Homebrew The Species for my D&D 5.5E Modern Monster Setting

What I've got here is actually called the Archetype system, which replaces the Species system in my D&D 5.5E setting. The concept of the setting is monster hunting in a magical mid to late 20th Century world. It takes some surface level inspiration from World of Darkness, but is a much tonally lighter game, being better situated in horror comedy, "superheroes with fangs", or "spooky but not scary" as a genre. It's better compared to "Scooby Doo with lethal violence" or early Supernatural or Buffy the Vampire Slayer or the 1999 Mummy movie as a concept, but a lot of the Archetypes are still clearly inspired by WoD game lines. This setting is much more action and goofing off oriented than WoD is, which is why it's rooted in Dungeons and Dragons 5.5E, a system that does "combat heavy shenanigans with a lot of player empowerment" particularly well. These Archetypes are intentionally kept as light on lore as possible at the moment, I'm not aiming for a deep metaplot like World of Darkness has.

Right now there are 15 Archetypes, and they're more powerful than Species are. The assumption is that you reflavor your Class to match your Archetype. This is an important concept, it keeps Archetypes from having to have tons of powers, and makes this game much easier to write. A daywalker Sorcerer would flavor their spellcasting as vampiric power, and a shifter Barbarian would flavor their rage as coming from their werewolf nature. This is why there may be some weird omissions from the ability lists for these Archetypes, those may be things you really should take a Class to achieve.

One thing to know is that any time an Archetype provides spells, the spellcasting stat is whichever is highest between Intelligence, Wisdom, and Charisma.

I also put in photos from movies and TV shows I like to give a little illustration to each Archetype.

Here it is:


Where do I take this draft from here?
 

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Do the Archetypes combine Origin and Species? Or are they just "more powerfull than species"?

I ask because the first one would be a lot easier to evaluate since we have a known baseline.


If its just stronger than Species its hard to say "how strong is ok".


I will later take a look at the google docs, but I like the general idea (especislly if ir combines origin and species). I also like the "reflavour your class" to not need to add too much power, I think this is the best way to go here.

I also think the general spellcasting simplification makes sense, more than writing it in each case.
 

Do the Archetypes combine Origin and Species? Or are they just "more powerfull than species"?

I ask because the first one would be a lot easier to evaluate since we have a known baseline.


If its just stronger than Species its hard to say "how strong is ok".
I think what I'm looking for help with is evaluating Archetypes against each other, rather than evaluating them against the Player's Handbook species. What I really want to know is, of these Archetypes, are there some that are clearly more powerful than others, or some that just feel pretty weak compared to the other options?

To shed some light into balance, there's a series of books called An Elf and an Orc Had a Little Baby that break Species down into a point buy system where a standard Player's Handbook Species has 16 points worth of traits, and you go and buy the traits you want with those points. I used those point values to construct and balance Archetypes. Archetypes are balanced around having 50 points worth of traits instead of 16, but the bulk of that is in feats, and those are a pain to balance in a point buy system. Like I said, I'm not asking anyone to balance these against Species, I'm concerned about how they balance against each other, but if you need to know how I chose the balance point and power level, that's how.

To answer the question I think you are asking when you say Origin, Backgrounds still exist. As in standard D&D 5.5E, your Background still determines ability score bonuses and some skills.

Something to note here is my setting has more skills than standard D&D. Drive, Electronics Use, Engineering, and Science are new. As it is, I feel D&D 5.5E is too stingy regarding trained skills, and now I have more skills. I'm sure that's reflected in how the combination of Archetype and Background gives more trained skills than standard D&D does.

