Below is a project I have been working on for a bit, trying to create an Arcane equivalent to the Paladin or Ranger. It is obviously Homebrew, but I could have the chance to use it in the future. Looking for any input, thoughts or criticism from all of you.
It gains spells slots as a half caster, like a Paladin. After level 2, it learns one new spell per level.
Warden
1: Warden Discipline, Magical Connection, Spellcasting Focus
2: Empower Weapon (1d4), Spell Casting, Bonus Spells
3: Arcane Shield
4: Ability Score Improvement
5: Extra Attack, Empower Weapon (1d6)
6: Arcane Warrior Feature
7: Distant Step
8: Ability Score Improvement
9: --
10: Magical Attunement
11: Arcane Warrior Feature, Empower Weapon (1d8)
12: Ability Score Improvement
13: --
14: Spell Shatter
15: Expediency
16: Ability Score Improvement, Arcane Warrior Feature,
17: Empower Weapon (1d10)
18: Magical Resistance
19: Ability Score Improvement
20: Arcane Warrior Feature
Class Features
As a Warden, you gain the following class features.
Hit Points
Hit Die: 1d10 per Warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + Your Constitution modifier per Warden level after 1st.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple and martial melee weapons that don’t have the Two-handed property, Simple and martial ranged weapons.
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Acrobatics, Athletics, History, Insight, Investigation, and Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Warden Discipline
At 1st level, you choose a Warden Discipline. Your choice grants you features at 1st level, as well as discipline spells at 2nd level, and other features at 6th, 11th, 16th and 20 levels.
Magical Connection
Also at 1st level, You have gained enough arcane knowledge to be minorly proficient. You learn the Prestidigitation cantrip if you do not already know it. You also gain proficiency in the Arcana Skill.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Warden spells. Additionally, at the end of a long rest you can perform a short ritual. One one-handed melee weapon of your choice becomes a spellcasting focus. This effect lasts until you perform the ritual on a different weapon.
Empower Weapon
At 2nd level, you learn how to weave arcane magic into your weapon. When you hit with a weapon attack, you add 1d4 damage to the damage roll. The damage type is determined by your Warden Discipline. It increases as you gain more Warden levels; 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Spell Casting
By the time they reach 2nd level, Wardens have learned to cast spells. See chapter 10 for the general rules of spellcasting and below for the Warden spell list.
Preparing and Casting Spells
The Warden spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level Warden spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more Warden spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Warden spells you know with another spell of your choice from the Warden spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Warden spells, since your magic draws on your attunement to the Arcane. 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 Warden spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Discipline Spells
Each Discipline has a list of associated spells. You gain access to these spells at the levels specified in the Discipline description. Once you gain access to a Discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a Discipline spell that doesn’t appear on the Warden spell list, the spell is nonetheless a Warden spell for you.
Shield Ward
At 3rd level, you gain a bonus to AC equal to half your proficiency bonus (minimum +1). You must have a free hand or be holding an arcane focus to gain this benefit. You lose this bonus until the beginning of your next turn if you attack with a 2 Handed Weapon, offhand weapon, or equip a shield.
Distant Step
At 7th level, as a bonus action, you may teleport up to 60 feet to an unoccupied location you can see. You must finish a short or long rest before using this feature again.
Magical Attunement
Starting at 10th level, you are always under the effects of the Detect Magic spell.
Spell Shatter
At 14th level you gain the ability to negate magical effects. As a reaction, you can end one magical spell or effect on you as per the Dispel Magic spell. You must finish a short or long rest before you can use this feature again.
Expediency
At 15th level a Warden gains the ability to urgently manipulate the magical arts in a time of need. As a bonus action, you may cast a spell with a casting time of one action. You must finish a short or long rest before you can use this feature again.
Magical Resistance
At 18th level you gain proficiency in all saving throws versus spells and spell like effects.
