Cantrip Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
Class: Bard, Cleric, Druid, Tamer, Wizard
Sourcebook: Heliana's
Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet.
The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
Biomancy Cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Class: Bard, Druid, Sorcerer, Tamer, Warlock
Sourcebook: Heliana's
With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon’s damage type.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Cantrip Transmutation
Casting Time: 1 action
Range: Self (1000-foot-radius sphere)
Components: V
Duration: 1 Round
Class: Druid, Tamer
Sourcebook: Heliana's
You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning. Otherwise, the howl is unintelligible to creatures that can hear it
Cantrip Divination
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
Class: Druid, Tamer
Sourcebook: Heliana's
You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5. When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you.
When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.
Conjuration cantrip
Casting Time: 1 action
Range: Self (5-foot-radius, 10-foot-high-cylinder)
Components: V, S, M (a puffball mushroom)
Duration: Concentration, up to 1 round
Class: Druid, Sorcerer, Tamer, Wizard
Sourcebook: Heliana's
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.
When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet; at 11th level this increases to 25 feet; and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.
Enchantment Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (small magnifying lens)
Duration: Concentration, up to 1 minute
Class: Bard, Druid, Tamer
Sourcebook: Heliana's
A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defences. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
This spell augments the creature’s ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.
1st-level Biomancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (red, yellow, and blue pigment)
Duration: Concentration, up to 10 minutes
Class: Bard, Druid, Ranger, Tamer
Sourcebook: Heliana's
You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.
If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
1st-level Biomancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fish's fin)
Duration: 1 hour
Class: Druid, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: Heliana's
You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.
1st-level Enchantment
Casting Time: 1 reaction, which you take when initiative is rolled
Range: 30 feet
Components: V, S, M (a coffee bean)
Duration: Instantaneous
Class: Bard, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: Heliana's
As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.
1st-level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (well-chewed peppermint chewing gum)
Duration: Concentration, up to 1 hour
Class: Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard
Sourcebook: Heliana's
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
2nd-level Biomancy
Casting Time: 1 action or 1 bonus action
Range: Touch
Components: V, S, M (some jellied eel)
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Tamer, Warlock, Wizard
Sourcebook: Heliana's
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.
Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.
2nd-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood and water, mixed)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Tamer
Sourcebook: Heliana's
You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur:
These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.
2nd-level Biomancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (some ether)
Duration: 24 hours
Class: Cleric, Druid, Paladin, Ranger, Tamer, Wizard
Sourcebook: Heliana's
With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 for the rules on harvesting). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.
2nd-level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature silver shield worth 10gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer
Sourcebook: Heliana's
You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
2nd-level Abjuration
Casting Time: 1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw
Range: 30 feet
Components: V
Duration: 1 round
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
Sourcebook: Heliana's
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.
2nd-level Biomancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (some candy)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
Sourcebook: Heliana's
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action.
When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.
3rd-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Bard, Bender (air), Cleric, Sorcerer, Tamer, Warlock, Wizard
Sourcebook: Heliana’s
You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.
A creature automatically succeeds on this saving throw if there is not enough space to accomodate either of the teleporting creatures. A willing creature may choose to fail the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each level above 3rd. The maximum size of the creature you can target increases to Huge when you cast at 6th level or higher, and to Gargantuan when cast at 9th level.