Slayer A monster stalks the darkened city streets, leaving silence and gore in its wake. It spots a figure wandering alone, their cloak pulled tight against the nightly chill, and moves in for another easy kill. Only as its victim turns, silver blade flashing, does the creature realize it's not the only hunter out on the town tonight. The elf screams a bloody battle cry as something primal claws up from inside her. Slender fingers become rending talons, delicate skin thickens into furred hide, and her senses flood with the hunt. Her eyes snap open, glowing with bestial light, and she lunges. The blue-scaled warrior sniffs the damp dungeon air a moment, gesturing silently to his companions. An ambush ahead. Then his weapon ignites with crackling lightning, and the darkness erupts with shrieks. The goblins raise their crude spears in a bristling wall, but he seems to vanish past them, moving with uncanny surety as his blade lashes out. Every slayer is a hybrid, only partly mortal. Some inherited the power flowing through their veins, or made a pact with an immortal spirit, while others were inducted into secretive orders through mutative rituals. Whatever the source of their otherworldly power, the slayer wields it as a weapon. Often just as feared as the creatures they hunt, these half-monster warriors delve into ancient lore in an effort to understand and master their stranger natures. Those Who Hunt Monsters The archetypal slayer is a swift combatant who can easily exploit the weak links in the enemy's battle line. Escape soon becomes impossible, as their quarry is isolated and brought down. Then the slayer can pick apart the remaining scattered foes at their leisure. Attempts to pin the slayer down inevitably fail, for they move with unearthly speed, and every blow that fails to kill them simply opens the door to more of their otherworldly power. A slayer left bloodied and broken is more dangerous than ever, and will soon be back in the fight. Blending close-range destructive magic with a strong sword-arm and quick feet, the lightly-armored slayer dodges and darts around opposition, inflicting grievous wounds on all who get too close. Occult Secrets No slayer can survive long without exploring the supernatural power that lurks in their veins. These half-breed hunters seldom receive gentle guidance, but must instead delve into forgotten tomes and old folk tales, learning their own nature through experimentation and study. Such insights offer great power to the scholarly slayer. Slayers who delve into their mongrel magical nature can discover more dangerous skills, learning to truly draw forth their half-monster qualities as they transform into unnatural war forms. Still others devise magic rites fuelled by the power of their own immortal life force, calling on their own destruction to see a foe defeated. 1

The Slayer Level Proficiency Bonus Spells Known Features Spell Slots Slot Level 1st +2 – Occult Studies, Quick Step – – 2nd +2 2 Fighting Style, Pact Magic, Imbue Arms 1 1st 3rd +2 3 Slayer Covenant, Occult Resolve 2 1st 4th +2 4 Ability Score Improvement 2 1st 5th +3 5 Extra Attack, Offer Vitality 2 2nd 6th +3 6 Covenant feature 2 2nd 7th +3 7 Evasion 2 2nd 8th +3 8 Ability Score Improvement 2 2nd 9th +4 9 – 2 3rd 10th +4 10 Occult Instincts 2 3rd 11th +4 11 Arcane Vigor, Greater Quick Step 2 3rd 12th +4 11 Ability Score Improvement 2 3rd 13th +5 12 – 2 4th 14th +5 12 Covenant feature 2 4th 15th +5 13 Otherworldly Ichor 2 4th 16th +5 13 Ability Score Improvement 2 4th 17th +6 14 – 2 5th 18th +6 14 Spirit Sight 2 5th 19th +6 15 Ability Score Improvement 2 5th 20th +6 15 Covenant feature 2 5th Creating a Slayer When you create your slayer character, consider the origin of their power. Did you imbibe the blood of an ancient fiend, or were you sired by a fey noble? Did you seek out this power, or do you resent having it thrust upon you? How did your loved ones respond to these changes? What drives you to the hunt? Have you joined a formal order of monster hunters, or are you seeking answers as a lone wanderer? Do you want revenge on someone who cursed you, or have you simply embraced the thrill of power? What is your relationship with your otherworldly magic? Do you eagerly search for ancient lore to extend your powers, or is every fresh secret an unwelcome revelation? Why did you join up with a band of adventurers? Do you find their camaraderie a much-needed comfort, or worry that your monstrous nature will bring them to harm? Quick Build You can make a slayer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the haunted one background (Curse of Strahd, pg. 209). Class Features As a slayer, you gain the following class features. Hit Points Hit Dice: 1d10 per slayer level