Warden Disciplines
Elemental Discipline
Elemental Adept
At 1st level, you are a student of the four elements. Choose one of the elements to become an adept in. You gain the benefits associated with that element. You choose an additional element at 6th, 11th and 16th level.
Air - You gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. Your elemental damage type is Lightning. As long as your Shield Ward is active, you gain resistance to lightning damage.
Earth - You cannot be forced to move or be knocked prone. Your elemental damage type is Acid. As long as your Shield Ward is active, you gain resistance to acid damage.
Fire - Your walking speed increases by 10 feet. Your elemental damage type is fire. As long as your Shield Ward is active, you gain resistance to fire.
Water - You can breathe underwater and gain a swimming speed equal to your walking speed. Your elemental damage type is cold. As long as your Shield Ward is active, you gain resistance to cold damage.
Elemental Bolt
Also at 1st level, as a bonus action, elemental damage seeks out a creature. Choose a target that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d10 elemental damage. The damage type is one of your chosen adept Elemental Discipline damage types. The damage increases to 2d10 at level 8 and 3d10 at level 14. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Elements of Nature
Also at 1st level, you gain proficiency in the Nature skill.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
Empower Weapon
When you do damage using your Empower Weapon ability, the damage type is your choice of one of your chosen Elemental Adept damage types.
Additional Elemental Adept
At 6th level, choose a second element to become an adept in.
Additional Elemental Adept
At 11th level, choose a third element to become an adept in.
Additional Elemental Adept
At 16th level, choose a fourth element to become an adept in.
Elemental Mastery
At 20th level, you have mastered the four elements. You gain the ability to become the elements themselves. You gain the following benefits:
Arcane Discipline
Arcane Armor
At 1st level, when you aren’t wearing armor, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier.
Arcane Spear
Also at 1st level, as a bonus action, you learn to create a magical dart. A creature of your choice within 60 feet is hit by the dart and takes 1d4+1 force damage. This increases to 2 missiles at 8th level and 3 missiles at 14th level. Each missile may target a different creature. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
Empower Weapon
The additional damage dealt by your Empowered Weapon is Force damage.
Arcane Force
At 6th level, as a bonus action, choose a large or smaller creature within 60 feet. That creature makes a Strength saving throw versus your Spell DC. On a failure, you may either push that creature 10’ directly away or pull it 10’ directly toward you. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Arcane Leap
At 11th level, you gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft.
Arcane Ward
At 16th level, as a bonus action, you may create a 10’ x 10’ panel of force as per the Wall of Force spell within 60’ of you. You may only have one panel active at a time. This panel lasts for 10 minutes or until you dismiss it. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Archon
At 20th level, you become pure arcane energy. When you use this ability, you gain the following benefits:
Blood Discipline
Bleed the Body, Feed the Soul
At 1st level, as a bonus action, you may sacrifice a number of hit points equal to your level. You gain a +1 bonus to hit and damage. This bonus lasts until you finish a short rest. This bonus increases to +2 at 8th level and +3 at 14th level.
Life Syphon
Also at 1st level, as a bonus action, make a melee spell attack - On a hit, the target takes 1d6 necrotic damage. You regain hit points equal to half the damage dealt. This damage increase to 2d6 at level 8 and 3d6 at level 14. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Grisly Profession
Additionally at 1st level, you gain proficiency in the Intimidate skill.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
Empower Weapon
The additional damage dealt by your Empowered Weapon is Necrotic damage.
Soul Collection
At 6th level, when you reduce a creature to 0 hit points, you gain temporary hit points equal to the number of that creature’s total hit dice.
Blood Feast
At 11th level, when you make a melee weapon attack and deal necrotic damage to a creature, you gain hit points equal to half the damage dealt.
In addition, you gain resistance to necrotic damage.
Touch of Atrophy
At 16th level, when you hit a creature with a melee weapon attack, that creature must make a Constitution saving throw against your spell DC. On a failure, that creature becomes poisoned until the beginning of your next turn.
The Reaper
At 20th level, you become death incarnate. You gain the following abilities:
This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.
