasting ability for the spell. Barrel Attachments (Journeyman, Adept, and Master only). When the sculptor shapes its mana into its signature sculpt, it can choose for the signature sculpt to gain one of the following benefits until it shapes its mana into something else. If the sculptor is an Adept or Master, it chooses two benefits. Ties that Bind (Journeyman, Adept, and Master only). The sculptor always has the warding bond spell prepared, and can only cast the spell while wielding its signature sculpt. Additionally, when the sculptor hits a creature with both its signature sculpt needle and signature sculpt thread on the same turn, the target must succeed on a Strength saving throw against the sculptor’s spell save DC or become unable to willingly move farther than 10 feet from the sculptor until the end of the sculptor’s next turn. The sculptor gains the following actions: Signature Sculpt (Needle). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 10 ft., one target. Hit: 3 (1d6) + Dexterity modifier piercing damage. The first time during each of the sculptor’s turns when it uses this action, it can make an additional signature sculpt attack with its thread this turn. If the sculptor is an Apprentice, it doesn’t add its Dexterity modifier to the damage of the additional attack. Extension. The sculptor’s signature sculpt attack range becomes 150/600 ft. If the sculptor is a Master and it uses its Snipe action, its signature sculpt attack range is 300/1200 ft. for the attack. Scope. The sculptor doesn’t suffer disadvantage on any ranged signature sculpt attack due to the target being outside of the attack’s normal range. Suppressor. The thunderous boom created by the sculptor’s signature sculpt attack is only audible out to a range of 10 feet. If the sculptor is a Master, the attack instead makes no noise. Signature Sculpt (Thread). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 10 ft., one target. Hit: 2 (1d4) + Dexterity modifier slashing damage. Thread of Fate (Recharge after a Long Rest; Master only). The sculptor attempts to tie its fate to a creature it can see within 10 feet of it. The target must succeed on a DC 19 Charisma saving throw or be forced to share any grisly fate the sculptor suffers for 1 minute. For the duration, if the sculptor is reduced to 0 hit points or dies, the same happens to the target. At the end of each of the target’s turns, it can repeat the saving throw, ending the effects early on a successful save. The sculptor must be wielding its signature sculpt to use this action. Shape of the Replica The sculptor’s Signature Sculpt is a copy of any weapon it can see at the time of the sculpting. The sculptor gains the following traits: Scale Model. When the sculptor shapes its mana into its signature sculpt, the signature sculpt is a nonmagical copy of any weapon the sculptor can see, though scaled to the sculptor’s size. Perfect Replica (Recharges after a Long Rest; Master only). When the sculptor copies a magic weapon with its signature sculpt, it can choose to also copy the weapon’s magical properties, with the exclusion of any sentience property. The copied weapon can’t be an artifact. The sculptor also gains the following actions: Signature Sculpt (Melee). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach identical to the copied weapon’s, one target. Hit: 4 (1d8, unless copied weapon’s damage die is larger) + Dexterity modifier damage of the copied weapon’s type. The sculptor can only use this action if its signature sculpt is a copy of a melee weapon. Signature Sculpt (Ranged). Ranged Weapon Attack: Strength modifier + proficiency bonus to hit, range identical to the copied weapon’s, one target. Hit: 4 (1d8, unless copied weapon’s damage die is larger) + Strength modifier damage of the copied weapon’s type. The sculptor can only use this action if its signature sculpt is a copy of a ranged weapon. 52 Sculptor | NPC Signature Sculpt Templates The sculptor gains the following actions: Signature Sculpt. Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 100/400 ft., one target. Hit: 5 (1d10) + Dexterity modifier piercing damage. When the sculptor uses this action, the weapon produces a thunderous boom audible from as far away as 400 feet. Snipe. The sculptor makes one signature sculpt attack, ignoring any disadvantage it has on the attack due to being prone. If the sculptor isn’t an Apprentice, the attack deals extra damage based on the sculptor’s level of mastery: 10 (3d6) for a Journeyman, 17 (6d6) for an Adept, and 24 (9d6) for a Master. The sculptor can only use this action if it hasn’t used more than half its movement this turn, and its speed becomes 0 feet until the end of the turn. Shape of the Scythe The sculptor’s Signature Sculpt is an enormous scythe that reaps the life force from those it slays. The sculptor gains the following traits: Grievous Wound (1/turn; Journeyman, Adept, and Master only). When the sculptor hits a creature with a signature sculpt attack, it can reduce the target’s hit point maximum by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. The creature’s hit point maximum returns to normal when it finishes a long rest. If the sculptor is a Master, when it reduces a creature’s hit point maximum with this trait, the sculptor regains an equal number of hit points. The sculptor gains the following action: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 10 ft., one target. Hit: 5 (1d10) + Strength modifier slashing damage. If the attack reduces the target to 0 hit points, the sculptor gains a number of temporary hit points equal to its Intelligence modifier. Shape of the Shears The sculptor’s Signature Sculpt is a huge pair of shears. The sculptor gains the following traits: Cutting Utensils (1/turn). When the sculptor hits a target with its signature sculpt, it can cause the target to suffer a -1 penalty to its AC until the start of the sculptor’s next turn. The penalty improves with the sculptor’s level of mastery: to -2 if the sculptor is a Journeyman, to -3 if the sculptor is an Adept, and to -4 if the sculptor is a Master. Tower Shield. While the sculptor wields its signature sculpt, it gains a +2 bonus to its AC. If the sculptor isn’t an Apprentice, this AC bonus increases based on the sculptor’s level of mastery: to +3 for a Journeyman, to +4 for an Adept, and to +5 for a Master. Charge (1/turn; Journeyman, Adept, and Master only). If the sculptor moves at least 20 feet straight toward a target immediately before hitting it with a signature sculpt attack, the target must succeed on a Strength saving throw against the sculptor’s spell save DC or be knocked prone. Entrenched Warfare (Recharge after a Short or Long Rest; Master only). When the sculptor uses its Fortify action, it can seal the mana in the wall and immediately shape its mana into a new copy of its signature sculpt. The wall remains for 1 minute, and for the duration, the sculptor retains the ability to wield its signature sculpt. The sculptor also has the following actions: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 5 (1d10) + Strength modifier bludgeoning damage. Quarterstaff (Journeyman, Adept, and Master only). Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Strength modifier bludgeoning damage. The sculptor can’t use this action while wielding its signature sculpt. Fortify (Journeyman, Adept, and Master only). The sculptor entrenches its signature sculpt in the ground, expanding its dimensions to create a straight wall that is up to 4 feet tall, 15 feet long, and 1 foot thick. The sculptor loses the ability to wield its signature sculpt while it is entrenched, but the wall grants the sculptor’s Tower Shield AC bonus to each creature of the sculptor’s choice alongside the wall. While the sculptor’s signature sculpt is entrenched, the sculptor can move and act normally, but the wall doesn’t move with it. The sculptor must be wielding its signature sculpt to use this action. The wall remains until the sculptor shapes its mana into another mana item or a new copy of its signature sculpt. Shape of the Trident The sculptor’s Signature Sculpt is a trident that is effective from many positions on the battlefield. The sculptor gains the following traits: Shield Proficiency. The sculptor has a shield, which it can use to gain a +2 bonus to its AC while it wields its signature sculpt in one hand. Matter Cutter (Adept and Master only). The sculptor’s signature sculpt attacks deal double damage to objects and structures. Expose Weakness (5/day; Master only). When the sculptor hits a creature with a signature sculpt attack, it can mark the target’s weak point until the start of the sculptor’s next turn. Whenever the sculptor or one of its allies hits the marked target with an attack, the attack deals an additional 3 (1d6) damage. The sculptor also gains the following actions: The sculptor also gains the following actions: Signature Sculpt. Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 7 (2d6) + Strength modifier slashing damage. Spell Shears (Recharge after a Short or Long Rest; Journeyman, Adept, and Master only). The sculptor uses its shears to cut through the Weave, ending a magical effect on a creature within its reach. The sculptor must be wielding its signature sculpt to use this action. Reality Slice (Recharge after a Long Rest; Master only). The sculptor casts the plane shift spell without expending a spell slot. The sculptor must be wielding its signature sculpt to use this action. Shape of the Shield The sculptor’s Signature Sculpt is a massive shield that it can use both to defend itself and to attack its enemies. The sculptor gains the following traits: Signature Sculpt (Melee). Melee Weapon Attack: Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Strength modifier piercing damage, or 5 (1d10) + Strength modifier piercing damage if used with two hands. If used with two hands, the attack’s reach is 10 ft. Signature Sculpt (Thrown). Ranged Weapon Attack: Strength modifier + proficiency bonus to hit, range 20/60 ft., one target. Hit: 4 (1d8) + Strength modifier piercing damage. The sculptor also gains the following reaction: Infantry Guardian (Journeyman, Adept, and Master only). When a creature that started its turn at least 20 feet from the sculptor enters the sculptor’s reach without taking the Disengage action, the sculptor can make a melee signature sculpt attack against the target. On a hit, the target takes additional damage equal to the signature sculpt’s damage die. The sculptor must be wielding its signature sculpt to use this reaction. Sculptor | NPC Signature Sculpt Templates 53 NPC Options Shape of the Twelve-Shooter The sculptor’s Signature Sculpt is a pair of flashy revolver pistols. The sculptor gains the following traits: to the damage of the additional attack. The AC bonus increases to +3 if the sculptor is an Adept, and to +4 if the sculptor is a Master. Dance Steps (Journeyman, Adept, and Master only). Opportunity attacks made against the sculptor have disadvantage, and moving through nonmagical difficult terrain costs it no extra movement. Brawl Shooting. When the sculptor makes a ranged weapon attack against a target within 20 feet of it, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll, and the attack ignores half cover. The sculptor also gains the following actions: Quick Draw (Journeyman, Adept, and Master only). The sculptor can add its proficiency bonus to its initiative rolls. Additionally, when the sculptor uses its Quick Sculpt reaction, it can make a signature sculpt attack as part of the same reaction. Masterful Routine (Recharge after a Long Rest; Master only). For 1 minute, the sculptor has advantage on Dexterity checks and Dexterity saving throws, all ranged attacks against it have disadvantage, and it gains a special reaction it can take once on every creature’s turn, including its turn. The sculptor can use this special reaction to make a signature sculpt attack against a creature within its reach that misses the sculptor with an attack or that fails a grapple or shove attempt against it. The sculptor can’t use this special reaction on the same turn that it takes its normal reaction. This effect ends early if the sculptor becomes incapacitated. Bullet Roulette (Adept and Master only). When the sculptor uses its Multiattack action, it can choose to empower its signature sculpt attacks with wild, random energy. If it does, each time the sculptor hits with a signature sculpt attack this turn, its damage type changes, and the attack gains an additional effect depending on the number the sculptor rolls on the attack’s damage die. Damage Roll Damage Type 1 Acid If this is the first time the sculptor has rolled this result this turn, it can make one additional signature sculpt attack this turn. 2 Cold The target’s speed is reduced by 10 feet until the start of the sculptor’s next turn. 3 Fire The attack deals additional fire damage equal to the sculptor’s Intelligence modifier (minimum 1). Signature Sculpt. Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 3 (1d6) + Dexterity modifier slashing damage. Effect 4 Lightning The target can’t take reactions until the start of the sculptor’s next turn. 5 Necrotic The target can’t regain hit points until the start of the sculptor’s next turn. 6 Radiant Unless the target has blindsight, it has disadvantage on the next attack roll it makes before the start of the sculptor’s next turn. The sculptor also gains the following action: Signature Sculpt. Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 30/60 ft., one target. Hit: 3 (1d6) + Dexterity modifier piercing damage. When the sculptor uses this action, the weapon produces a loud pop audible from as far away as 60 feet. Once during each of its turns when the sculptor makes a signature sculpt attack, it can use its bonus action to make one additional signature sculpt attack. If the sculptor is an Apprentice, it doesn’t add its Dexterity modifier to the damage of this bonus attack. Shape of the Twin Blades The sculptor’s Signature Sculpt is a whirling pair of swords. The sculptor gains the following traits: Blade Dance (1/turn). When the sculptor makes a signature sculpt attack, it can choose either to make one additional signature sculpt attack this turn or to gain a +2 bonus to its AC until the start of its next turn. If the sculptor is an Apprentice, it doesn’t add its Dexterity modifier 54 Sculptor | NPC Signature Sculpt Templates Shape of the Umbrella The sculptor’s Signature Sculpt is a versatile umbrella with a hard canopy that conceals a firing mechanism and a blade. The sculptor gains the following traits: Open Canopy. When the sculptor ends its turn while wielding its signature sculpt, if it made no melee signature sculpt attacks this turn, it gains a +2 bonus to its AC until the start of its next turn. If the sculptor is a Master, it gains this bonus even if it makes one or more melee signature sculpt attacks on its turn. Specialized Sunshade (Journeyman, Adept, and Master only). When the sculptor falls and isn’t incapacitated, its rate of descent slows to 60 feet per round, it can move up to 2 feet horizontally for every foot it descends, it takes no falling damage, and it can land on its feet. If the sculptor makes a melee signature sculpt attack, this trait doesn’t function until the start of its next turn unless the sculptor is a Master. NPC Mana Sources and Spell Lists When creating a Journeyman, Adept, or Master sculptor NPC, you can determine its Mana Source by rolling on the following table or by choosing one. The spells on each spell list are from the Player’s Handbook, with some exceptions. If a spell’s name is followed by an asterisk, the spell is instead from Xanathar’s Guide to Everything, and if a spell’s name is followed by a double asterisk, the spell is instead from Tasha’s Cauldron of Everything. d20 NPC Mana Sources 1 Roll again Poppin Parasol (Adept and Master only). The sculptor has a flying speed of 30 feet. If the sculptor makes a melee signature sculpt attack, this trait doesn’t function until the start of its next turn unless the sculptor is a Master. 2 Abyssal 3 Arcane The sculptor also gains the following actions: 4 Divine 5 Elemental - Acid 6 Elemental - Aether 7 Elemental - Air 8 Elemental - Earth 9 Elemental - Fire 10 Elemental - Water 11 Natural 12 Schooled - Abjuration 13 Schooled - Conjuration 14 Schooled - Divination 15 Schooled - Enchantment 16 Schooled - Evocation 17 Schooled - Illusion 18 Schooled - Necromancy 19 Schooled - Transmutation 20 Theatric Signature Sculpt (Melee). Melee Weapon Attack: Dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4 (1d8) + Dexterity modifier piercing damage. Signature Sculpt (Ranged). Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 80/320 ft., one target. Hit: 4 (1d8) + Dexterity modifier piercing damage. Sculptor | NPC Mana Sources and Spell Lists 55 NPC Options Abyssal Divine Sculpts of Abyssal mana appear black or dark gray in color, and may produce an aura of shadow that seems to writhe with excitement when the sculptor thinks of dark deeds. The sculptor’s Spellcasting trait uses the following spells: Sculpts of Divine mana appear to be made of precious metals, and may have flourishes representing a celestial gifting the mana to the sculptor. The sculptor’s Spellcasting trait uses the following spells: 1st level: bane, cause fear*, hex 2nd level: darkness, ray of enfeeblement, shadow blade* 3rd level (Adept and Master only): fear, hunger of Hadar 4th level (Adept and Master only): blight, shadow of moil* 5th level (Master only): enervation*, hold monster 1st level: cure wounds, divine favor, shield of faith 2nd level: branding smite, lesser restoration, spiritual weapon 3rd level (Adept and Master only): revivify, spirit guardians 4th level (Adept and Master only): banishment, guardian of faith 5th level (Master only): destructive wave, greater restoration Arcane Elemental - Acid Sculpts of Arcane mana appear in translucent pastels, such as blue or purple, and softly glow or pulse with magical energy. The sculptor’s Spellcasting trait uses the following spells: Sculpts of Acid mana appear to be constructed of noxious gasses and corrosive liquids. The sculptor’s Spellcasting trait uses the following spells: 1st level: chromatic orb, faerie fire, magic missile 2nd level: blur, enlarge/reduce, magic weapon 3rd level (Adept and Master only): counterspell, fly 4th level (Adept and Master only): greater invisibility, polymorph 5th level (Master only): animate objects, Bigby’s hand 1st level: grease, purify food and drink, Tasha’s caustic brew** 2nd level: enhance ability, Melf’s acid arrow, protection from poison 3rd level (Adept and Master only): gaseous form, stinking cloud 4th level (Adept and Master only): elemental bane*, vitriolic sphere* 5th level (Master only): antilife shell, cloudkill Elemental - Aether Sculpts of Aether mana appear to be constructed of clear and refractive psionic constructs. The sculptor’s Spellcasting trait uses the following spells: 1st level: command, dissonant whispers, sleep 2nd level: detect thoughts, hold person, mind spike* 3rd level (Adept and Master only): blink, enemies abound* 4th level (Adept and Master only): confusion, phantasmal killer 5th level (Master only): dominate person, synaptic static* Elemental - Air Sculpts of Air mana appear to be constructed of storm clouds and tempestuous whirlwinds. The sculptor’s Spellcasting trait uses the following spells: 1st level: fog cloud, jump, thunderwave 2nd level: gust of wind, levitate, shatter 3rd level (Adept and Master only): fly, wind wall 4th level (Adept and Master only): conjure minor elementals, storm sphere* 5th level (Master only): conjure elemental, control winds* Elemental - Earth Sculpts of Earth mana appear to be constructed of solid stone and bright gems. The sculptor’s Spellcasting trait uses the following spells: 1st level: earth tremor*, ensnaring strike, longstrider 2nd level: earthbind*, Maximilian’s earthen grasp*, spike growth 3rd level (Adept and Master only): erupting earth*, wall of sand* 4th level (Adept and Master only): stone shape, stoneskin 5th level (Master only): transmute rock*, wall of stone 56 Sculptor | NPC Mana Sources and Spell Lists Elemental - Fire Schooled - Divination Sculpts of Fire mana appear to be constructed of raging flame and floating cinders. The sculptor’s Spellcasting trait uses the following spells: Sculpts of Divination mana appear to be made of the aura associated with divination magic seen by users of the detect magic spell, seemingly made of crystal balls, dice, and other mediums used to resolve chance and glimpse the future. The sculptor’s Spellcasting trait uses the following spells: 1st level: burning hands, faerie fire, hellish rebuke 2nd level: flaming sphere, heat metal, scorching ray 3rd level (Adept and Master only): daylight, fireball 4th level (Adept and Master only): fire shield, wall of fire 5th level (Master only): flame strike, immolation* Elemental - Water Sculpts of Water mana appear to be constructed of frigid ice and roiling sea. The sculptor’s Spellcasting trait uses the following spells: 1st level: armor of Agathys, create or destroy water, ice knife* 2nd level: enhance ability, hold person, Snilloc’s snowball swarm* 3rd level (Adept and Master only): tidal wave*, wall of water* 4th level (Adept and Master only): control water, ice storm 5th level (Master only): cone of cold, maelstrom* Natural Sculpts of Natural mana appear as manifestations of the natural environment around the sculptor, with flourishes like leaves and vines in a forest, stone and ice on a mountain, or sand and waves on a beach. The sculptor’s Spellcasting trait uses the following spells: 1st level: cure wounds, entangle, hunter’s mark 2nd level: barkskin, moonbeam, pass without trace 3rd level (Adept and Master only): call lightning, conjure animals 4th level (Adept and Master only): grasping vine, guardian of nature* 5th level (Master only): insect plague, tree stride Schooled - Abjuration Sculpts of Abjuration mana appear to be made of the aura associated with abjuration magic seen by users of the detect magic spell, with planes of magical force and brilliant barriers. The sculptor’s Spellcasting trait uses the following spells: 1st level: absorb elements*, armor of Agathys, shield 2nd level: aid, lesser restoration, pass without trace 3rd level (Adept and Master only): counterspell, protection from energy 4th level (Adept and Master only): aura of purity, banishment 5th level (Master only): antilife shell, circle of power Schooled - Conjuration Sculpts of Conjuration mana appear to be made of the aura associated with conjuration magic seen by users of the detect magic spell, some appearing as a hole in reality displaying distant planes. The sculptor’s Spellcasting trait uses the following spells: 1st level: detect magic, detect poison and disease, hunter’s mark 2nd level: detect thoughts, mind spike*, see invisibility 3rd level (Adept and Master only): clairvoyance, tongues 4th level (Adept and Master only): arcane eye, locate creature 5th level (Master only): contact other plane, Rary’s telepathic bond Schooled - Enchantment Sculpts of Enchantment mana appear to be made of the aura associated with enchantment magic seen by users of the detect magic spell, with beguiling aromas and tempting liquids. The sculptor’s Spellcasting trait uses the following spells: 1st level: dissonant whispers, heroism, hex, Tasha’s hideous laughter 2nd level: calm emotions, hold person, suggestion, zone of truth 4th level (Adept and Master only): compulsion, confusion 5th level (Master only): modify memory, synaptic static* Schooled - Evocation Sculpts of Evocation mana appear to be made of the aura associated with evocation magic seen by users of the detect magic spell, formed from various elemental energies. The sculptor’s Spellcasting trait uses the following spells: 1st level: chromatic orb, divine favor, healing word 2nd level: branding smite, scorching ray, spiritual weapon 3rd level (Adept and Master only): aura of vitality, fireball 4th level (Adept and Master only): ice storm, Otiluke’s resilient sphere 5th level (Master only): Bigby’s hand, holy weapon* Schooled - Illusion Sculpts of Illusion mana appear to be made of the aura associated with illusion magic seen by users of the detect magic spell, formed of translucent images and phantasmal constructs. The sculptor’s Spellcasting trait uses the following spells: 1st level: color spray, disguise self, silent image 2nd level: invisibility, mirror image, shadow blade* 3rd level (Adept and Master only): fear, major image 4th level (Adept and Master only): greater invisibility, phantasmal killer 5th level (Master only): mislead, seeming 1st level: arms of Hadar, entangle, ice knife* 2nd level: find steed, flaming sphere, misty step 3rd level (Adept and Master only): spirit guardians, thunder step* 4th level (Adept and Master only): conjure woodland beings, dimension door 5th level (Master only): conjure elemental, far step* Sculptor | NPC Mana Sources and Spell Lists 57 NPC Options Schooled - Necromancy Sculpts of Necromancy mana appear to be made of the aura associated with necromancy magic seen by users of the detect magic spell, with bones and ectoplasm. The sculptor’s Spellcasting trait uses the following spells: 1st level: cause fear*, inflict wounds, ray of sickness 2nd level: blindness/deafness, gentle repose, ray of enfeeblement 3rd level (Adept and Master only): animate dead, vampiric touch 4th level (Adept and Master only): blight, shadow of moil* 5th level (Master only): negative energy flood*, raise dead Schooled - Transmutation Sculpts of Transmutation mana appear to be made of the aura associated with transmutation magic seen by users of the detect magic spell, constantly transmogrifying into different materials. The sculptor’s Spellcasting trait uses the following spells: 1st level: catapult*, expeditious retreat, zephyr strike* 2nd level: enlarge/reduce, magic weapon, spider climb 3rd level (Adept and Master only): elemental weapon, slow 4th level (Adept and Master only): elemental bane*, polymorph 5th level (Master only): awaken, telekinesis Theatric Sculpts of Theatric mana appear to be made from lights, costumes, props, instruments, and setting facades, depending on the nature of the closest performance when the mana is sculpted. The sculptor’s Spellcasting trait uses the following spells: 1st level: charm person, disguise self, dissonant whispers 2nd level: enthrall, shatter, silence 3rd level (Adept and Master only): fear, hypnotic pattern 4th level (Adept and Master only): compulsion, hallucinatory terrain 5th level (Master only): hold monster, seeming 58 Sculptor | NPC Mana Sources and Spell Lists Appendix: Additional Spell Lists & Descriptions The Mana Source feature allows a sculptor to choose from a variety of spell lists, including those of classes not created by Wizards of the Coast and even spell lists composed entirely of individual spell schools. This appendix contains each of these spell lists, as well as descriptions for the spells from them that are most beneficial to sculptor characters. In each of the lists, a spell’s school of magic is noted in parentheses. Many of the spells on these lists can be found in the Player’s Handbook, though many can also be found in other first- and thirdparty books. The following table details the superscripts attached to spells that aren’t contained within the Player’s Handbook and where you can find those spells. Superscript Source XGtE Xanathar’s Guide to Everything TCoE Tasha’s Cauldron of Everything FToD Fizban’s Treasury of Dragons UAH The Ultimate Adventurer’s Handbook OAP or TIP The Spell Descriptions section of this appendix Accursed Spells 1ST LEVEL Bane (enchantment) Cause fear XGtE (necromancy) Clumsiness infusion OAP (transmutation) Curse shock OAP (necromancy) Detect evil and good (divination) Detect magic (divination) Drain UAH (necromancy) Evil eye UAH (necromancy) Hatred infusion OAP (enchantment) Hex (enchantment) Inflict wounds (necromancy) Terror infusion OAP (necromancy) 2ND LEVEL Blindness/deafness (necromancy) Corrode metal OAP (transmutation) Darkness (evocation) Hex bolt OAP (necromancy) Hold person (enchantment) Knock (transmutation) Ray of enfeeblement (necromancy) Shadow blade XGtE (illusion) Sorrow infusion OAP (enchantment) Throat rend OAP (necromancy) Wave of agony OAP (necromancy) 3RD LEVEL Bestow curse (necromancy) Bloodlust infusion OAP (enchantment) Counterspell (abjuration) Dispel magic (abjuration) Hex storm OAP (necromancy) Enemies abound XGtE (enchantment) Fear (illusion) Nondetection (abjuration) Remove curse (abjuration) Scourge’s mantle OAP (necromancy) Shadow bow OAP (illusion) Vampiric touch (necromancy) 4TH LEVEL Blight (necromancy) Confusion (enchantment) Curse ward OAP (abjuration) Death burst OAP (necromancy) Elemental bane XGtE (transmutation) Polymorph (transmutation) Shadow of moil XGtE (necromancy) Sickening radiance XGtE (evocation) Susceptibility infusion OAP (transmutation) 5TH LEVEL Antilife shell (abjuration) Apathy infusion OAP (enchantment) Bestow malediction OAP (necromancy) Dispel caster OAP (necromancy) Enervation XGtE (necromancy) Hex infusion OAP (necromancy) Hold monster (enchantment) Stolen life UAH (necromancy) Elementalist - Acid Spells CANTRIPS (0 LEVEL) Acid splash (conjuration) Enervating grasp OAP (necromancy) Fortify UAH (abjuration) Mage hand (conjuration) Poison