1d10 per slayer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Languages: One exotic language of your choice Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, Perception, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor

A martial melee weapon and a simple weapon

(a) a hand crossbow and 20 bolts or (b) a martial weapon

(a) a dungeoneer's pack or (b) a scholar's pack 2

Occult Studies You have delved into ancient lore to unlock the power hidden away in your blood. Whenever you make an Intelligence check, you can roll 1d6 and add the number rolled to the result. You can use your Occult Studies before or after rolling the ability check, but must decide before the DM determines the outcome of the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum one). You regain all expended uses when you finish a long rest. Quick Step You dart forth with uncanny swiftness. Once on your turn, you can use a bonus action to move up to 10 feet in any direction. This movement does not provoke opportunity attacks, and is not reduced by difficult terrain. You can make a contested Dexterity (Acrobatics) check to quick step through a space occupied by a hostile creature. You cannot quick step while you are prone, wearing heavy armor, or your speed is at 0. Fighting Style At 2nd level, 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.

You gain a +2 bonus to attack rolls you make with ranged weapons. 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.

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 a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 3 Pact Magic Starting at 2nd level, you learn to channel your unnatural vitality into formal spells. Spell Slots The Slayer table shows how many spell slots you have. The table also shows what level those slots are; all of your spell slots are the same level. To cast one of your slayer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher At 2nd level, you know two 1st-level spells of your choice from the slayer spell list. The Spells Known column of the Slayer table shows when you learn more slayer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new slayer spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the slayer spells you know and replace it with another spell from the slayer spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your slayer spells, so 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 slayer 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 Imbue Arms Also at 2nd level, when you hit a creature with a weapon attack, you can expend a Pact Magic spell slot to deal extra cold, fire, or lightning damage (your choice), in addition to the weapon’s damage. The extra damage depends on your Pact Magic spell slots: 1st (1d4), 2nd (1d6), 3rd (1d8), 4th (1d10), or 5th (1d12). Your violent magic does not easily fade once invoked. You can continue to add this extra damage when you hit a creature with a weapon attack, once per turn, until you complete a long or short rest. You cannot use this feature again until you complete a long or short rest. Starting at 10th level, you do not need to spend a Pact Magic spell slot to activate this feature. In addition, you can add the extra damage whenever you hit a creature with a weapon attack. 3