Warden Spell List
Level 1
Absorb Elements
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Expeditious Retreat
Feather Fall
Fog Cloud
Grease
Identify
Jump
Longstrider
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant
2nd Level
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Darkness
Darkvision
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Levitate
Locate Object
Mirror Image
Misty Step
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Blink
Clairvoyance
Dispel Magic
Fly
Gaseous Form
Haste
Leomund’s Tiny Hut
Major Image
Nondetection
Protection from Energy
Sending
Stinking Cloud
Water Breathing
4th Level
Confusion
Control Water
Dimension Door
Fabricate
Fire Shield
Greater Invisibility
Locate Creature
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Polymorph
Stone Shape
Stoneskin
5th Level
Animate Objects
Creation
Hold Monster
Legend Lore
Mislead
Passwall
Scrying
Teleportation Circle
Wall of Force
Wall of Stone
It gains spells slots as a half caster, like a Paladin. After level 2, it learns one new spell per level.
Warden
1: Warden Discipline, Magical Connection, Spellcasting Focus
2: Empower Weapon (1d4), Spell Casting, Bonus Spells
3: Arcane Shield
4: Ability Score Improvement
5: Extra Attack, Empower Weapon (1d6)
6: Arcane Warrior Feature
7: Distant Step
8: Ability Score Improvement
9: --
10: Magical Attunement
11: Arcane Warrior Feature, Empower Weapon (1d8)
12: Ability Score Improvement
13: --
14: Spell Shatter
15: Expediency
16: Ability Score Improvement, Arcane Warrior Feature,
17: Empower Weapon (1d10)
18: Magical Resistance
19: Ability Score Improvement
20: Arcane Warrior Feature
Class Features
As a Warden, you gain the following class features.
Hit Points
Hit Die: 1d10 per Warden level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 (or 6) + Your Constitution modifier per Warden level after 1st.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple and martial melee weapons that don’t have the Two-handed property, Simple and martial ranged weapons.
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Acrobatics, Athletics, History, Insight, Investigation, and Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) long sword or (b) a simple or martial melee weapon
- Two daggers
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) longbow and a quiver of 20 arrows or (b) 4 javelins
Warden Discipline
At 1st level, you choose a Warden Discipline. Your choice grants you features at 1st level, as well as discipline spells at 2nd level, and other features at 6th, 11th, 16th and 20 levels.
Magical Connection
Also at 1st level, You have gained enough arcane knowledge to be minorly proficient. You learn the Prestidigitation cantrip if you do not already know it. You also gain proficiency in the Arcana Skill.
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Warden spells. Additionally, at the end of a long rest you can perform a short ritual. One one-handed melee weapon of your choice becomes a spellcasting focus. This effect lasts until you perform the ritual on a different weapon.
Empower Weapon
At 2nd level, you learn how to weave arcane magic into your weapon. When you hit with a weapon attack, you add 1d4 damage to the damage roll. The damage type is determined by your Warden Discipline. It increases as you gain more Warden levels; 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Spell Casting
By the time they reach 2nd level, Wardens have learned to cast spells. See chapter 10 for the general rules of spellcasting and below for the Warden spell list.
Preparing and Casting Spells
The Warden spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level Warden spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more Warden spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Warden spells you know with another spell of your choice from the Warden spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Warden spells, since your magic draws on your attunement to the Arcane. 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 Warden spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Discipline Spells
Each Discipline has a list of associated spells. You gain access to these spells at the levels specified in the Discipline description. Once you gain access to a Discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a Discipline spell that doesn’t appear on the Warden spell list, the spell is nonetheless a Warden spell for you.
Shield Ward
At 3rd level, you gain a bonus to AC equal to half your proficiency bonus (minimum +1). You must have a free hand or be holding an arcane focus to gain this benefit. You lose this bonus until the beginning of your next turn if you attack with a 2 Handed Weapon, offhand weapon, or equip a shield.