spray (conjuration) Prestidigitation (transmutation) Primal savagery XGtE (transmutation) Prismatic bolt OAP (evocation) Silent steps OAP (illusion) 1ST LEVEL Absorb elements XGtE (abjuration) Chromatic orb (evocation) Contaminate food and drink UAH (transmutation) Expeditious retreat (transmutation) Grease (conjuration) Inflict wounds (necromancy) Jump (transmutation) Longstrider (transmutation) Mage armor (abjuration) Purify food and drink (transmutation) Ray of sickness (necromancy) Shield (abjuration) Tasha’s caustic brew TCoE (evocation) 2ND LEVEL Blindness/deafness (necromancy) Corrode metal OAP (transmutation) Enhance ability (transmutation) Knock (transmutation) Melf’s acid arrow (evocation) Protection from poison (abjuration) Ray of enfeeblement (necromancy) Ward against spells UAH (abjuration) Ward against weapons UAH (abjuration) 3RD LEVEL Create bog OAP (transmutation) Elemental weapon (transmutation) Gaseous form (transmutation) Mage barrier OAP (abjuration) Protection from energy (abjuration) Slow (transmutation) Stinking cloud (conjuration) 4TH LEVEL Blight (necromancy) Elemental bane XGtE (transmutation) Freedom of movement (abjuration) Susceptibility infusion OAP (transmutation) Vitriolic sphere XGtE (evocation) 5TH LEVEL Antilife shell (abjuration) Cloudkill (conjuration) Enervation XGtE (necromancy) Passwall (transmutation) Elementalist - Aether Spells CANTRIPS (0 LEVEL) Friends (enchantment) Illusory feint OAP (illusion) Mage hand (conjuration) Message (transmutation) Mind sliver TCoE (enchantment) Pitifulness OAP (enchantment) Project fear OAP (illusion) Shadow knife OAP (illusion) Speak true UAH (divination) Stupefying strike OAP (enchantment) Thaumaturgy (transmutation) Vicious mockery (enchantment) 1ST LEVEL Cause fear XGtE (necromancy) Sculptor | Appendix: Additional Spell Lists & Descriptions 59 Appendix Charm person (enchantment) Command (enchantment) Comprehend languages (divination) Disguise self (illusion) Dissonant whispers (enchantment) Heroism (enchantment) Sleep (enchantment) Sleight of strike OAP (illusion) Tasha’s hideous laughter (enchantment) Throw voice OAP (illusion) Wrathful smite (evocation) 2ND LEVEL Calm emotions (enchantment) Detect thoughts (divination) Enhance ability (transmutation) Enthrall (enchantment) Hold person (enchantment) Locate object (divination) Mind spike XGtE (divination) Shadow blade XGtE (illusion) Suggestion (enchantment) Tasha’s mind whip TCoE (enchantment) Zone of truth (enchantment) 3RD LEVEL Blink (transmutation) Catnap XGtE (enchantment) Enemies abound XGtE (enchantment) Fear (illusion) Intellect fortress TCoE (abjuration) Life transference XGtE (necromancy) Misplace aggression OAP (enchantment) Sending (evocation) Shadow bow OAP (illusion) Tongues (divination) 4TH LEVEL Charm monster XGtE (enchantment) Confusion (enchantment) Locate creature (divination) Phantasmal killer (illusion) Raulothim’s psychic lance FToD (enchantment) Staggering smite (evocation) 5TH LEVEL Dominate person (enchantment) Dream (illusion) Hold monster (enchantment) Modify memory (enchantment) Rary’s telepathic bond (divination) Synaptic static XGtE (enchantment) Elementalist - Air Spells CANTRIPS (0 LEVEL) Arcing arrow UAH (transmutation) Booming blade TCoE (evocation) Gust XGtE (transmutation) Lightning lure TCoE (evocation) Mage hand (conjuration) Message (transmutation) Prismatic bolt OAP (evocation) Shocking grasp (evocation) Silent steps OAP (illusion) Thunderclap XGtE (evocation) 60 1ST LEVEL Absorb elements XGtE (abjuration) Catapult XGtE (transmutation) Chromatic orb (evocation) Cyclone strike OAP (conjuration) Expeditious retreat (transmutation) Feather fall (transmutation) Fog cloud (conjuration) Jump (transmutation) Longstrider (transmutation) Throw voice OAP (illusion) Thunderous smite (evocation) Thunderwave (evocation) Witch bolt (evocation) Zephyr strike XGtE (transmutation) 2ND LEVEL Billowing strike OAP (conjuration) Dust devil XGtE (conjuration) Elemental spike OAP (evocation) Enhance ability (transmutation) Gust of wind (evocation) Hold person (enchantment) Levitate (transmutation) Pass without trace (abjuration) Shatter (evocation) Silence (illusion) Skywrite XGtE (transmutation) Warding wind XGtE (evocation) 3RD LEVEL Call lightning (conjuration) Elemental weapon (transmutation) Fly (transmutation) Gaseous form (transmutation) Haste (transmutation) Lightning arrow (transmutation) Lightning bolt (evocation) Protection from energy (abjuration) Sending (evocation) Storm flurry UAH (evocation) Thunder step XGtE (conjuration) Water breathing (transmutation) Wind wall (evocation) 4TH LEVEL Elemental bane XGtE (transmutation) Freedom of movement (abjuration) Otiluke’s resilient sphere (evocation) Storm sphere XGtE (evocation) Summon elemental TCoE (conjuration) Thundering strike OAP (evocation) Magic stone XGtE (transmutation) Mold earth XGtE (transmutation) Root snare UAH (conjuration) Silent steps OAP (illusion) Sword burst TCoE (conjuration) Thorn whip (transmutation) Warden’s rebuke UAH (evocation) 1ST LEVEL Absorb elements XGtE (abjuration) Catapult XGtE (transmutation) Chromatic orb (evocation) Detect evil and good (divination) Earth tremor XGtE (evocation) Ensnaring strike (conjuration) Entangle (conjuration) Expeditious retreat (transmutation) Jump (transmutation) Longstrider (transmutation) Magic missile (evocation) 2ND LEVEL Darkvision (transmutation) Detect thoughts (divination) Earthbind XGtE (transmutation) Elemental spike OAP (evocation) Enhance ability (transmutation) Find traps (divination) Hold person (enchantment) Knock (transmutation) Maximilian’s earthen grasp XGtE (transmutation) Pass without trace (abjuration) Spike growth (transmutation) 3RD LEVEL Conjure barrage (conjuration) Erupting earth XGtE (transmutation) Meld into stone (transmutation) Melf’s minute meteors XGtE (evocation) Mineral wealth TIP (transmutation) Protection from energy (abjuration) Tongues (divination) Wall of sand XGtE (evocation) 4TH LEVEL Freedom of movement (abjuration) Locate creature (divination) Stone shape (transmutation) Stoneskin (abjuration) Summon elemental TCoE (conjuration) 5TH LEVEL Cloudkill (conjuration) Control winds XGtE (transmutation) Hold monster (enchantment) Primordial weapon OAP (transmutation) Telekinesis (transmutation) 5TH LEVEL Conjure volley (conjuration) Hold monster (enchantment) Passwall (transmutation) Primordial weapon OAP (transmutation) Transmute rock XGtE (transmutation) Wall of stone (evocation) Wrath of nature XGtE (transmutation) Elementalist - Earth Spells Elementalist - Fire Spells CANTRIPS (0 LEVEL) Blade ward (abjuration) Fortify UAH (abjuration) Mage hand (conjuration) Mage ward OAP (abjuration) CANTRIPS (0 LEVEL) Control flames XGtE (transmutation) Create bonfire XGtE (conjuration) Dancing lights (evocation) Sculptor | Appendix: Additional Spell Lists & Descriptions Fire bolt (evocation) Green-flame blade TCoE (evocation) Light (evocation) Mage hand (conjuration) Prismatic bolt OAP (evocation) Produce flame (conjuration) 1ST LEVEL Absorb elements XGtE (abjuration) Burning hands (evocation) Chromatic orb (evocation) Color spray (illusion) Dazzling pop OAP (illusion) Expeditious retreat (transmutation) Faerie fire (evocation) Hellish rebuke (evocation) Jump (transmutation) Longstrider (transmutation) Searing smite (evocation) Shield (abjuration) 2ND LEVEL Aganazzar’s scorcher XGtE (evocation) Branding smite (evocation) Continual flame (evocation) Darkvision (transmutation) Elemental spike OAP (evocation) Enhance ability (transmutation) Flame blade (evocation) Flaming sphere (conjuration) Heat metal (transmutation) Pyrotechnics XGtE (transmutation) Scorching ray (evocation) 3RD LEVEL Ashardalon’s stride FToD (transmutation) Blinding smite (evocation) Daylight (evocation) Elemental weapon (transmutation) Fireball (evocation) Flame arrows XGtE (transmutation) Hypnotic pattern (illusion) Melf’s minute meteors XGtE (evocation) Protection from energy (abjuration) 4TH LEVEL Elemental bane XGtE (transmutation) Fire shield (evocation) Freedom of movement (abjuration) Summon elemental TCoE (conjuration) Sundering smite OAP (evocation) Wall of fire (evocation) 5TH LEVEL Flame strike (evocation) Flaming vortex OAP (evocation) Immolation XGtE (evocation) Primordial weapon OAP (transmutation) Elementalist - Water Spells CANTRIPS (0 LEVEL) Fortify UAH (abjuration) Frostbite XGtE (evocation) Mage hand (conjuration) Prismatic bolt OAP (evocation) Ray of frost (evocation) Rime strike UAH (evocation) Shape water XGtE (transmutation) Silent steps OAP (illusion) 1ST LEVEL Absorb elements XGtE (abjuration) Armor of Agathys (abjuration) Chromatic orb (evocation) Create or destroy water (transmutation) Expeditious retreat (transmutation) Fog cloud (conjuration) Grease (conjuration) Ice knife XGtE (conjuration) Jump (transmutation) Longstrider (transmutation) 2ND LEVEL Aid (abjuration) Blur (illusion) Calm emotions (enchantment) Elemental spike OAP (evocation) Enhance ability (transmutation) Enlarge/reduce (transmutation) Gentle repose (necromancy) Hold person (enchantment) Levitate (transmutation) Ray of enfeeblement (necromancy) Rime’s binding ice FToD (evocation) Snilloc’s snowball swarm XGtE (evocation) 3RD LEVEL Elemental weapon (transmutation) Protection from energy (abjuration) Sleet storm (conjuration) Slow (transmutation) Tidal wave XGtE (conjuration) Wall of water XGtE (evocation) Water breathing (transmutation) Water walk (transmutation) 4TH LEVEL Control water (transmutation) Elemental bane XGtE (transmutation) Freedom of movement (abjuration) Ice storm (evocation) Summon elemental TCoE (conjuration) Watery sphere XGtE (conjuration) 5TH LEVEL Antilife shell (abjuration) Cone of cold (evocation) Hold monster (enchantment) Maelstrom XGtE (evocation) Primordial weapon OAP (transmutation) Merchant Spells Created by Taron “Indestructoboy” Pounds CANTRIPS (0 LEVEL) Blade ward (abjuration) Control flames XGtE (transmutation) Create bonfire XGtE (conjuration) Dancing lights (evocation) Exchange TIP (transmutation) Fool’s gold UAH (conjuration) Friends (enchantment) Gilded touch TIP (transmutation) Guidance (divination) Light (evocation) Mage hand (conjuration) Mage ward OAP (abjuration) Mending (transmutation) Message (transmutation) Speak true UAH (divination) 1ST LEVEL Alarm (abjuration) Catapult XGtE (transmutation) Charm person (enchantment) Command (enchantment) Comprehend languages (divination) Create or destroy water (transmutation) Cure wounds (evocation) Detect magic (divination) Detect poison and disease (divination) Disguise self (illusion) Expeditious retreat (transmutation) Feather fall (transmutation) Find familiar (conjuration) Healing word (evocation) Hedge risk TIP (abjuration) Identify (divination) Illusory script (illusion) Jump (transmutation) Longstrider (transmutation) Make camp UAH (abjuration) Money shot TIP (evocation) Pilfer TIP (transmutation) Purify food and drink (transmutation) Sleep (enchantment) Tenser’s floating disk (conjuration) Unseen servant (conjuration) 2ND LEVEL Aid (abjuration) Animal messenger (enchantment) Calm emotions (enchantment) Continual flame (evocation) Darkvision (transmutation) Enhance ability (transmutation) Enthrall (enchantment) Gold dust TIP (evocation) Hold person (enchantment) Knock (transmutation) Lesser restoration (abjuration) Levitate (transmutation) Locate object (divination) Magic mouth (illusion) Magic weapon (transmutation) Mineral wealth TIP (transmutation) Sculptor | Appendix: Additional Spell Lists & Descriptions 61 Appendix Protection from poison (abjuration) Rope trick (transmutation) See invisibility (divination) Silence (illusion) Skywrite XGtE (transmutation) Suggestion (enchantment) Tagmay’s thermal container TIP (transmutation) Zone of truth (enchantment) 3RD LEVEL Catnap XGtE (enchantment) Clairvoyance (divination) Counterspell (abjuration) Create food and water (conjuration) Dispel magic (abjuration) Find vessel UAH (conjuration) Haste (transmutation) Misplace aggression OAP (enchantment) Nondetection (abjuration) Part and parcel UAH (conjuration) Protection from energy (abjuration) Remove curse (abjuration) Sending (evocation) Slow (transmutation) Tiny servant XGtE (transmutation) Tongues (divination) Water breathing (transmutation) Water walk (transmutation) 4TH LEVEL Compulsion (enchantment) Confusion (enchantment) Fabricate (evocation) Freedom of movement (abjuration) Leomund’s secret chest (conjuration) Locate creature (divination) Mordenkainen’s private sanctum (abjuration) Stoneskin (abjuration) 5TH LEVEL Hold monster (enchantment) Legend lore (divination) Passwall (transmutation) Scrying (divination) Seeming (illusion) Schooled - Abjuration Spells CANTRIP (0 LEVEL) Blade ward (abjuration) Lay to rest OAP (abjuration) Mage ward OAP (abjuration) Fortify UAH (abjuration) Resistance (abjuration) Spell-shattering strike UAH (abjuration) Warding bolt OAP (abjuration) 1ST LEVEL Absorb elements XGtE (abjuration) Alarm (abjuration) Armor of Agathys (abjuration) Ceremony XGtE (abjuration) Fertility rites UAH (abjuration) Hedge risk TIP (abjuration) Mage armor (abjuration) Make camp UAH (abjuration) 62 Protection from evil and good (abjuration) Sanctuary (abjuration) Shield (abjuration) Shield of faith (abjuration) Snare XGtE (abjuration) 2ND LEVEL Aid (abjuration) Arcane lock (abjuration) Lesser restoration (abjuration) Pass without trace (abjuration) Protection from poison (abjuration) Ward against spells UAH (abjuration) Ward against weapons UAH (abjuration) Warding bond (abjuration) 3RD LEVEL Beacon of hope (abjuration) Counterspell (abjuration) Dispel magic (abjuration) Dispelling smite OAP (abjuration) Glyph of warding (abjuration) Intellect fortress TCoE (abjuration) Mage barrier OAP (abjuration) Magic circle (abjuration) Nondetection (abjuration) Protection from energy (abjuration) Remove curse (abjuration) 4TH LEVEL Aura of life (abjuration) Aura of purity (abjuration) Banishment (abjuration) Curse ward OAP (abjuration) Death ward (abjuration) Duel of Destiny OAP (abjuration) Freedom of movement (abjuration) Mordenkainen’s private sanctum (abjuration) Stoneskin (abjuration) 5TH LEVEL Antilife shell (abjuration) Arcane redirection OAP (abjuration) Banishing smite (abjuration) Circle of power (abjuration) Dispel evil and good (abjuration) Greater restoration (abjuration) Planar binding (abjuration) Warding smite OAP (abjuration) Schooled - Conjuration Spells CANTRIP (0 LEVEL) Acid splash (conjuration) Build weapon UAH (conjuration) Create bonfire XGtE (conjuration) Fool’s gold UAH (conjuration) Infestation XGtE (conjuration) Mage hand (conjuration) Poison spray (conjuration) Produce flame (conjuration) Root snare UAH (conjuration) Sword burst TCoE (conjuration) 1ST LEVEL Arms