I'd say, given that a character in this system has 3-4 feats at 1st level (feats being another thing in frustrating short supply in D&D, in my opinion), they're probably about on par with a 3rd level standard D&D character while at 1st level? Knowing that is good for knowing how to balance encounters, and I'm going to run some playtesting with CR 2, 3, and 4 opponents and 1st level characters to really nail this down. This reminds me of Monte Cooke's World of Darkness, a deeply flawed system where Monte Cooke adapted WoD to D&D 3.5E. There, a 1st level MCWoD character was equivalent in power to a 4th level D&D 3.5E character. Tons of things I don't like about that system, but I think this particular thing works.
I will later take a look at the google docs, but I like the general idea (especislly if ir combines origin and species). I also like the "reflavour your class" to not need to add too much power, I think this is the best way to go here.

I also think the general spellcasting simplification makes sense, more than writing it in each case.
Yea my thought is, a significant number of character's whos Archetypes provide spells are going to take levels in spellcasting classes, anyway, and tracking multiple spellcasting traits is a nightmare and a nerf. Especially with cases like the Daywalker. I allow content from a 3rd party book called Crooked Moon, which has a Blood Mage subclass for Sorcerer. Of course that's a natural option for Daywalkers to take, but if somebody really likes Tremere from WoD, well, that's clearly a Wizard and Int based. I don't want to nudge Daywalkers in either direction, I want Archetypes to have as many feasible class options as possible, so not assigning specific spellcasting stats lets the Daywalker spells remain a useful asset regardless of whether you choose Sorcerer or Wizard. It also means Daywalkers aren't shoehorned into all being Charismatic or all being Intelligent. This is a problem with the recent Vampire the Masquerade 5.5E crossover book. It forces all Kindred to have Charisma based builds, which is an issue especially when vampires have so many weaknesses that you really need the whole party to be vampires for it to work. The diversity of character builds is very restricted under that system.

Incidentally this is why the vampire Archetype is a Daywalker. If it wasn't, having a vampire in the party would seriously hamper where the party can go and what they can do when. I even found a vampire from a TV show I like who can walk in daylight.
 





@Mistwell I pasted everything into the post below, since the Google Sheet is starting to be weird about who can access it.

DogSoldiers-1024x576.jpg


Source: Dog Soldiers (2001)

Concept: Werewolf, Werecat, Werebear

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Perception, Survival, and Nature.

Superior Bite and Claw: At will, as an action, you can shift into a bipedal war form. You cannot speak coherent sentences in this form, but you can cast spells, including those with verbal components. Your unarmed attacks deal 1d6 slashing or piercing damage, and you can attack two-handed to deal 2d6 slashing or piercing damage (this mimics weilding a Greataxe, mechanically).

Keen Smell: You have advantage on skill checks that involve scent.

Darkvision: You have darkvision out to 60 feet.

Shapeshift: Besides your war form, you can shapeshift into an animal as a standard action, and stay in that form indefinitely. You cannot speak or cast spells in this form. Unlike a Druid, your hit points do not change when you shapeshift.

Vulnerability: You take double damage from silver weapons.

Savage Attacker: You gain the Savage Attacker feat.

Resilient: You have the Resilient feat.

c1996cd8c46ae3a1cebd5afa0b86ff71.jpg


Source: Being Human (UK) (2008)

Concept: Vampire

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Stealth, Medicine, and Insight.

Improved Bite: You have a bite attack that does 1d6 Piercing damage.

Darkvision: You have Darkvision out to 60 feet.

Resistance: You have resistance to Necrotic and Cold damage.

Shapeshifting: You can turn into a bat at will, and stay in this form indefinitely.

Grappler: You gain the Grappler feat.

Vulnerability: You take double damage from weapons with the Stake property.

Vampire Feat: You gain a feat of your choice. This feat must be a Dark Gift feat from Ravenloft: The Horrors Within, a vampire feat from Astarion's Book of Hungers, an Origin feat from The Crooked Moon, or otherwise related to vampires as determined by the GM.

Vampire Magic: You know one cantrip from the Vampire spell list. Starting at 3rd level, you know one 1st level spell from the Vampire spell list. Starting at 5th level, you know one 2nd level spell from the Vampire spell list. Once you cast the 1st or 2nd level spell, you cannot cast that spell again until you finish a long rest. If you have spell slots, you can expend a spell slot of the appropriate level to cast one of your vampire spells. This does not count against the limit of one use per long rest.