Occult Resolve By 3rd level, your Occult Studies feature expands. You can use it whenever you make a saving throw against being frightened or charmed. Slayer Covenant Also at 3rd level, you join a covenant of those who share your hybrid power. Choose the Covenant of the Dragonheart, the Covenant of the Haunted, or the Covenant of the Werebeast, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th and 20th levels. Monster Affinity When you join your covenant, you gain an affinity for a particular type of creature. When you use your Occult Studies on a roll relating to this creature type, you do not expend a use of that feature. You receive this benefit even if you were not aware that a creature of that type was involved: the DM informs you after you choose to use your Occult Studies. Ability Score Improvement 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 scores by 1. You can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Offer Vitality Also at 5th level, you learn to metabolize the raw magic flowing through your veins. When you take the Cast A Spell action, but before expending a Pact Magic spell slot, you can reduce your hit point maximum by an amount equal to twice your character level. You immediately regain one Pact Magic spell slot, and any excess hit points are lost. You cannot use this feature again until you complete a long rest, at which point you regain your normal hit point maximum. You can use this feature twice before needing a long rest at 9th level, and three times starting at 13th level. Evasion At 7th level, your unnatural celerity lets you dodge out of the way of certain area effects, such as a copper dragon's acid breath or a prismatic spray spell. When you are subjected to an effect that allows you to make a Dexterity 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. Occult Instincts Starting at 10th level, you regain all expended uses of your Occult Studies after finishing a long or short rest. In addition, when you use your Occult Studies to enhance an Intelligence (Investigation) check, you automatically learn the type of any creatures involved, sensing the lingering imprint as a magical scent or sound. Arcane Vigor Starting at 11th level, immortal blood rushes through your veins as you channel its power. When you expend a Pact Magic spell slot, you regain hit points equal to 1d8 + your Intelligence modifier (minimum one). The dice you roll to regain hit points increases in size with the spell slot: 4th (1d10), 5th (1d12). Greater Quick Step Also at 11th level, your swiftness becomes supernatural. You can quick step on your turn without using a bonus action. You still cannot quick step more than once each turn. In addition, when a creature hits you with an attack, you can use your reaction to make a quick step. The maximum distance of your quick steps increases to 15 feet at 14th level, and 20 feet at 18th level. Otherworldly Ichor Starting at 15th level, your body fully adapts to its immortal ichor. You gain proficiency in Constitution saving throws, and become immune to disease. In addition, you suffer none of the drawbacks of aging. Spirit Sight Starting at 18th level, you can use your action to discipline your mystical instincts, gaining truesight out to a range of 15 feet until the end of your next turn. Slayer Covenants The road of the slayer is often a lonely one, lacking true kinship with mortal or monster. Little wonder they seek out those who share their strange origins, and learn to refine the otherworldly powers of a true slayer. Covenants act as secret societies or sworn orders, openly allied or directly opposed to their monstrous cousins. Some covenants actively recruit new members with mystic rites, while others only seek their kin to help guide them. Many covenants come to bitter ends. A young slayer might stumble upon a few scraps of lore in their studies, a buried legacy or forgotten oath that reveals occult secrets. When you first join a Slayer Covenant, roll once on the Covenant Quirks table. 4

Covenant of the Dragonheart Dragons are figures of awesome power, primordial beasts that kingdoms emblazon on heraldry even as they beg heroes to slay them. Little wonder some prize that power. Whether an order of dragon-knights who keep a beating dragon-heart as a sacred relic, or a savage warrior whose ancestors lay with transformed dragons, the Covenant of the Dragonheart are true heirs to the blood of the dragon. Dragonheart Covenant Quirks d6 Quirk 1 You hoard treasures, of one sort or another. 2 The reptilian slits of your eyes glow like embers. 3 You're puzzled when others don't bow and scrape. 4 Scales dapple your skin, and your nails are sharp. 5 Your temper erupts like a volcano when provoked. 6 The constant heat of your body steams on cold days. Monster Affinity You have an affinity for draconic creatures. In addition, choose one color of dragon your blood resonates with. Dragon Color Damage Type Black, Copper Acid Silver, White Cold Brass, Gold, Red Fire Blue, Bronze Lightning Green Poison Claws of the Dragon When you join this covenant at 3rd level, you add the damage type associated with your dragon color to the list of damage types you can inflict with Imbue Arms, or with slayer spells that inflict your choice of cold, fire, or lightning damage. In addition, when you roll a 1 or 2 on a damage die of this type, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Wings of the Dragon Also at 3rd level, you can launch yourself in tremendous leaps. Whenever you quick step, or cast a slayer spell which causes you to move, you gain a flying speed of 15 feet until the end of the turn. Voice of the Dragon Starting at 6th level, you gain proficiency in Intimidation or Persuasion (your choice). You can use your Occult Studies feature whenever you make a check with the skill you chose. Scales of the Dragon Beginning at 14th level, you have resistance to the damage type associated with your dragon color. You also have resistance to damage inflicted by a fall. Blood of the Dragon At 20th level, you can use your action to unleash a part-dragon form, enhancing your previous features: Claws of the Dragon. You reroll all damage dice of this type, and use the higher of the two results.