of Hadar (conjuration) Build ray pistol UAH (conjuration) Build shock baton UAH (conjuration) Cyclone strike OAP (conjuration) Deploy personal barrier UAH (conjuration) Ensnaring strike (conjuration) Entangle (conjuration) Find familiar (conjuration) Fog cloud (conjuration) Grease (conjuration) Hail of thorns (conjuration) Ice knife XGtE (conjuration) Tenser’s floating disk (conjuration) Unseen servant (conjuration) 2ND LEVEL Billowing strike OAP (conjuration) Build plasma blade UAH (conjuration) Cloud of daggers (conjuration) Deploy velocity shield UAH (conjuration) Dust devil XGtE (conjuration) Find steed (conjuration) Flaming sphere (conjuration) Misty step (conjuration) Summon beast TC0E (conjuration) Web (conjuration) 3RD LEVEL Build acid spewer UAH (conjuration) Call lightning (conjuration) Conjure barrage (conjuration) Create food and water (conjuration) Find greater familiar UAH (conjuration) Find vessel UAH (conjuration) Hunger of Hadar (conjuration) Part and parcel UAH (conjuration) Sleet storm (conjuration) Spirit guardians (conjuration) Stinking cloud (conjuration) Summon fey TCoE (conjuration) Summon shadowspawn TCoE (conjuration) Thunder step XGtE (conjuration) Tidal wave XGtE (conjuration) 4TH LEVEL Deploy shock shield UAH (conjuration) Dimension door (conjuration) Evard’s black tentacles (conjuration) Find greater steed XGtE (conjuration) Grasping vine (conjuration) Guardian of faith (conjuration) Leomund’s secret chest (conjuration) Mordenkainen’s faithful hound (conjuration) Summon aberration TCoE (conjuration) Summon construct TCoE (conjuration) Summon elemental TCoE (conjuration) Watery sphere XGtE (conjuration) 5TH LEVEL Cloudkill (conjuration) Conjure volley (conjuration) Far step XGtE (conjuration) Insect plague (conjuration) Shoulder cannon UAH (conjuration) Steel wind strike XGtE (conjuration) Summon celestial TCoE (conjuration) Summon draconic spirit FToD (conjuration) Sculptor | Appendix: Additional Spell Lists & Descriptions Teleportation circle (conjuration) Tree stride (conjuration) Schooled - Divination Spells CANTRIP (0 LEVEL) Guidance (divination) Misfortune’s mark UAH (divination) Prediction OAP (divination) Speak true UAH (divination) True strike (divination) 1ST LEVEL Beast bond XGtE (divination) Comprehend languages (divination) Detect evil and good (divination) Detect magic (divination) Detect poison and disease (divination) Embrace destiny UAH (divination) Hunter’s mark (divination) Identify (divination) Oath-sealing covenant UAH (divination) Speak with animals (divination) 2ND LEVEL Augury (divination) Beast sense (divination) Detect thoughts (divination) Find traps (divination) Locate animals or plants (divination) Locate object (divination) Mind spike XGtE (divination) See invisibility (divination) 3RD LEVEL Clairvoyance (divination) Detect past OAP (divination) Guiding weapon OAP (divination) Premonition OAP (divination) Tongues (divination) 4TH LEVEL Arcane eye (divination) Divination (divination) Locate creature (divination) Quarry’s mark OAP (divination) 5TH LEVEL Commune (divination) Commune with nature (divination) Contact other plane (divination) Legend lore (divination) Rary’s telepathic bond (divination) Scrying (divination) Schooled - Enchantment Spells CANTRIP (0 LEVEL) Friends (enchantment) Mind sliver TCoE (enchantment) Pitifulness OAP (enchantment) Stupefying strike OAP (enchantment) Vicious mockery (enchantment) 1ST LEVEL Animal friendship (enchantment) Bane (enchantment) Bless (enchantment) Charm person (enchantment) Command (enchantment) Compelled duel (enchantment) Dissonant whispers (enchantment) Hatred infusion OAP (enchantment) Heroism (enchantment) Hex (enchantment) Sleep (enchantment) Subdue beast UAH (enchantment) Tasha’s hideous laughter (enchantment) 2ND LEVEL Animal messenger (enchantment) Calm emotions (enchantment) Crown of madness (enchantment) Emboldening march UAH (enchantment) Enfeebling dirge UAH (enchantment) Enthrall (enchantment) Hold person (enchantment) Sorrow infusion OAP (enchantment) Suggestion (enchantment) Tasha’s mind whip TCoE (enchantment) Zone of truth (enchantment) 3RD LEVEL Bloodlust infusion OAP (enchantment) Catnap XGtE (enchantment) Enemies abound XGtE (enchantment) Hastening minuet UAH (enchantment) Holy hymnal UAH (enchantment) Misplace aggression OAP (enchantment) 4TH LEVEL Charm monster XGtE (enchantment) Compulsion (enchantment) Confusion (enchantment) Dominate beast (enchantment) Raulothim’s psychic lance FToD (enchantment) 5TH LEVEL Apathy infusion OAP (enchantment) Dominate person (enchantment) Geas (enchantment) Hold monster (enchantment) Modify memory (enchantment) Synaptic static XGtE (enchantment) Schooled - Evocation Spells CANTRIP (0 LEVEL) Booming blade TCoE (evocation) Dancing lights (evocation) Eldritch blast (evocation) Fire bolt (evocation) Frostbite XGtE (evocation) Green-flame blade TCoE (evocation) Light (evocation) Lightning lure TCoE (evocation) Odyllic glow (evocation) Prismatic bolt OAP (evocation) Ray of frost (evocation) Righteous reproach UAH (evocation) Rime strike UAH (evocation) Sacred flame (evocation) Shocking grasp (evocation) Thunderclap XGtE (evocation) Vortex dart TCoE (evocation) Warden’s rebuke UAH (evocation) Word of radiance XGtE (evocation) 1ST LEVEL Aspir UAH (evocation) Burning hands (evocation) Chaos bolt XGtE (evocation) Chromatic orb (evocation) Cure wounds (evocation) Divine favor (evocation) Earth tremor XGtE (evocation) Faerie fire (evocation) Forsaken chains UAH (evocation) Guiding bolt (evocation) Healing word (evocation) Hellish rebuke (evocation) Magic missile (evocation) Money shot TIP (evocation) Power chord UAH (evocation) Searing smite (evocation) Tasha’s caustic brew TCoE (evocation) Thunderous smite (evocation) Thunderwave (evocation) Witch bolt (evocation) Wrathful smite (evocation) 2ND LEVEL Aganazzar’s scorcher (evocation) Branding smite (evocation) Continual flame (evocation) Darkness (evocation) Elemental spike OAP (evocation) Flame blade (evocation) Gold dust TIP (evocation) Gust of wind (evocation) Melf’s acid arrow (evocation) Moonbeam (evocation) Prayer of healing (evocation) Rime’s binding ice FToD (evocation) Scorching ray (evocation) Shatter (evocation) Snilloc’s snowball swarm XGtE (evocation) Spiritual weapon (evocation) Warding wind XGtE (evocation) 3RD LEVEL Aura of vitality (evocation) Bestow blessing UAH (evocation) Blinding smite (evocation) Crusader’s mantle (evocation) Daylight (evocation) Fireball (evocation) Leomund’s tiny hut (evocation) Lightning bolt (evocation) Mass healing word (evocation) Melf’s minute meteors XGtE (evocation) Sending (evocation) Wall of sand XGtE (evocation) Wall of water XGtE (evocation) Wind wall (evocation) 4TH LEVEL Abeyed discharge UAH (evocation) Fabricate (evocation) Fire shield (evocation) Sculptor | Appendix: Additional Spell Lists & Descriptions 63 Appendix Ice storm (evocation) Otiluke’s resilient sphere (evocation) Sickening radiance XGtE (evocation) Staggering smite (evocation) Storm flurry UAH (evocation) Storm sphere XGtE (evocation) Sundering smite OAP (evocation) Thundering strike OAP (evocation) Vitriolic sphere XGtE (evocation) Wall of fire (evocation) 5TH LEVEL Bigby’s hand (evocation) Chaos wave UAH (evocation) Cone of cold (evocation) Dawn XGtE (evocation) Destructive wave (evocation) Flame strike (evocation) Flaming vortex OAP (evocation) Hallow (evocation) Holy weapon XGtE (evocation) Immolation XGtE (evocation) Maelstrom XGtE (evocation) Mass cure wounds (evocation) Wall of force (evocation) Wall of light XGtE (evocation) Wall of stone (evocation) Wrath of nature XGtE (evocation) Schooled - Illusion Spells CANTRIP (0 LEVEL) Illusory feint OAP (illusion) Minor illusion (illusion) Project fear OAP (illusion) Shadow knife OAP (illusion) Silent steps OAP (illusion) 1ST LEVEL Color spray (illusion) Dazzling pop OAP (illusion) Disguise self (illusion) Illusory script (illusion) Silent image (illusion) Sleight of strike OAP (illusion) Throw voice OAP (illusion) 2ND LEVEL Blur (illusion) Horror story OAP (illusion) Invisibility (illusion) Magic mouth (illusion) Mirror image (illusion) Nathair’s mischief FToD (illusion) Nystul’s magic aura (illusion) Phantasmal force (illusion) Shadow blade XGtE (illusion) Silence (illusion) 3RD LEVEL Fear (illusion) Hypnotic pattern (illusion) Major image (illusion) Phantom steed (illusion) Shadow bow OAP (illusion) Tale of courage OAP (illusion) 64 4TH LEVEL Greater invisibility (illusion) Hallucinatory terrain (illusion) Invisible weapon OAP (illusion) Phantasmal killer (illusion) War story OAP (illusion) 5TH LEVEL Creation (illusion) Dream (illusion) Mislead (illusion) Seeming (illusion) Tale of hope & woe OAP (illusion) Schooled - Necromancy Spells CANTRIP (0 LEVEL) Bloodletting bite UAH (necromancy) Chill touch (necromancy) Death shroud UAH (necromancy) Enervating grasp OAP (necromancy) Spare the dying (necromancy) Toll the dead XGtE (necromancy) 1ST LEVEL Altruistic sacrifice OAP (necromancy) Cause fear XGtE (necromancy) Curse shock OAP (necromancy) Drain UAH (necromancy) Evil eye UAH (necromancy) False life (necromancy) Guiding apparition OAP (necromancy) Inflict wounds (necromancy) Last rites UAH (necromancy) Ray of sickness (necromancy) Terror infusion OAP (necromancy) 2ND LEVEL Blindness/deafness (necromancy) Gentle repose (necromancy) Hex bolt OAP (necromancy) Protective apparitions OAP (necromancy) Ray of enfeeblement (necromancy) Skull servant OAP (necromancy) Throat rend OAP (necromancy) Vengeful smite UAH (necromancy) Wave of agony OAP (necromancy) 3RD LEVEL Animate dead (necromancy) Bestow curse (necromancy) Bolstering apparitions OAP (necromancy) Feign death (necromancy) Hex storm OAP (necromancy) Life transference XGtE (necromancy) Reaping smite UAH (necromancy) Revivify (necromancy) Scourge’s mantle OAP (necromancy) Speak with dead (necromancy) Spirit shroud TCoE (necromancy) Summon undead TCoE (necromancy) Vampiric touch (necromancy) 4TH LEVEL (5) Blight (necromancy) Call spirit OAP (necromancy) Death burst OAP (necromancy) Harrowing apparition OAP (necromancy) Shadow of moil XGtE (necromancy) Vampiric weapon OAP (necromancy) 5TH LEVEL Bestow malediction OAP (necromancy) Breaching apparition OAP (necromancy) Contagion (necromancy) Danse macabre XGtE (necromancy) Dispel caster OAP (necromancy) Dusk OAP (necromancy) Enervation XGtE (necromancy) Hex infusion OAP (necromancy) Negative energy flood XGtE (necromancy) Raise dead (necromancy) Stolen life UAH (necromancy) Schooled - Transmutation Spells CANTRIP (0 LEVEL) Arcing arrow UAH (transmutation) Control flames XGtE (transmutation) Druidcraft (transmutation) Exchange TIP (transmutation) Gilded touch TIP (transmutation) Give life UAH (transmutation) Gust XGtE (transmutation) Magic stone XGtE (transmutation) Mending (transmutation) Message (transmutation) Mold earth XGtE (transmutation) Prestidigitation (transmutation) Primal savagery XGtE (transmutation) Shape water XGtE (transmutation) Shillelagh (transmutation) Thaumaturgy (transmutation) Thorn whip (transmutation) 1ST LEVEL Catapult XGtE (transmutation) Clumsiness infusion OAP (transmutation) Contaminate food and drink UAH (transmutation) Corpse mask UAH (transmutation) Create or destroy water (transmutation) Expeditious retreat (transmutation) Feather fall (transmutation) Goodberry (transmutation) Jump (transmutation) Longstrider (transmutation) Nocturnal transformation UAH (transmutation) Oscillating chronology UAH (transmutation) Pilfer TIP (transmutation) Purify food and drink (transmutation) Zephyr strike XGtE (transmutation) 2ND LEVEL Alter self (transmutation) Barkskin (transmutation) Cordon of arrows (transmutation) Corrode metal OAP (transmutation) Darkvision (transmutation) Dragon’s breath XGtE (transmutation) Earthbind XGtE (transmutation) Sculptor | Appendix: Additional Spell Lists & Descriptions Enhance ability (transmutation) Enlarge/reduce (transmutation) Heat metal (transmutation) Knock (transmutation) Levitate (transmutation) Magic weapon (transmutation) Maximilian’s earthen grasp XGtE (transmutation) Mineral wealth TIP (transmutation) Pyrotechnics XGtE (transmutation) Rope trick (transmutation) Skywrite XGtE (transmutation) Spider climb (transmutation) Spike growth (transmutation) Tagmay’s thermal container TIP (transmutation) 3RD LEVEL Ashardalon’s stride FToD (transmutation) Blink (transmutation) Create bog OAP (transmutation) Elemental weapon (transmutation) Erupting earth XGtE (transmutation) Flame arrows XGtE (transmutation) Fly (transmutation) Gaseous form (transmutation) Haste (transmutation) Lightning arrow (transmutation) Meld into stone (transmutation) Plant growth (transmutation) Pleonexia’s panoply of personas UAH (transmutation) Slow (transmutation) Speak with plants (transmutation) Tiny servant XGtE (transmutation) Water breathing (transmutation) Water walk (transmutation) 4TH LEVEL Chaos weapon UAH (transmutation) Control water (transmutation) Elemental bane XGtE (transmutation) Fabricate (transmutation) Giant insect (transmutation) Guardian of civilization UAH (transmutation) Guardian of nature XGtE (transmutation) Polymorph (transmutation) Sticks to snakes UAH (transmutation) Stone shape (transmutation) Susceptibility infusion OAP (transmutation) 5TH LEVEL Animate objects (transmutation) Awaken (transmutation) Control winds XGtE (transmutation) Devilsight UAH (transmutation) Giantize UAH (transmutation) Passwall (transmutation) Primordial weapon OAP (transmutation) Reincarnate (transmutation) Skill empowerment XGtE (transmutation) Swift quiver (transmutation) Telekinesis (transmutation) Transmute rock XGtE (transmutation) Spell Descriptions The spells are presented in alphabetical order. Each spell was written and designed by Ross Leiser of Outlandish Adventure Productions, unless it is followed by the “TIP” superscript, in which case it was written and designed by Taron “Indestructoboy” Pounds and used with permission. Altruistic Sacrifice 1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a ritual dagger, which you plunge into your own heart) Duration: Instantaneous You touch a creature that has died within the last minute and transfer your own life force into it. You immediately die, and that creature returns to life with a number of hit points equal to the hit points you had when you cast this spell. This spell can’t return a creature to life that has died of old age, nor can it restore any missing body parts. At Higher Levels. If you cast this spell using a spell slot of 5th through 8th level, you can choose to drop to 0 hit points and begin making death saving throws instead of immediately dying. If you cast this spell using a 9th level spell slot, the spell’s range changes to 30 feet, and you can target any number of