Vampire Spell List:


Cantrips


Blade Ward

Chill Touch

Dancing Lights

Eldritch Blast

Friends

Mage Hand

Mind Sliver

Minor Illusion

Prestigitation

Thaumaturgy

Toll the Dead

True Strike

Vicious Mockery


1st Level


Animal Friendship

Bane

Beast Bond

Cause Fear

Charm Person

Command

Comprehend Languages

Cure Wounds

Disguise Self

Dissonant Whispers

False Life

Find Familiar

Fog Cloud

Hellish Rebuke

Hex

Inflict Counds

Mage Armor

Ray of Sickness

Sanctuary

Shield

Silent Image

Sleep

Snare

Speak With Animals

Unseen Servant

Witchbolt


2nd Level


Alter Self

Animal Messenger

Arcane Vigor

Beast Sense

Blindless/Deafness

Blur

Calm Emotions

Crown of Madness

Darkness

Death Armor

Detect Thoughts

Enthrall

Gentle Repose

Hold Person

Invisibility

Lesser Restoration

Levitate

Magic Mouth

Magic Weapon

Mind Spike

Mirror Image

Misty Step

Moonbeam

Pass Without Trace

Phantasmal Force

Ray of Enfeeblement

See Invisibility

Shadow Blade

Silence

Spider Climb

Suggestion

Summon Beast

Tasha's Mind Whip

4-boris-karloff-in-the-bride-of-frankenstein-1935--album.jpg


Source: Bride of Frankenstein (1935)

Concept: Frankenstein's Monster

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Intimidation and two other skills of your choice.

Bonus Feats: You gain two bonus feats.

Durable: You gain the Durable feat.

Resistances: You have resistance to Lighting and Necrotic damage.

Vulnerability: You take double damage from Fire.

Improved Slam: Your unarmed attack does 1d6 damage instead of 1d4 damage.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have advantage to rolls to end the grappled condition.

image.jpg


Source: Beetlejuice (1988)

Concept: Restless dead

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Stealth, Intimidate, and Religion.

Life Drain: As an action, you can make a melee spell attack. This attack deals 1d8 necrotic damage on a hit. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

"Spectral Form: As an action, you can polymorph into a Medium spectral form that resembles your body, or back into your true form. You are weightless, have a flying speed of 10 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws and resistance to all nonmagical damage. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.


You can remain in spectral form for up to 1 hour, at which point you return to your true form. If you are forced to revert to your true form while in a space that cannot contain you, you are shunted into the nearest safe space, following a path that mist could follow, and take 1d6 damage per 5 feet traveled this way. The resistance while in spectral form does not apply to this damage. Once you adopt spectral form, you cannot do so again until you have completed a long rest."

Specter Magic: At 1st level, you know the Prestigitation, Chill Touch, and Mage Hand cantrips. You also gain the Fey Touched feat.

Resistances: You have resistance to Necrotic damage.

Vulnerabilities: You take double damage from Radiant sources.

Spectral: You are immune to disease, do not need to eat, drink,beathe, or sleep, and cannot be put to sleep with magic.

kiwsYV6tLQJREDz33jrwoa.jpg


Source: The Mummy (1999)

Concept: The Mummy, The Grail Knight from Indiana Jones

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in History, Religion, and Athletics.

Shapechanging: Your true form is a dessicated corpse. As an action, you can change your appearance. You take on the form from when you were alive. While shapechanged, none of your game statistics change. You stay in the new form until you use an action to revert to your true form or until you die. Your body functions normally while shapechanged, including the need to eat, drink, sleep, and breathe.

Breathless: Your true form does not need to breathe.

Bonus Feat: You gain Sentinel, Protection, Ritual Caster, or War Caster.

Bonus Feat: You gain Magic Initiate, Artificer Initiate, or Weapon Mastery.