You reroll all damage dice of this type, and use the higher of the two results. Wings of the Dragon. You gain a flying speed equal to your walking speed, as wings rip from your back. Any armor you are wearing shifts to accomodate them.

You gain a flying speed equal to your walking speed, as wings rip from your back. Any armor you are wearing shifts to accomodate them. Scales of the Dragon. You gain immunity to the damage type associated with your dragon color.

You gain immunity to the damage type associated with your dragon color. Voice of the Dragon. When you transform, and as an action on subsequent turns, you can exert your draconic presence. Every creature within 30 feet must make a Wisdom save at your slayer spell save DC. Those who fail are frightened (if you chose Intimidation) or charmed (if you chose Persuasion) until the end of your next turn. This form lasts for 1 minute, after which you revert to normal. You cannot use this feature again until you complete a short or long rest. Covenant of the Haunted It is the fate of the living to remember the dead, and the doom of the dead to envy the living. In the Haunted, the two meet. Necromantic rites gone wrong, warriors sired by ghosts, guards whose fallen charges stand at their shoulder. Treading the land of the living while half dead, the Haunted slayer gives rest to the wicked and comfort to the unavenged. Haunted Covenant Quirks d6 Quirk 1 You cannot sleep soundly except on grave-dirt. 2 Your skin is ice-cold, and your breath never frosts. 3 You are often distracted by whispers. 4 Your wounds do not bleed, your heart does not beat. 5 Mirrors and still ponds show the reflection of a corpse. 6 You obsess over an object or place bound to the past. Monster Affinity You have an affinity for undead creatures. Phantom Arms Starting at 3rd level, you can channel deathly power. You add necrotic and radiant to the list of damage types you can inflict with Imbue Arms, or with any slayer spell that inflicts your choice of cold, fire, or lightning damage. You roll twice as many Imbue Arms damage dice when you hit an undead creature. Wraith Step Also at 3rd level, you can use your quick step to move through spaces occupied by solid objects or hostile creatures as a stream of ghostly mist. The space must have a gap at least large enough for a Tiny creature to move through. If you end your quick step in an occupied space, you suffer 1d10 force damage and are shunted back to your previous free space. 5

Tell No Tales Beginning at 6th level, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa. In addition, you can cast speak with dead without expending a spell slot or material components. You must complete a short rest before you can do so again. Beyond Death At 14th level, your ghostly resonance provides resistance to necrotic damage. In addition, you do not need to breathe, eat, or drink. Scion of the Grave At 20th level, you can use your action to transform into a living spectre, coming under the effects of the etherealness spell for 1 minute. Whenever you quick step, or cast a slayer spell which causes you to move, you can enter the Material Plane until the end of your turn. While this spell is active, you gain immunity to cold and necrotic damage. You also ignore exhaustion, and cannot be frightened, paralyzed, petrified, or poisoned. You cannot use this feature again until you complete a long rest. Covenant of the Werebeast The line between civilization and the wild is more thinly-stretched than most would allow themselves to believe. Buried not-so-deep in every soul is a bundle of bestial urges. Those who join the Covenant of the Werebeast (by curse or by kin) tease that tangle loose. Some lose themselves to this raw strength, while others find serenity in savagery. Werebeast Covenant Quirks d6 Quirk 1 Your eyes are those of a beast, and gleam in darkness. 2 You find the moonlight intoxicating and soothing. 3 An obvious animalistic growl rumbles in your voice. 4 You often forget the mores of civilization. 5 The mark of the beast is thick in your skin or hair. 6 You remember only fragments of your time as a beast. Monster Affinity You have an affinity for beasts, as well as monstrosities with an Intelligence score of 3 or less. Animal Senses When you join this covenant at 3rd level, you gain proficiency in the Perception skill. Your proficiency bonus is doubled for any Perception check that relies on hearing or smell. Primal Transformation Also at 3rd level, your body is warped by its own primeval energies, transforming in the following ways: Beast Claws. You grow natural melee weapons, such as claws, fangs, or horns, which allow your unarmed strikes to deal 1d4 slashing or piercing damage (your choice). If you take the Attack action with at least one free hand, you can use a bonus action to make a single unarmed strike.