Distant Step
At 7th level, as a bonus action, you may teleport up to 60 feet to an unoccupied location you can see. You must finish a short or long rest before using this feature again.
Magical Attunement
Starting at 10th level, you are always under the effects of the Detect Magic spell.
Spell Shatter
At 14th level you gain the ability to negate magical effects. As a reaction, you can end one magical spell or effect on you as per the Dispel Magic spell. You must finish a short or long rest before you can use this feature again.
Expediency
At 15th level a Warden gains the ability to urgently manipulate the magical arts in a time of need. As a bonus action, you may cast a spell with a casting time of one action. You must finish a short or long rest before you can use this feature again.
Magical Resistance
At 18th level you gain proficiency in all saving throws versus spells and spell like effects.
Warden Disciplines
Elemental Discipline
Elemental Adept
At 1st level, you are a student of the four elements. Choose one of the elements to become an adept in. You gain the benefits associated with that element. You choose an additional element at 6th, 11th and 16th level.
Air - You gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. Your elemental damage type is Lightning. As long as your Shield Ward is active, you gain resistance to lightning damage.
Earth - You cannot be forced to move or be knocked prone. Your elemental damage type is Acid. As long as your Shield Ward is active, you gain resistance to acid damage.
Fire - Your walking speed increases by 10 feet. Your elemental damage type is fire. As long as your Shield Ward is active, you gain resistance to fire.
Water - You can breathe underwater and gain a swimming speed equal to your walking speed. Your elemental damage type is cold. As long as your Shield Ward is active, you gain resistance to cold damage.
Elemental Bolt
Also at 1st level, as a bonus action, elemental damage seeks out a creature. Choose a target that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d10 elemental damage. The damage type is one of your chosen adept Elemental Discipline damage types. The damage increases to 2d10 at level 8 and 3d10 at level 14. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Elements of Nature
Also at 1st level, you gain proficiency in the Nature skill.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
2nd - Absorb Elements, Chromatic Orb
5th - Gust of Wind, Scorching Ray
9th - Erupting Earth, Tidal Wave
13th - Storm Sphere, Wall of Fire
17th - Maelstrom, Wall of Stone
Empower Weapon
When you do damage using your Empower Weapon ability, the damage type is your choice of one of your chosen Elemental Adept damage types.
Additional Elemental Adept
At 6th level, choose a second element to become an adept in.
Additional Elemental Adept
At 11th level, choose a third element to become an adept in.
Additional Elemental Adept
At 16th level, choose a fourth element to become an adept in.
Elemental Mastery
At 20th level, you have mastered the four elements. You gain the ability to become the elements themselves. You gain the following benefits:
- The element of air grants you true flight. You no longer fall if you are not being supported by something at the end of your turn.
- The element of earth fortifies your body - You gain resistance to bludgeoning, slashing and piercing damage.
- The element of fire ignites the fury inside of you - You add your intelligence modifier to your damage rolls.
- The element of water fortifies you against magic - You gain advantage on saving throws versus spells or spell like effects.
Arcane Discipline
Arcane Armor
At 1st level, when you aren’t wearing armor, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier.
Arcane Spear
Also at 1st level, as a bonus action, you learn to create a magical dart. A creature of your choice within 60 feet is hit by the dart and takes 1d4+1 force damage. This increases to 2 missiles at 8th level and 3 missiles at 14th level. Each missile may target a different creature. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
2nd - Magic Missile, Shield
5th - Hold Person, Knock
9th - Counterspell, Haste
13th - Banishment, Greater Invisibility
17th - Teleportation Circle, Wall of Force
5th - Hold Person, Knock
9th - Counterspell, Haste
13th - Banishment, Greater Invisibility
17th - Teleportation Circle, Wall of Force
Empower Weapon
The additional damage dealt by your Empowered Weapon is Force damage.