Shielded Mind: You have advantage to saving throws against being charmed.

Sleepless: You cannot be put to sleep by magical means. Your true form does not need to sleep.

Resistances: You have resistance to Necrotic and Radiant Damage.

Vulnerabilities: You take double damage from weapons with the Stake property.

MV5BODQ5NWJjOTMtOGQ2NC00NGRiLTkxZDQtYzM0NTRlNjNhNDFhXkEyXkFqcGc@._V1_.jpg


Source: Buffy the Vampire Slayer (1997)

Concept: Demon

Traits:

Size: Medium or Small

Speed: 30 Feet

Skills: You are trained in Religion, Arcana, and Insight.

Improved Claws: Your unarmed attacks deal 1d6 slashing damage.

Telepathic: You gain the Telepathic feat.

Bonus Feat: You gain Magic or Artificer Initiate.

Resistance: Choose Acid, Fire, Cold, or Lightning damage. You have resistance to this form of damage.

Vulnerability: You take double damage from Radiant sources.

Darkvision: You have Darkvision out to 60 feet.

Demon Magic: You know the Thaumaturgy cantrip, as well as Fire Bolt, Ray of Frost, Poison Spray, Shocking Grasp, or Vicious Mockery. At 3rd level, can cast a 1st level spell once per long rest, determined by which cantrip you chose. See the list below. If you have spell slots, you can expend a spell slot of the appropriate level to cast one of your demon spells. This does not count against the limit of one use per long rest.

Fire Bolt: Hellish Rebuke

Ray of Frost: Ice Knife

Poison Spray: Ray of Sickness

Shocking Grasp: Witch Bolt

Vicious Mockery: Hex

puck-7716641-normal.jpg


Source: Gargoyles (1994)

Concept: Fairy, Faun, Saytr, Dyrad, Dwarf, Gnome, Goblin, Elf

Traits:

Size: Medium or Small

Speed: 30 Feet

Skills: You are trained in Nature, Survival, and Animal Handling.

Fey: Your creature type is Fey.

Lucky: You gain the Lucky feat.

Fey Cunning: Choose one from among Dexterity, Constitution, or Wisdom. You have advantage on all saving throws of this type against spells and other magical effects

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Charm: As an action, you magically charm one humanoid or up to three beasts within 30 feet. If the target can see you, it must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. The DC of the saving throw is 8 + yourproficiency bonus + your Spellcasting modifier. If the target fails the saving throw, it is charmed by you for one hour or until you or your companions do anything harmful to it. A charmed creature regards you as a friendly acquaintance. When the effect ends, the creature knows that it was charmed by you.


Once you use this trait, you can’t use it again until you finish a short or long rest.

Dryad Magic: You know either the druidcraft or shillelagh cantrip. When you reach 3rd level, you gain either the Entangle or Goodberry spell, which can be cast once per long rest. At 5th level, you gain either Barkskin or Pass Without Trace, which you can cast once per long rest. If you have spell slots, you can expend a spell slot of the appropriate level to cast one of your fae spells. This does not count against the limit of one use per long rest.

Drow Magic: You know either the Dancing Lights cantrip. When you reach 3rd level, you gain the Faerie Fire spell, which can be cast once per long rest. At 5th level, you gain the Darkness spell, which you can cast once per long rest. If you have spell slots, you can expend a spell slot of the appropriate level to cast one of your fae spells. This does not count against the limit of one use per long rest.

Resistances: You have resistance to Poison damage and advantage to saving rolls against poison.

Vulnerabilities: You take double damage from weapons with the Stake property.

prophecy-girl-2000-936a1e7a9e314cc38b8564d898ee636a.jpg


Source: Buffy the Vampire Slayer (1997)

Concept: Monster Fighter

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Athletics and Acrobatics.

Mage Slayer: You gain the Mage Slayer feat.

Weapon Mastery: You gain the Weapon Mastery feat.