You grow natural melee weapons, such as claws, fangs, or horns, which allow your unarmed strikes to deal 1d4 slashing or piercing damage (your choice). If you take the Attack action with at least one free hand, you can use a bonus action to make a single unarmed strike. Natural Armor. Your body bristles with toughness. While you are not wearing heavy armor or wielding a shield you, gain a +1 bonus to your AC. This bonus increases to +2 if both your hands are free.

Your body bristles with toughness. While you are not wearing heavy armor or wielding a shield you, gain a +1 bonus to your AC. This bonus increases to +2 if both your hands are free. Brutish Might. You have advantage on Strength checks and saves, but disadvantage on Intelligence checks and saves. You can use your action to adopt your human form, or return to this half-beast shape. Kin to Beasts Starting at 6th level, you are constantly under the effects of a speak with animals spell. Razor Claws Also at 6th level, the damage die of your natural weapons becomes 1d6, and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Lunatic Toughness Beginning at 14th level, the natural armor granted by your Primal Transformation reduces all bludgeoning, piercing, or slashing damage you suffer by 4. Damage from silvered weapons is not reduced by this feature. Warbeast Transformation At 20th level, you can use your bonus action while in the half-beast shape offered by Primal Transformation to give full reign to the monstrous creature within, less than a beast and more than a mortal. You gain the following benefits: Your size increases by one category. Any worn gear adapts to your new size, and you increase your Strength score (and maximum Strength score) by 2.

The damage die of your natural weapons becomes 1d10.

Your natural weapons gain the Reach quality.

You gain resistance to all bludgeoning, piercing, or slashing damage inflicted by non-silvered weapons.

You cannot deliberately move away from a hostile creature on your turn, unless doing so brings another hostile creature into reach of your melee attacks. This transformation lasts 1 minute, though you can end it early as an action. You cannot use this feature again until you complete a long rest. 6

Slayer Spell List Level 1 Animal Friendship

Armor of Agathys

Arms of Hadar

Bane

Bonding Serpents*

Charm Person

Detect Evil and Good

Detect Magic

Fog Cloud

Hellish Rebuke

Protection from Evil and Good

Scouring Serpents*

Springheel Tread*

Thunderwave Level 2 Alter Self

Augury

Blur

Crown of Madness

Darkness

Darkvision

Destructive Step*

Hold Person

Mirage Step*

Protection from Poison

See Invisibility

Silence

Vanishing Step* Level 3 Bestow Curse

Blink

Counterspell

Dispel Magic

Fear

Protection from Energy

Kindle Self*

Vampiric Touch Level 4 Banishment

Locate Creature

Odic Wellspring*

Stoneskin Level 5 Contact Other Plane

Dispel Evil and Good

Hallow

Hold Monster

Primordial Torrent* New Spells Bonding Serpents 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self (30-foot radius)

Self (30-foot radius) Components: V

V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the target must make a Strength saving throw. If it fails, its limbs are bound to you by ribbons of elemental smoke. Every foot the target travels costs it an additional foot of movement, unless that movement brings it closer to you. This spell ends if you start your turn more than 30 feet away from the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's maximum distance increases by 10 feet for every slot level above 1st. Scouring Serpents 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack before this spell ends, the target is wreathed with scouring elemental streamers, suffering an additional 1d4 cold, fire, or lightning damage (your choice). At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes a further 1d4 damage of the same type. On a successful save, it suffers no damage. This spell ends early if you attack any other creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the spell's damage die increases to 1d6 (2nd), 1d8 (3rd), 1d10 (4th), 1d12 (5th). Springheel Tread 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: M (a gummy mix of sap and ash)