creatures you can see within range. Apathy Infusion 5th-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates oppressive apathy in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 5d6 psychic damage, and the target must succeed on a Charisma saving throw or become cursed for the duration of the spell. The cursed target can’t willingly speak or use its movement, and it can’t take actions or reactions. At the end of each of its turns, the target can repeat the Charisma saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. Sculptor | Appendix: Additional Spell Lists & Descriptions 65 Appendix Arcane Redirection 5th-level abjuration Billowing Strike 2nd-level conjuration Casting Time: 1 reaction, which you take when see a creature within 60 feet of you casting a spell that includes you as a target Range: 60 feet Components: S Duration: Instantaneous Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute As you feel the arcane energies of a spell about to hit you, you attempt to steal the spell and redirect it at different targets. If the creature is casting a spell of 3rd level or lower, you choose new targets for the spell as though it were cast from your position. The stolen spell uses your spell save DC and spell attack modifier, as though you had cast it. At Higher Levels. When you cast this spell using a spell slot of a level higher than 5th, you can steal a spell this way of levels higher than 3rd: you can steal a spell of up to 4th level when you cast this spell using a 6th-level spell slot, a spell of up to 5th level when you cast this spell using a 7th-level spell slot, a spell of up to 6th level when you cast this spell using an 8th-level spell slot, and a spell of up to 7th level when you cast this spell using a 9th-level spell slot. Bestow Malediction 5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a shard of a mirror you broke) Duration: Concentration, up to 1 minute You touch a creature. That creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following options: • While cursed, the target has disadvantage on saving throws. • While cursed, the target has disadvantage on ability checks and attack rolls. • While cursed, all attacks and spells deal an additional 1d8 necrotic damage to the target. If remove curse is cast on the target, the creature that cast remove curse must make an ability check using its spellcasting ability against your spell save DC. If it succeeds, the spell ends. Otherwise, the remove curse fails to end the spell’s curse. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. 66 The next time you hit a creature with a weapon attack before this spell ends, the target takes an extra 2d8 bludgeoning damage as a powerful gust slams into it. It must succeed on a Strength saving throw or be pushed 15 feet straight away from you and be knocked prone. A Large or larger creature has advantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd, the damage increases by 1d8 (to a maximum of 5d8) and a target that fails the save is pushed 5 feet further away from you (to a maximum of 30 feet). Bloodlust Infusion 3rd-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates ravenous bloodlust in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 3d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target must use its action before moving on each of its turns to take the Attack action. One of its attacks must be made against a creature it usually regards as its ally if such a creature is within range. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. Bolstering Apparitions 3rd-level necromancy (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shamanic focus) Duration: Concentration, up to 10 minutes You call three magnanimous spirits from beyond the veil and direct them to protect up to three creatures Sculptor | Appendix: Additional Spell Lists & Descriptions you can see within range. The spirits are invisible to most creatures other than you, though a creature with truesight or that can see into the Ethereal Plane sees them floating protectively around the targets. For the duration, each target gains 1d10 temporary hit points at the start of each of its turns and has a +1 bonus to saving throws. When the spell ends, the targets lose any remaining temporary hit points from this spell. If a target is reduced to 0 hit points, the spirit protecting that creature returns to the spirit world, and the spell effect on that target ends. The spell ends early if you cast another spell that calls one or more spirits from beyond the veil, or immediately after the last spirit has returned to the spirit world. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you call an additional spirit to protect up to one additional creature you can see within range for each slot level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the number of temporary hit points increases by 1d10 and the bonus to saving throws increases by +1 for every three slot levels above 3rd. Breaching Apparition 5th-level necromancy (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shamanic focus) Duration: Concentration, up to 1 hour You call a willful spirit from beyond the veil to grant a creature you can see within range the ability to strike through the Border Ethereal. The spirit is invisible to most creatures other than you, though a creature with truesight or that can see into the Ethereal Plane sees the spirit partially phased inside the target. For the duration, the target’s weapon attacks are magical, and its attacks and spells are able to affect creatures within the Border Ethereal. The target can choose for its attacks and spells to pass harmlessly through most material objects, ignoring cover granted by nonmagical objects and barriers unless they are tangible within the Border Ethereal. The spell ends early if you cast another spell that calls one or more spirits from beyond the veil. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you call one additional spirit and can target one additional creature you can see within range for every two slot levels above 5th. Call Spirit 4th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (the corpse of a humanoid that died no more than 1 hour ago) Duration: Instantaneous For the full casting time of the spell, you must remain within 10 feet of the corpse used as the material component. The spell, using the corpse as a focus, reaches into the beyond and drags the creature’s spirit back into the realm of the living, creating a shadow. Once you create an undead with this spell, the corpse can’t be used as a material component for this spell again. An undead created with this spell has double the hit points listed in its stat block, and retains the personality of the creature used to create it. Though it may or may not be friendly toward you depending on how it interacted with you prior to its death, it treats you as though you are its ally while you are in control of it. On each of your turns, you can mentally command the undead created with this spell if it is within 60 feet of you (no action required by you). If the undead created with this spell created its own undead, you can command any or all of those creatures at the same time, issuing the command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it and becomes hostile to you and your companions. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over the creature, rather than animating a new one. If the undead created with this feature created its own undead, those undead are destroyed at the end of the 24-hour period, whether you reasserted control over the original or not. If you cast the spell to create a new undead, any previous undead you’ve created with the spell is destroyed. At Higher Levels. When you cast this spell using a 5th-level or higher spell slot, you can create or reassert control over an indentured spirit (Guildmaster’s Guide to Ravnica) or specter. When you cast this spell using a 6th-level or higher spell slot, you can create or reassert Sculptor | Appendix: Additional Spell Lists & Descriptions 67 Appendix control over a poltergeist or will-o’-wisp. When you cast this spell using a 7th-level or higher spell slot, you can create or reassert control over a sword wraith warrior (Mordenkainen’s Tome of Foes). When you cast this spell using an 8th-level or higher spell slot, you can create or reassert control over a banshee or ghost. When you cast this spell using a 9th-level spell slot, you can create or reassert control over an allip (Mordenkainen’s Tome of Foes) or wraith. Clumsiness Infusion 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that imposes an awkward clumsiness in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 force damage, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Whenever the cursed target makes an attack roll or ability check using Strength or Dexterity, it must roll a d4 and subtract the number rolled from the result. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save. A creature immune to being paralyzed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. Corrode Metal 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of stomach acid) Duration: Concentration, up to 1 minute Choose a manufactured metal object such as a metal stove, a metal weapon, or a suit of heavy or medium metal armor that you can see within range. You cause the object to begin to rust and corrode. For the duration, the object is vulnerable to bludgeoning, piercing, and slashing damage. The spell has additional effects if the target was a metal weapon, a metal set of armor, or a metal shield. Armor or Shield. The armor or shield receives a -1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 or a nonmagical shield that drops to a +0 bonus is destroyed. Weapon. The weapon receives a -1 penalty to its attack and damage rolls. 68 At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, and the target is a metal weapon, a metal set of armor, or a metal shield, the penalty increases by -1 for each slot level above 2nd. If a nonmagical weapon’s penalty would be lower than -3, the weapon is destroyed instead. Create Bog 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a gob of mud and moss) Duration: Concentration, up to 1 minute The ground and any nonmagical liquid within a 20-foot-radius sphere centered on a point you choose within range becomes an acidic swamp. Spaces on the ground or within liquid in the area count as difficult terrain for creatures other than you. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes 2d6 acid damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd. Additionally, the damage of the spell increases by 1d6 for every two slot levels above 3rd. Curse Shock 1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute You launch a spark of crackling curse magicks at a creature you can see within range. Make a ranged spell attack against the target, cursing the target for the duration of the spell on a hit. The cursed target subtracts your spellcasting ability modifier from the next ability check, attack roll, or saving throw it makes before the spell ends. After the target makes one of these rolls, the spell ends. A remove curse spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the cursed target subtracts your spellcasting ability modifier from an additional roll before the spell ends. For example, if you cast this spell using a 3rdlevel spell slot, the creature subtracts your spellcasting ability modifier from each attack roll, ability check, and saving throw it makes within the next minute, or until it makes any combination of three of those rolls, whichever comes first. Sculptor | Appendix: Additional Spell Lists & Descriptions Curse Ward 4th-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a creature and grant it a measure of protection against curses and other corrupting influences. The target has advantage on saving throws against magical effects that would curse or possess it, or cause it to become charmed or frightened. The first time the target would become charmed, frightened, possessed, or subject to a curse, the effect is instead negated for the target, and this spell ends. If the negated effect was the result of the target’s attunement to a cursed item, the spell breaks the target’s attunement to the object so it can be removed or discarded. The spell ends early if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration increases to 8 hours. When you use a spell slot of 8th or 9th level, the duration increases to 24 hours. Cyclone Strike 1st-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before the spell ends, the spell creates a small vortex around the target. In addition to the normal effects of the attack, the target and each creature other than you within 5 feet of the target must make a Dexterity saving throw, taking 1d10 slashing damage on a failed save, or half as much damage on a successful one. 