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892520-Sculptor - Masterpiece Edition

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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,
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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,
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©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.
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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
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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
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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
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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
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