Ability Score Increase: Your Strength, Dexterity, or Constitution increases by 1.

Toughness: Your hit point maximum increases by 1, and increases by 1 every time you gain a level.

Stubborn: When you would be reduced to 0 hit points as a result of taking damage, you may choose to remain in the fight before falling unconscious. Until the end of your next turn, your hit points do not fall into the negative as a result of taking damage and you do not need to make death saving throws until you fall unconscious.


Once you use this trait, you can’t use it again until you finish a long rest.

Brave: You have advantage on saving rolls versus fear effects.

Giles-Buffy-Vampire-Slayer-Anthony-Head.jpg


Source: Buffy the Vampire Slayer (1997)

Concept: Professor, Witch, Local Elder, Magic Detective, Learned Wizard

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Arcana, Religion, Investigation, and History.

Knack: Choose two skills you are trained in. Your proficiency bonus is doubled for those skills.

Bonus Feat: You gain Magic Initiate or Artificer Initiate.

War Caster: You gain the War Caster feat.

Ritual Caster: You gain the Ritual Caster feat.

ab67616100005174083ae7d20e0776dbd5753d1d.jpg


Source: Wednesday (2022)

Concept: Psychic

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Insight, Deception, and Persuation.

Telekinetic: You gain the Telekinetic feat.

Telepathic: You gain the Telepathic feat.

Gathered Whispers: You gain the Gathered Whispers feat.

Hynotize: When you reach 3rd level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. If you have spell slots, you can expend a spell slot of the appropriate level to cast this spell. This does not count against the limit of one use per long rest.

sjs09eg72fjg1.jpeg


Source: Creature from the Black Lagoon (1954)

Concept: The Creature from the Black Lagoon, Mermaid, Siren

Traits:

Size: Medium

Speed: 25 Feet

Skills: You are trained in Nature, Investigation, Survival, and Perception.

Shapeshifting: You have two forms, one designed for swimming, and one designed for walking on dry land. How human these two forms look is up to you. Some Merfolk look very human in both their land and water forms, while others don't look remotely human in either form. The water form may be two legs with flippers, or may be a mermaid's tail. Changing form is an action. Your swimming form has a 10 ft land speed 50 foot swim speed.

Aquatic: Your body needs moisture. You need to spend at least 1 hour every day immersed in water. Ocean, lake, or river water is preferable, but a tank, tub, or pool can suffice. If you do not get to soak for 3 days, you begin to gain a level of exhaustion every day you do not soak. It is assumed you soaked during a long rest if you had the facilities to do so, and you cannot remove these levels of exhaustion with a long rest if you do not have the ability to soak.

Ampbihious: You can breath both air and water.

Look Up: You have lived a life vulnerable to wild predators, and in a 3 dimensional environment where attack can come from any direction. Always looking up and down and keeping your head on a swivel is instinctual for you. You have advantage on passive Perception rolls.

Superior Darkvison: You have Darkvision out to 90 feet.

Keen Mind: You are very curious about the land world. You wouldn't spend most of your time on the surface otherwise. You gain the Keen Mind feat.

Resistances: You have resistance to Cold and Poison damage, and advantage to saving throws against being poisoned.

Vulnerability: You take double damage from Lightning sources.

1_CChbpE0QI2YISF-6Qm61Xg.png


Source: Scooby Doo and the Alien Invaders (2000)

Concept: Alien

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Deception, Stealth, Nature, and Survival.

Sufficiently Advanced Technology: You are an alien, exiled from your nation, a cruel and tyrranical people. The human governments are aware of your people, and you do not want them to discover you are one of them and capture you. You rely on your Shapechanger, Voice Change, Wardrobe Change, and Telekinetic abilities to escape detection and combat your people, and these abilities are technology, not magic, so they cannot be detected or dispelled by abilities that effect magic.

Alien Brain: You have advantage to Intelligence, Wisdom, and Charisma saving throws against magic.