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 (to a maximum of 6d10). Dazzling Pop 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a firecracker) Duration: Instantaneous You create a burst of noise and shimmering lights in the space of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 radiant damage and 1d4 thunder damage and is blinded and deafened until the start of your next turn, or takes half as much damage and isn’t blinded or deafened on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the radiant and the thunder damage increases by 1d4 for each slot level above 1st. Death Burst 4th-level necromancy Casting Time: 1 action Range: Self (20-foot radius) Components: V Duration: Instantaneous You gather necromantic energies around yourself and release them in a burst that ripples outward from you. Each creature of your choice within 20 feet of you must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this damage dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, for each slot level above 4th, the damage increases by 1d8 and the radius increases by 5 feet. Detect Past 3rd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pocket watch or other timekeeping device that can be wound backward) Duration: Instantaneous When you cast this spell, you must specify a type of event, such as a murder, a clandestine meeting, a battle, a celebration, or a tragedy, though you are not limited to only these options. You detect any such event that has happened in the past 1 hour within 30 feet of you. You can choose up to one event you detected and view it in its entirety as though you bore witness to it when it happened. The duration of the event and what you see are determined by the DM. At High Levels. When you cast this spell using a spell slot of 4th level or higher, you can detect events that have happened further in the past, depending on the slot level: in the past 8 hours with a 4th-level slot, in the past 24 hours with a 5th, in the past 7 days with a 6th, in the past 30 days with a 7th, in the past year with an 8th, and in the past 100 years with a 9th-level slot. Sculptor | Appendix: Additional Spell Lists & Descriptions 69 Appendix Dispelling Smite 3rd-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra 3d8 force damage to the target. Additionally, if the target is concentrating on a spell of 3rd level or lower, the creature’s spell ends. If it is concentrating on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain concentration on the spell caused by taking damage from the attack. Either way, this spell then ends. Dispel Caster 5th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a chunk of cold iron worth at least 50 gp, which the spell consumes) Duration: Concentration, up to 1 minute You flood curse magicks into a creature you can see within range, attempting to disrupt its connection to the Weave. The target must make a spellcasting ability check against your spell save DC; a creature without a spellcasting ability makes a Constitution check. On a failure, the target becomes subject to this curse until the spell ends, becoming unable to cast spells or use the properties of magic items. Additionally, any magic item that the target is wearing, holding, or carrying loses all of its magic properties and becomes a mundane item of its type until the spell ends. At the end of each of its turns, the target can repeat the ability check against your spell save DC, ending the spell on itself on a success. A remove curse spell cast on the target doesn’t immediately end this spell on it. Instead, the creature who cast the remove curse must make a spellcasting ability check against your spell save DC. On a success, the spell ends on the target. Duel of Destiny 4th-level abjuration of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart. For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a melee weapon attack, the attack deals an additional 1d4 radiant damage. The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends. Dusk 5th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a black gemstone worth at least 100 gp) Duration: Concentration, up to 1 minute The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normally darkness become magical darkness. When the cylinder appears, each undead creature within the cylinder gains 1d12 temporary hit points and each non-undead creature within the cylinder takes 1d12 necrotic damage. While a non-undead creature is in the cylinder, it takes an additional 1d12 necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain 1d12 temporary hit points. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. If the spell’s area ever overlaps with the area of a dawn XGtE spell, both spells immediately end. Casting Time: 1 action Range: 60 feet Components: V, S, M (a holy symbol) Duration: 1 minute Divine energy extends from you to a hostile creature 70 Sculptor | Appendix: Additional Spell Lists & Descriptions Elemental Spike 2nd-level evocation Exchange TIP Transmutation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Casting Time: 1 action Range: Touch Components: V, S, M (a handful of coins worth at least 1 sp) Duration: Instantaneous You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose. Air. The target takes 4d8 thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet. Earth. The target takes 4d8 force damage and is knocked prone. Fire. The target takes 4d8 fire damage, or half as much if you missed with the attack. Water. The target takes 4d8 cold damage, and its speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane, instead of increasing the spell’s damage by 1d8 for each slot level above 2nd. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th- or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the effects of all four planes. Enervating Grasp Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You attempt to grasp a creature and temporarily drain it of its vigor. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and it has disadvantage on the first ability check or attack roll it makes before the end of its next turn. This spell has no effect on undead or constructs. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You close your hand around the coins, magically converting them to another form of currency of your choice that you’ve seen of equal value. If you convert one or more coins into a denomination of lesser value, such as converting 1 gp into 10 sp, the spell creates the new coins, to a maximum of 10 created coins. Flaming Vortex 5th-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground. While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above. If a creature has taken damage from this spell since the start of your last turn, it can’t take damage from the spell again until the start of your next turn. At Higher Levels. When you cast the spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Gilded Touch TIP Transmutation cantrip Casting Time: 1 action Range: Touch Components: S, M (10 metal coins of the same type that are each at least 1 inch in circumference, which the spell consumes) Duration: 1 minute You coat an object with a thin leaf of metal the same Sculptor | Appendix: Additional Spell Lists & Descriptions 71 Appendix type as the coins used for the material component. The leaf can coat a weapon, a shield, 10 pieces of ammunition, or any object that fits in your hand. For the duration, the spell confers the coated object with an additional property that depends on the metal used. When the spell ends, the coating dissipates off the object and the coins magically reappear in your hand. Some typical metals and their effects follow. You might discover another type of metal during your adventures, in which case the DM determines what properties the metal confers. Copper. Whenever the creature holding or wearing the coated object would take lightning damage, it takes an additional 1d10 lightning damage from the effect. Silver. The coated object can be used as a silvered weapon (see Chapter 5 of the Player’s Handbook). Gold. If the coated object is also the target of another spell, any weapon attack using it deals an additional 1d4 damage of the object’s type on a hit. Platinum. The coated object’s weight doubles, and gains the heavy property if it is a shield or is used as a weapon. Cold Iron. If the coated object is used to make an attack against a Fey, the roll on the d20 required for the attack to score a critical hit is reduced by 1. For most creatures, this allows the attack to score a critical hit on a roll of 19 or 20. Adamantine. The coated object can be used as an adamantine weapon (see Chapter 2 of Xanathar’s Guide to Everything). If the coated object is a shield or a piece from a suit of armor, it gains the properties of adamantine armor. Expending a Spell Slot. When you cast this cantrip, you can expend a spell slot to increase its duration by 1 hour per slot level. Gold Dust TIP 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: S, M (20 gold pieces) Duration: 1 minute You toss the coins used as the material component, creating a cloud of flying gold coins in a 10-foot radius sphere centered on a point within range. A creature that enters the spell’s area for the first time on a turn or that starts its turn there must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage. A creature takes half damage on a successful save. As a bonus action on your turn, you can move the 72 cloud up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Guiding Apparition 1st-level necromancy (ritual) Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a shamanic focus) Duration: Concentration, up to 1 minute You call a friendly spirit from beyond the veil to guide a creature that you can see within range. The spirit is invisible to most creatures other than you, though a creature with truesight or that can see into the Ethereal Plane sees the spirit floating around the target, subtly guiding its movements. Until the spell ends, the target deals an extra 1d4 force damage the first time each turn that it hits with an attack. Also, choose one ability when you cast the spell. The target gains a +1 bonus to ability checks and attack rolls made with the chosen ability. As a bonus action each round for the duration, you can have the spirit move and provide guidance to a different target creature you can see within 30 feet of you. The spell ends early if you cast another spell that calls one or more spirits from beyond the veil. At Higher Levels. If you cast this spell using a spell slot of 2nd level or 3rd level, the duration is concentration, up to 10 minutes. If you use a spell slot of 4th or 5th level, the duration is concentration, up to 1 hour. If you use a spell slot of 6th or 7th level, the duration is 8 hours. If you use a spell slot of 8th or 9th level, the duration is 24 hours. Using a spell slot of 6th level or higher grants a duration that doesn’t require concentration, though the spell still ends early if you cast it again. Guiding Weapon 3rd-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with the ability to guide itself toward weak spots in a target’s defenses. Until the spell ends, weapon attacks made with it deal an extra 1d4 damage on a hit, and once per turn when a weapon attack made with it misses, the attacker can choose to add your spellcasting ability modifier to the attack roll, potentially changing the Sculptor | Appendix: Additional Spell Lists & Descriptions result to a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the weapon gains a +1 bonus to attack rolls and the extra damage increases to 2d4. When you use a spell slot of 7th or 8th level, the weapon gains a +2 bonus to attack rolls and the extra damage increases to 3d4. When you use a 9th level spell slot, the weapon gains a bonus to attack rolls equal to your spellcasting ability modifier and its extra damage increases to 3d4. If the target weapon is already magical when you cast this spell using a spell slot that would grant a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination. Harrowing Apparition 4th-level necromancy (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shamanic focus) Duration: Concentration, up to 10 minutes You call a ghastly spirit from beyond the veil into the space of target creature you can see within range, poised to strike terror into the hearts of the target’s enemies. The spirit remains with the target as it moves, and is visible only to the target’s enemies, though a creature with truesight or that can see into the Ethereal Plane sees the spirit floating around the target and menacing its foes. Until the spell ends, any creature that can see the spirit and that isn’t immune to being frightened has disadvantage on attack rolls against the target. Whenever the target hits with an attack against a creature within 30 feet of it that can see the spirit and is immune to being frightened, the spirit lashes out, causing the attack to deal an additional 1d6 force damage. If the target drops to 0 hit points before this spell ends, you can use a bonus action to choose a new target for the spirit. The new target must be a creature within 30 feet of you that you can see, and it must not have been the previous target’s enemy. The spell ends early if you cast another spell that calls one or more spirits from beyond the veil. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can maintain your concentration on the spell for up to 1 hour. When you use a spell slot of 8th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 9th level, the spell lasts for 8 hours without requiring concentration, though the spell still ends early if you cast it again. Hatred Infusion 1st-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates a powerful hatred for you in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on any attack roll it makes against a target other than you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. Hedge Risk 1st-level abjuration Casting Time: 1 reaction, which you take when a creature you can see within range takes damage Range: 60 feet Components: S, M (a number of gold pieces depending on the amount of damage you prevent, which the spell consumes) Duration: Instantaneous When a creature that you can see within range takes damage, you can reduce the amount of damage the creature takes by having the spell consume 1 gp per 1 point of damage, to a maximum of 10 points of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount of damage the spell can prevent increases by 10 points for each slot level above 1st. Hex Bolt 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a splinter from a ladder you’ve walked under) Duration: Concentration, up to 1 minute You launch a bolt of crackling necrotic power at a creature you can see within range. Choose one ability when you cast this spell, and make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage and becomes cursed until Sculptor | Appendix: Additional Spell Lists & Descriptions 73 Appendix the spell ends. The cursed target takes an extra 1d6 necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability. If you see the target drop to 0 hit points before this spell ends, you can use your reaction to attempt to transfer the curse to a different creature you can see within 30 feet of the target. Make a ranged spell attack against the new target. On a hit, the new target takes 2d6 necrotic damage and becomes cursed by the spell. The spell ends if you don’t use this reaction when the cursed target drops to 0 hit points or if you miss with the ranged spell attack. A remove curse spell ends this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the ranged spell attacks increases by 1d6 for each slot level above 2nd (to a maximum of 5d6). around you. Choose one ability when you cast this spell. Each other creature in a 20-foot radius sphere centered on you must succeed on a Dexterity saving throw or take 3d6 necrotic damage and become cursed until the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn’t cursed. A creature cursed with this spell takes an extra 1d6 necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability. A remove curse cast on a target ends this spell’s effects on that target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, the initial damage increases by 1d6 and the radius increases by 10 feet. Hex Infusion 5th-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that causes horrible luck to befall its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 5d6 necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on all ability checks, and takes an extra 2d6 necrotic damage whenever you hit it with an attack. If the target drops to 0 hit points before the spell ends, the curse’s power returns to you, eager to be afflicted on its next victim. The next time you hit a creature with an attack during this spell’s duration, it suffers the extra 5d6 necrotic damage and must succeed on the saving throw or become cursed by the spell. The spell ends if the new target succeeds on the saving throw. A remove curse spell ends this effect on the target. Hex Storm 3rd-level necromancy Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M (a hairball from a black cat that has crossed your path) Duration: Concentration, up to 1 minute You surround yourself with crackling necrotic power, and unleash it in a tempest of dark lightning 74 Horror Story 2nd-level illusion You look straight into the face of one creature you can see within range, and begin bellowing a nightmarish tale audible to 300 feet that hits the creature like a shockwave. Make a ranged spell attack against the target. The target being within 5 feet of you doesn’t impose disadvantage on the attack roll. On a hit, the target takes 3d8 thunder damage, and, if it can hear you, it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. On a miss, the target takes half damage and isn’t frightened. A target frightened this way can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. It has disadvantage on the saving throw if you’re within 5 feet of it. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Illusory Feint Illusion cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects. On a miss, you make a second melee weapon attack with the same Sculptor | Appendix: Additional Spell Lists & Descriptions weapon against the target. On a hit, the target takes psychic damage equal to your spellcasting ability modifier, instead of the weapon’s normal damage. The spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage whether it was the first or second attack. This extra damage increases by 1d8 at 11th level (2d8) and 17th level (3d8). Invisible Weapon 4th-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You coat a weapon you touch with illusory magicks, rendering it invisible to all except you and the creature who is carrying or wielding it. Until the spell ends, any weapon attack made using the weapon against a creature other than you that doesn’t have truesight has advantage. If the weapon isn’t already a magic weapon, it becomes one for the duration. Even if it was already a magic weapon, spells and magical effects that detect the presence of magic items or whether an item is magical or not, such as the detect magic spell, fail to detect the weapon. At Higher Levels. If you cast the spell using a 6th or 7th level spell slot, the duration is concentration, up to 8 hours. If you cast the spell using an 8th level spell slot, the duration is concentration, up to 24 hours. If you cast the spell using a 9th level spell slot, the duration is 24 hours and doesn’t require concentration. Lay to Rest Abjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a shamanic focus or holy water) Duration: Instantaneous You point at a creature you can see within range and attempt to purge it of necrotic energy. The target must succeed on a Charisma saving throw or take 1d8 force damage. The damage increases to 1d10 if the target is undead. An undead reduced to 0 hit points with this spell is destroyed and its soul is sent to the afterlife, cleansed of the necromantic magic reanimating it. The creature can never again unwillingly be made undead by any means short of a wish spell. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10). Mage Barrier 3rd-level abjuration Casting Time: 1 reaction, which you take when you fail a saving throw against a spell Range: Self Components: V, S Duration: 1 round A shining barrier of magical force appears and protects you, reducing the harmful effects of certain spells cast on you. Until the start of your next turn, you have a +5 bonus to saving throws against spells, including against the triggering spell. For the duration, when you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Mage Ward Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You create a protective ward around yourself that strikes out at those who attack you. The first time a creature hits you with an attack before the start of your next turn, it takes 1d10 force damage and the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Mineral Wealth TIP 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a set of jeweler’s tools) Duration: Instantaneous You touch a pile of currency and convert it into a nonmagical gemstone or pile of gemstones of equal gp value. You must have touched a type of gemstone to create it with this spell. Alternatively, you can touch a pile of gemstones of the same type and fuse them into a larger gemstone of the same variety with an equal gp value. Sculptor | Appendix: Additional Spell Lists & Descriptions 75 Appendix Misplace Aggression 3rd-level enchantment Pilfer TIP 1st-level transmutation Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you make an attack against you or one of your allies Range: 60 feet Components: V, S Duration: Instantaneous Casting Time: 1 action Range: Touch Components: S, M (a melee weapon) Duration: 1 minute You attempt to change the target of the attacker’s aggression. The attacker must succeed on a Wisdom saving throw or change the target of its attack to another creature or object of your choice within the weapon or spell’s range. You can force a creature to attack itself this way, though the attacker has advantage on the saving throw if you do so. If the creature failed the saving throw, it must make the maximum number of attacks available to it this turn, and each other attack the attacker makes this turn must target the creature or object you chose if able, otherwise the attacks fail. A creature immune to being charmed is unaffected by this spell. Money Shot TIP 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (1 gold piece) Duration: 1 minute You imbue the gold piece used as the material component with magic and launch it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your spellcasting ability modifier bludgeoning damage. The coin then lands on the ground beneath the target. As a bonus action on your subsequent turns, you can repeat the attack against any creature within 60 feet of the coin, or you can snap your fingers and cause the coin to return to your hand. The spell ends early if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can launch additional coins you provide as part of the material component, up to 1 additional gold piece for each slot level above 1st. You make a ranged spell attack using each of the coins, and can choose a different target for each coin. The spell’s bonus action can be used to repeat the attack for only one of the coins of your choice, though using it to snap your fingers causes all of the coins to return to your hand. 76 You imbue the melee weapon used as the material component with magic. For the duration, whenever you damage an enemy creature with the weapon, the spell creates a number of gold pieces equal to the weapon’s damage result and drops them in the nearest unoccupied space to the enemy. The spell can’t create more coins than the target had hit points, and the spell ends once it creates 20 gp. Immediately after you cast this spell, you can make an attack with the weapon against a creature within your reach as part of the same action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can create an additional 20 gp for each slot level above 1st. Pitifulness Enchantment cantrip Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave an aura about yourself that evokes pity and sympathy from others. Whenever a creature that you can see and that can see you makes an attack roll against you, you can use your reaction to impose disadvantage on the attack roll. A creature immune to being charmed ignores this spell’s effects. Prediction Divination cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You look into the near future and choose a creature within range. Once before the start of your next turn when a creature who can hear you makes an attack against the chosen creature, you can grant the attack roll a bonus equal to your spellcasting ability modifier. If the attack hits, it deals an additional 1d4 damage. The spell’s additional damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Sculptor | Appendix: Additional Spell Lists & Descriptions Premonition 3rd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (bone dice with runes carved into them) Duration: 8 hours You cause a creature you touch to experience a vague vision of a future in which it experiences grievous injury, preparing them to avoid it. Once during the spell’s duration when the target would take damage, it can choose not to take that damage instead. The spell then ends for the creature. The spell ends early if you cast it again. At Higher Levels. When you cast the spell using a spell slot of 5th level or higher, you can target an additional creature within range for every two slot levels above 3rd. When you cast the spell using a spell slot of 6th through 8th level, the spell’s duration increases to 24 hours. When you cast it using a 9th level spell slot, the spell’s duration increases to 1 week. Primordial Weapon 5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with power from one of the Elemental Planes of your choice: Air, Earth, Fire, or Water. The weapon gains additional effects depending on your choice for the duration. In addition, if the weapon isn’t already a magic weapon, it becomes one for the duration. Air. The weapon and the creature wielding it are imbued with the power of wind and storms. Weapon attacks made with the weapon deal an extra 1d8 lightning damage on a hit. A creature holding the weapon has its speed increased by 20 feet, doesn’t provoke opportunity attacks with its movement, and can use a bonus action on each of its turns to make an attack with the weapon. Earth. The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical difficult terrain, and has advantage on Strength checks and on any saving throw it makes against being knocked prone or moved against its will. Fire. The weapon and the creature wielding it are imbued with the power of all-consuming flame. Weapon attacks made with the weapon deal an extra 1d8 fire damage on a hit. The first time each turn that a target is hit with an attack using the weapon, a fiery explosion bursts from the point of impact. Each creature other than one holding the weapon within 10 feet of the target must make a Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much on a successful one. The explosion ignites each flammable object in the area that isn’t being worn or carried. A creature holding the weapon has resistance against cold damage and fire damage. Water. The weapon and the creature wielding it are imbued with the strength and ruthlessness of the sea. Weapon attacks made with the weapon deal an extra 2d8 bludgeoning damage on a hit. The first time each turn that a target is hit with an attack using the weapon, it must succeed on a Strength saving throw or be pushed 10 feet straight away from the attacker and be knocked prone. A creature holding the weapon can breathe in both air and water, gains a swimming speed of 40 feet, and ignores any disadvantage on attacks it would suffer for using the weapon in water or for attacking a target under water. Prismatic Bolt Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You unleash a bolt of raw magical energy at a creature you choose within range. You choose acid, cold, fire, lightning, or poison for the type of bolt you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 1d4 damage of the type you chose. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Additionally, more damage types are added to your type list when you reach certain levels: necrotic and radiant at 5th level, psychic and thunder at 11th level, and force at 17th level. Project Fear Illusion cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You tap into the nightmares of a creature you can see Sculptor | Appendix: Additional Spell Lists & Descriptions 77 Appendix within range and create an illusory manifestation of one of its fears in your space until the start of your next turn. The illusion is visible only to the target and stays with you as you move. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and become unable to willingly move closer to you until the start of your next turn. A creature immune to being frightened automatically succeeds on its saving throw against the spell. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Protective Apparitions 2nd-level necromancy (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a shamanic focus) Duration: 10 minutes You call three watchful spirits from beyond the veil to safeguard a creature you can see within range. The spirits are invisible to most creatures other than you, though a creature with truesight or that can see into the Ethereal Plane sees them floating protectively around the target. Once per turn when the target takes damage or fails a saving throw, if the source of the effect is a creature within 30 feet of it, one of the spirits flies to assault the creature. The creature takes 2d6 force damage, and the spirit returns to the spirit world. The spell ends early if you cast it again, if you cast another spell that calls one or more spirits from beyond the veil, or immediately after the last spirit has returned to the spirit world. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you call an additional spirit for each slot level above 2nd. Quarry’s Mark 4th-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mark it as prey to be hunted. Until the spell ends, any weapon attack that hits the target deals an extra 1d6 damage to it, and any Wisdom check made to find it has advantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, if the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature you can see within range. 