Arcane Force
At 6th level, as a bonus action, choose a large or smaller creature within 60 feet. That creature makes a Strength saving throw versus your Spell DC. On a failure, you may either push that creature 10’ directly away or pull it 10’ directly toward you. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Arcane Leap
At 11th level, you gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft.
Arcane Ward
At 16th level, as a bonus action, you may create a 10’ x 10’ panel of force as per the Wall of Force spell within 60’ of you. You may only have one panel active at a time. This panel lasts for 10 minutes or until you dismiss it. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Archon
At 20th level, you become pure arcane energy. When you use this ability, you gain the following benefits:
- You gain resistance to all damage.
- You gain advantage on all saving throws versus spells and spell like effects.
- When you successfully make a saving throw against a spell or spell like effect, you regain 10 hit points as you absorb part of the arcane energy.
- You gain the benefits of the telekinesis spell as if you had cast it. It lasts for the duration of your Archon feature and does not require concentration. You can perform any ability of telekinesis that requires an action as a bonus action. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Blood Discipline
Bleed the Body, Feed the Soul
At 1st level, as a bonus action, you may sacrifice a number of hit points equal to your level. You gain a +1 bonus to hit and damage. This bonus lasts until you finish a short rest. This bonus increases to +2 at 8th level and +3 at 14th level.
Life Syphon
Also at 1st level, as a bonus action, make a melee spell attack - On a hit, the target takes 1d6 necrotic damage. You regain hit points equal to half the damage dealt. This damage increase to 2d6 at level 8 and 3d6 at level 14. You may not use this ability if you are holding a two handed weapon, two weapons or weapon and shield.
Grisly Profession
Additionally at 1st level, you gain proficiency in the Intimidate skill.
Discipline Spells
You gain Discipline spells at the Warden levels listed.
Warden Level
2nd - Cure Wounds, Inflict Wounds
5th - Protection from Poison, Ray of Enfeeblement
9th - Bestow Curse, Fear
13th - Blight, Death Ward
17th - Contagion, Raise Dead
5th - Protection from Poison, Ray of Enfeeblement
9th - Bestow Curse, Fear
13th - Blight, Death Ward
17th - Contagion, Raise Dead
Empower Weapon
The additional damage dealt by your Empowered Weapon is Necrotic damage.
Soul Collection
At 6th level, when you reduce a creature to 0 hit points, you gain temporary hit points equal to the number of that creature’s total hit dice.
Blood Feast
At 11th level, when you make a melee weapon attack and deal necrotic damage to a creature, you gain hit points equal to half the damage dealt.
In addition, you gain resistance to necrotic damage.
Touch of Atrophy
At 16th level, when you hit a creature with a melee weapon attack, that creature must make a Constitution saving throw against your spell DC. On a failure, that creature becomes poisoned until the beginning of your next turn.
The Reaper
At 20th level, you become death incarnate. You gain the following abilities:
- You become shrouded in shadow. A cloak of black shadow magic billows around you.
- Attacks against you have disadvantage.
- Whenever you deal necrotic damage to a creature, that creature’s hit point maximum is also reduced by that amount.
- You add your intelligence modifier to your damage rolls.
- You gain true sight.
This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.
Warden Spell List
Level 1
Absorb Elements
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Expeditious Retreat
Feather Fall
Fog Cloud
Grease
Identify
Jump
Longstrider
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant
2nd Level
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Darkness
Darkvision
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Levitate
Locate Object
Mirror Image
Misty Step
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Blink
Clairvoyance
Dispel Magic
Fly
Gaseous Form
Haste
Leomund’s Tiny Hut
Major Image
Nondetection
Protection from Energy
Sending
Stinking Cloud
Water Breathing
4th Level
Confusion
Control Water
Dimension Door
Fabricate
Fire Shield
Greater Invisibility
Locate Creature
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Polymorph
Stone Shape
Stoneskin
5th Level
Animate Objects
Creation
Hold Monster
Legend Lore
Mislead
Passwall
Scrying
Teleportation Circle
Wall of Force
Wall of Stone
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