Shapechanger: Your true form is a slender, bald, grey, green, or blue alien. As an action, you can change your appearance. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. While shapechanged, none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your voice, clothing, and equipment aren’t changed by this trait.


You stay in the new form until you use an action to revert to your true form or until you die

Voice Change: As an action, you can change your voice. You can’t duplicate the voice of a creature you’ve never heard. Your appearance remains the same.


You keep your mimicked voice until you use an action to revert to your true voice.

Wardrobe Change: As an action, you can change your appearance to make it look like you are wearing a different set of clothing or armor. You determine the specifics of the changes, including coloration, fit, and style. You can’t duplicate the appearance of clothing or armor you’ve never seen, and you must adopt clothing that fits the same basic arrangement of limbs that you have. Your equipment isn’t changed by this trait.


While using this trait to appear to wear armor, your AC is 12 + your Dexterity modifier. You can use this trait to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use this trait.


The change remains until you use an action to revert to your true form or until you die.

Telekinetic:You gain the Telekinetic feat.

dr-jekyll-and-mr-hyde-2.jpg


Source: Dr Jekyll and Mr Hyde (1931)

Concept: Dr Jekyll and Mr Hyde

Traits:

Size: Medium

Speed: 30 Feet

Skills: You are trained in Medicine, Arcana, Nature, Athletics, and Acrobatics.

Aberrant Anatomy: You gain the Aberrant Anatomy feat.

Second Skin: You gain the Second Skin feat.

Artificer Initiate: You gain the Artificer Initiate feat. You must choose Alchemist's Supplies as your tool type.

Improved Claws: Your unarmed attack deals 1d6 slashing damage.

5274-harry-and-the-hendersons.jpg


Source: Harry and the Hendersons (1987)

Concept: Bigfoot, Yeti

Traits:

Size: Medium

Speed: 35 Feet

Skills: You are trained in Athletics, Nature, Survival, and Intimidation.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have advantage to rolls to end the grappled condition.

Darkvision: You have Darkvision out to 60 feet.

Keen Mind: You are much less isolationist than most of your kind. You gain the Keen Mind feat.

Mountain Adaptation: You have advantage on all rolls to hold your breath, avoid suffocation, or avoid exhaustion.

Hardy: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Improved Slam: Your unarmed attack deals 1d6 Bludgeoning damage.

Wood Elf Magic: You gain the Wood Elf Magic feat.

Resistances: You have resistance to Cold and Poison damage, and advantage to rolls to avoid being poisoned.

images3.jpg


Source: Gargoyles (1994)

Concept: Gargoyle, Android

Traits:

Size: Medium or Small

Speed: 30 Feet

Skills: You are trained in Intimidation and Arcana.

Constructed Resilience: Your creature type is Construct; You do not need to eat, drink, breathe, or sleep, you cannot be put to sleep by magical means, and you are immune to poison and disease.

Improved Slam: Your unarmed attack deals 1d6 Bludgeoning damage.

False Appearance: If you can feasibly be disguised as a statue at the start of combat, you have advantage on your initiative roll. Moreover, if a creature hasn’t observed you move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that you are animate. You have advantage to skill checks made to convince someone you are an inanimate object.

"Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:


You gain a +1 bonus to Armor Class.


You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.


While you live, your armor can’t be removed from your body against your will."

Perfect Memory: You have perfect memory of anything you see or hear.

Construct Magic: You know the Resistance cantrip, as well as Eldritch Blast, Fire Bolt, Ray of Frost, Shocking Grasp, or Thunderclap. At 3rd level, can cast a 1st level spell once per long rest, determined by which cantrip you chose. See the list below. If you have spell slots, you can expend a spell slot of the appropriate level to cast one of your construct spells. This does not count against the limit of one use per long rest.

Eldritch Blast: Guiding Bolt

Fire Bolt: Burning Hands

Ray of Frost: Ice Knife

Shocking Grasp: Witch Bolt

Thunderclap: Thunderwave
 

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