78 Scourge’s Mantle 3rd-level necromancy Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute Curse magicks cascade off you to create a malignant aura with a 30-foot radius, weakening your enemies within it. Until the spell ends, the aura moves with you, centered on you. Whenever a creature hostile to you within the aura deals damage, it must roll a d4 and subtract the number rolled from the amount of damage it dealt. Shadow Bow 3rd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a bow of solidified gloom in your hand. This magic bow lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the two-handed and ammunition (range 80/320) properties. When you make an attack with it, instead of needing to supply an arrow, you weave together threads of shadow into an arrow, which is then fired and dissipates immediately following the attack. In addition, when you use the bow to attack a target that is in dim light or darkness, the attack doesn’t reveal your position to the target if you’re hidden from it. If you drop the bow, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use an action to cause the bow to reappear in your hand. At Higher Levels. When you cast this spell using a 4th- or 5th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 6th- or 7th-level, the damage increases to 4d8. When you cast it using a spell slot of 8th level or higher, the damage increases to 5d8. Shadow Knife Illusion cantrip Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, until dispelled You weave together threads of shadow to create a knife of solidified gloom in your hand. This magic knife lasts until the spell ends. It counts as a simple Sculptor | Appendix: Additional Spell Lists & Descriptions melee weapon with which you are proficient. It deals 1d4 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you drop the knife, it dissipates and the spell immediately ends. If you throw the knife, it dissipates and the spell ends immediately following the attack. The knife’s damage die changes when you reach certain levels: to 1d6 at 5th level, and to 1d8 at 11th level. When you reach 17th level, the spell lasts until dispelled without requiring concentration. Skull Servant 2nd-level necromancy (ritual) Silent Steps Illusion cantrip The spell imbues the skull and bone pile used as the material components with a facsimile of life, causing them to form into a creature that uses the Skull Servant stat block (see below). You determine the servant’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. The servant loses its spark of life and collapses back into a pile of bones when it is reduced to 0 hit points or you cast this spell again. The skull servant is an ally to you and your companions. In combat, the servant shares your initiative count, but takes its turns immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 minute You touch one willing creature. For the duration, the target’s movements make no noise, and if the target is wearing armor that imposes disadvantage on Dexterity (Stealth) checks, it ignores that source of disadvantage. The spell ends early if the target attacks, casts a spell with a verbal component, makes a damage roll, or forces someone to make a saving throw. Casting Time: 1 hour Range: 10 feet Components: V, S, M (an undamaged skull of a Medium or smaller creature, a Tiny pile of undamaged bones, and two eyeball-sized emeralds worth at least 10 gp apiece that are inserted into the skull’s eye sockets) Duration: Instantaneous Skull Servant CON Actions Undead Nature. Undying Spark (Regains All Expended Uses When You Finish a Long Reactions Sculptor | Appendix: Additional Spell Lists & Descriptions 79 Appendix takes the Dodge action and uses its movement to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block. Sleight of Strike 1st-level illusion Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute The next time you make an attack, you launch an intangible, illusory version immediately beforehand to obscure your actual strike. If the target doesn’t have blindsight or truesight, you gain advantage on the attack roll. Even if the attack doesn’t gain advantage, it deals an extra 1d10 psychic damage on a hit. Whether you hit or miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d10 for each slot level above 1st. Sorrow Infusion 2nd-level enchantment Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates a deep sorrow in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 2d6 psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target’s speed is halved, it suffers a -2 penalty to its AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or bonus action, not both. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being charmed automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. 80 Stupefying Strike Enchantment cantrip Casting Time: 1 action Range: Self (10-foot radius) Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack’s normal effects, and it becomes slightly dazed. Until the end of its next turn, it can choose to take either an action or a bonus action on its turn, not both. At 5th level, the melee attack deals an extra 1d8 psychic damage. The extra damage increases by 1d8 when you reach 11th level (2d8) and 17th level (3d8). Sundering Smite 4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during the spell’s duration, your weapon thrums with destructive power, and the attack deals an extra 4d6 fire damage to the target. Objects and structures take double damage from the attack. If the target was a creature, it must make a Dexterity saving throw. On a failure, the spell destroys a nonmagical object of your choice that the creature is holding or carrying. Susceptibility Infusion 4th-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates weakness where there is normally durability in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 4d6 force damage to the target, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Choose a damage type. If the cursed target has resistance or immunity to the chosen damage type, it loses that resistance or immunity. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save. A remove curse spell ends this effect. Sculptor | Appendix: Additional Spell Lists & Descriptions Tagmay’s Thermal Container TIP 2nd-level transmutation (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a Large or smaller closable metal container, a jar of animal blubber, and a vial of mercury with a combined value of at least 50 gp) Duration: 10 days You combine the items used as the material component to create a magic device that can change in temperature based on the amount of mercury in its vial. The container maintains its shape, weight, and containment capacity, and its exterior remains comfortable to touch and handle regardless of its interior temperature. You can use the Use an Object action for the duration to magically fill or remove mercury from the device’s vial, changing its interior temperature to one of the following. Empty Vial. The interior of the device is an environment of extreme cold, and any foodstuffs and other organic materials placed within the device are protected from natural decay and spoilage, freezing after 1 minute of being within the device. Half Full. The interior of the device is temperate and comfortable. Full Vial. The interior of the device is an environment of extreme heat, and any foodstuffs and other organic material placed within the device begin cooking, reaching your preferred edibility after 1 minute of being within the device. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the device gains a walking speed in feet equal to 10 times the slot’s level, shares your initiative and takes its turns immediately following yours, and you can use a bonus action to command it to take the Dash action. The device is unable to take any other action. Tale of Courage 3rd-level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You begin telling a tale of bravery and heroism, radiating an aura of courage in a 30-foot radius around you. Within the aura, an ephemeral vignette appears of heroes bravely battling monsters. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) is immune to being frightened and gains a +1 bonus to saving throws. If a creature can’t hear you or see the vignette, it gains no benefit from this spell. If you speak other than to tell the tale, the spell ends. Tale of Hope & Woe 5th-level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute You begin reciting a tale designed to inspire either hope or woe (your choice when you cast the spell) in the hearts of those who hear it, creating a 30-foot-radius aura around you. Within the aura, an ephemeral vignette appears displaying the tale. Until the spell ends, the aura moves with you, centered on you. If a creature can’t hear you or see the vignette, it is unaffected by the spell. If you speak other than to tell the tale, the spell ends. Tale of Hope. Each friendly creature within the aura (including you) has advantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals an extra 1d6 damage. Tale of Woe. Each hostile creature in the aura has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals 1d6 less damage (this can’t reduce the damage below 1). A creature is immune to this effect if it is immune to being charmed or frightened. Until the spell ends, you can use a bonus action on each of your subsequent turns to change the moral of your tale with a plot twist, changing your Tale of Hope into a Tale of Woe, or vice versa. Terror Infusion 1st-level necromancy Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You infuse your next attack with a curse that creates intense fear of you in its victim. The next time you hit a creature with an attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target can’t willingly move Sculptor | Appendix: Additional Spell Lists & Descriptions 81 Appendix closer to you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being frightened automatically succeeds on its saving throw against this spell. A remove curse spell ends this effect. Throat Rend 2nd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature’s throat and flood its vocal chords with necrotic energy. The target must make a Constitution saving throw. It takes 2d8 necrotic damage and becomes unable to speak for the duration on a failed save, or half damage and doesn’t lose the ability to speak on a successful one. If the target is unable to speak, it repeats the saving throw at the end of each of its turns, taking 1d8 necrotic damage on a failed save or ending the spell for itself on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage a creature takes by failing the save at the end of its turn increases by 1d8 for every two slot levels above 2nd. Throw Voice 1st-level illusion (ritual) Casting Time: 1 action Range: Self (60-foot radius) Components: S Duration: Concentration, up to 1 hour You cause your voice to emanate from places other than your mouth when you speak. Each time you speak for the duration, you can cause your voice to emanate from a point you can see within 60 feet of you, instead of its normal emanation point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet of each slot level above 1st. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you cast this spell using a 5th level spell slot, you can maintain your concentration on the spell for up to 24 hours. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 24 hours without requiring your concentration. 82 Thundering Strike 4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, booming thunder audible to a range of 300 feet emanates from the point of impact. The target and each creature other than you within 10 feet of the target must make a Constitution saving throw. A creature takes 4d8 damage and is deafened for 1 minute on a failed save, or half as much damage and isn’t deafened on a successful one. Vampiric Weapon 4th-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a vial of vampire blood, which you pour over the weapon) Duration: Concentration, up to 1 hour You imbue a weapon you touch with a thirst for blood. Until the spell ends, the weapon gains a +1 bonus to attack rolls and deals an extra 1d6 necrotic damage on a hit. If the target of an attack made with the weapon attack isn’t an undead or construct, the weapon’s wielder regains a number of hit points equal to the necrotic damage dealt. If the weapon isn’t already a magic weapon, it becomes one for the duration. If it is already magical when you cast this spell, and part of its magical properties is granting a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 8th level or higher, the bonus to attack rolls increases to +3 and the extra damage increases to 3d6. Warding Bolt Abjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of divine light at a creature you can see within range. Make a ranged spell attack against the target; the attack automatically hits the Sculptor | Appendix: Additional Spell Lists & Descriptions creature if it is willing. On a hit, you choose for the spell either to deal 1d4 radiant damage to the target or to grant 1d4 temporary hit points to it. The target loses any temporary hit points it has remaining from this spell at the start of your next turn. The spell’s damage and temporary hit points each increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Warding Smite 5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, your weapon flashes with celestial power before enveloping you in a protective aegis. The attack deals an extra 5d8 radiant damage and you gain an equal number of temporary hit points. While you have temporary hit points from this spell, you have resistance to all damage. You lose all remaining temporary hit points from this spell when this spell ends. Wave of Agony 2nd-level necromancy Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of malice rushes out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage and its speed is reduced to 0 feet until the beginning of your next turn, its muscles seizing with pain. On a successful save, the creature takes half as much damage and its speed isn’t reduced. This spell has no effect on undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. War Story 4th-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You begin a booming retelling of a large-scale battle filled with death and destruction, an ephemeral vignette of the tale appearing around you. You initiate the tale with the crunch of armies clashing, creating a shockwave audible to 300 feet that strikes at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. The target being within 5 feet of you doesn’t impose disadvantage on the attack roll. On a hit, the target takes 3d10 thunder damage. On a miss, the target takes half the damage. Until the spell ends, you can use an action on each of your subsequent turns to have your vignette reenact the clanging of swords, ferocious battlecries, or screams of the dying, repeating the attack against a creature you can see within 30 feet of you. You can direct the attack at the same target or a different one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every two slot levels above 4th. OUTLANDISH ADVENTURE PRODUCTIONS Sculptor | Appendix: Additional Spell Lists & Descriptions 83