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Stonesense

Stonesense

-level (
)
Duration:

You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.

Arcane Mirror

Arcane Mirror

-level (
)
Duration:

You choose a mirror you’ve seen on the same plane of existence as you. You create a scrying sensor inside that mirror. You can instead name an area, such as a specific building or city: you create a scrying sensor inside a random mirror within that area. If there is no mirror in the area, the spell fails.

Invisible Object

Invisible Object

-level (
)
r
Duration:

A Medium or smaller object becomes

r
This spell may be cast as a ritual

Metabolic Stasis

Metabolic Stasis

-level (
)
Duration:

Creatures in the area when the spell is cast no longer age or require sustenance or

Escape

Escape

-level (
)
Duration:

If you cast this spell while underground or inside a building, you teleport to the outdoor space you occupied most recently within the last 24 hours. You are teleported whether or not the destination is hazardous.

The spell fails if there is 100 contiguous feet of earth or stone or a thin layer of lead in a direct line between you and the destination.

Thunder Bolt

Thunder Bolt

-level (
)
Duration:

A peal of thunder ripples from a point you can see within range.

Magic Map

Magic Map

-level (
)
Duration:

You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.

At the Narrator’s discretion, some magical areas can’t be mapped with this spell.

Awaken Portal

Awaken Portal

-level (
)
Duration:

You impart sentience to a door, window, gate, lid, or other object that can be opened, closed, and locked. You grant it an Intelligence, Wisdom, and Charisma of 10. The door retains its hit points, AC, and other characteristics, and is considered an object. If the door is reduced to 0 hit points, it is killed and the spell ends.

Underlander

Underlander

Only the brave or foolhardy dare even the briefest foray into Underland, and few survive such treks long enough to make a habit of it. Underlanders are survivors through and through, having known the leanest of times in tunnels home to monsters and deadly traps alike. The harshness of subterranean life makes Underlanders extremely cautious about whom they trust, but once they form a bond with someone, their loyalty is ironclad. At the same time, Underlanders can be incredibly patient when danger is near—but when the moment to strike is at hand, theirs is sure.


Characters raised in the Underlander culture share a variety of traits in common with one another.

Ear for Echoes. You have blindsight out to a range of 10 feet. If you already had blindsight, its range increases by 10 feet.

Eat Like a Bird. You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply .

Tunnel Finder. You have advantage on checks made to navigate underground.

Superior Darkvision. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.

Underlander. You gain an expertise die on checks made for journey activities while in Underland.

Languages. You can speak, read, write, and sign Common and Undercommon.

Pagination