M (a gummy mix of sap and ash) Duration: 1 hour Until the spell ends, you gain a climbing speed equal to your walking speed. You may climb up, down, and across vertical surfaces without occupying your hands. In addition, any falling damage you suffer is halved, and the distance you can jump becomes 10 feet, if it would be lower. Jumping consumes movement as normal. You only benefit from this spell's effects if you moved further than your walking speed on your last turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your walking speed and minimum jumping distance increase by 5 feet and 10 feet, respectively, for each slot level above first, up to 5th level. 7

Destructive Step 2nd-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self (20-foot line)

Self (20-foot line) Components: V

V Duration: Instantaneous You flicker forward, trailing elemental energy like a comet. You move up to 20 feet in a straight line in any direction, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures. Every creature within 5 feet of the line traced by your movement must make a Dexterity saving throw. A creature takes 2d8 cold, fire, or lightning damage (your choice) on a failed save, or half as much as damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the distance by 10 feet for each slot level above 2nd. Mirage Step 2nd-level illusion Casting Time: 1 reaction, which you take when you are attacked

1 reaction, which you take when you are attacked Range: Self

Self Components: V

V Duration: 1 minute Your speed baffles attackers, as you shroud yourself in afterimages. Each time a creature targets you with an attack, roll a d20 to determine whether the attacker mistakenly targets an afterimage. If you have three afterimages, you must roll a 6 or higher to change the attack’s target to an afterimage. With two afterimages, you must roll an 8 or higher. With one afterimage, you must roll an 11 or higher. You create one afterimage when you cast this spell. An afterimage’s AC is equal to your spell save DC. If an attack hits an afterimage, it is destroyed. An afterimage can be destroyed only by an attack that hits it. It ignores all other damage and effects. Whenever an afterimage is destroyed, you can move up to 10 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures. The spell ends when all afterimages are destroyed, or if you end your turn without moving. A creature is unaffected by this spell if it relies on senses other than sight, or if it can perceive illusions as false. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move when an afterimage is destroyed increases by 5 feet for each slot level above 2nd. In addition, you create an extra afterimage for every slot level above 2nd, to a maximum of three afterimages. Vanishing Step 2nd-level illusion Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 turn You flash forward, faster than sight. You become invisible until the start of your next turn, and immediately move up to 20 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you move increases by 10 feet for each slot level above 2nd. Kindle Self 3rd-level necromancy Casting Time: 1 reaction

1 reaction Range: Self

Self Components: V

V Duration: 1 minute Your skin hisses and steams as your magic boils away ailments. You can cast this spell in response to suffering any one of the following conditions: blinded, deafened, paralyzed, or poisoned. You lose 2d4 hit points, and remove that condition. Until this spell ends, you can use your reaction to do so again. Odic Wellspring 4th-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: M, V, S (mixture of herbs and blood)

M, V, S (mixture of herbs and blood) Duration: Concentration, up to 1 minute The life force that suffuses nature is absorbed to heal your wounds. At the end of each of your turns, you regain hit points equal to 1d4 + your spellcasting modifier. Primordial Torrent 5th-level evocation Casting Time: 1 action

1 action Range: Self (60-feet cone)

Self (60-feet cone) Components: V, S

V, S Duration: Instantaneous You bound forward, unleashing a coruscating wave of elemental energy. Each creature in a 60-foot cone must succeed on a Constitution saving throw or take 5d12 cold, fire, or lightning damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Once all targets have made their saving throws, you move 30 feet in the same direction as the cone. Your remaining movement is reduced by the same amount. 8