Dragon Quest Adventurer Guide
Dragon Quest Adventurer Guide
Wizard Ward
MP Cost: 3
At 1st level, you learn a protective ability that increases
your resistance to magical attacks. As an action you construct
a magical ward in front of you. For 1d4 rounds, you have
resistance to one damage type of your choice - acid, cold, fire,
lightning, or thunder.
Focus Pocus
MP Cost: 4
At 3rd level, you learn an ability to slowly replenish MP. As
an action, you cast aside some MP in order to slowly
regenerate MP over time. For 4 rounds, you regain 1d4 MP
at the end of your turn.
Once you use this feature, you must finish a long rest
before you can use it again.
Credit: Magic Sign by Samarskiy - Deviantart
Antimagic Hot Lick
MP Cost: 8 MP Cost: 4
At 6th level, you learn an ability that attempts to suppress At 1st level, you can send forth jets of flame to attack a
the spellcasting of one enemy. Choose a creature within 60 ft. single enemy in front of you. As an action, make a melee spell
The creature must succeed on an Intelligence saving throw attack against the target. On a hit, the target takes 2d6 fire
or it can't cast spells for 1d4 rounds. damage. A flammable object hit by this spell ignites if it isn't
At the end of its turns, an affected target can make an being worn or carried.
Intelligence saving throw. If it succeeds, this effect ends for
that target. Spry in a Crisis
Beginning at 3rd level, your litheness boosts your evasion
Magical Might+ when health is low. When your health falls below 1/4 of your
Beginning at 10th level, the power of your spells increase. max health, any creature has disadvantage on attack rolls
You can add your Intelligence modifier (minimum of +1) to against you.
the damage roll of any adventurer spell that you cast. The
damage bonus applies to one damage roll of a spell, not Sobering Slap
multiple rolls. MP Cost: 4
At 6th level, you can slap an ally with a head-clearing clout
Caduceus that brings an ally to their senses. As an action, you slap an
MP Cost: 4 ally within 5 feet of you ending one condition afflicting it. The
At 14th level, you learn a simple healing ability. As an condition can be Charmed, Frightened, Paralyzed, Stunned,
action, an ally of your choice within 30 ft regains Hit Points or Unconscious.
equal to 2d4 + 2. This ability has no effect on Undead or
Constructs. Pratfall
MP Cost: 4
Enchanting Echo At 10th level, you can take a comedic dive to get a group of
Beginning at 18th level, whenever you cast a spell some of the enemies laughing. Choose a number of creatures up to your
residual magic from the spell echoes causing the spell to cast Intelligence modifier (minimum of 1). Each creature must
again. Immediately after you cast a spell, roll a d20. If you roll succeed on a Wisdom saving throw of fall prone, becoming
a 20, the spell is casted again targeted at the same creature Incapacitated and unable to stand up for the Duration. A
or point without costing any MP. creature with an Intelligence score of 4 or less isn't affected.
This effect does not apply to the spell Magic Burst. At the end of each of its turns, and each time it takes
damage, the target can make another Wisdom saving throw.
Minstrel The target has advantage on the saving throw if it's triggered
The calling of the Minstrel leads you down a path of a by damage. On a success, the spell ends.
performer. The Minstrel are a jack-of-all-trades learning a
variety of abilities for spellcasting, healing, and distraction.
They are most useful as multitaskers, both attacking enemies
and healing allies.
Minstrel Spells
In addition to certain abilities, your vocation grants you the
ability to cast certain spells. As you level up, you learn more
spells associated with your vocation as shown in the Minstrel
Spells table.
Minstrel Spells Credit: Dragon Quest Series - Square Enix
Level Spells
Tap Dance
2nd Heal MP Cost: 8
4th Crack At 14th level, you perform some nifty tappy-toeing to evade
6th Evac
attack. As an action, you start your tap dancing for 1d4+1
rounds. For the duration, any creature has disadvantage on
8th Woosh attack rolls against you and you have advantage on Dexterity
10th Crackle saving throws.
12th Hocus Pocus Have a Ball
14th Midheal MP Cost: 16
16th Swoosh
At 18th level, you learn a juggling routine to bludgeon
enemies with bouncing balls. You create six magic juggling
18th Zing balls and hurl them at targets within range. You can hurl
20th Kaswoosh them at one target or several. Make a ranged spell attack for
each ball. On a hit, the target takes 2d6 force damage.
Divination
Starting at 1st level, your faith has granted you a small degree
of foresight.
When you finish a long rest, roll one d20 and record the
number rolled. You can replace any attack roll, saving throw,
or ability check made by you or a creature that you can see
with this foretelling rolls. You must choose to do so before
the roll, and you can replace a roll in this way only once per
turn.
This foretelling roll can be used only once. When you finish
a long rest, you lose any unused foretelling rolls.
Rotstopper
Credit: Dragon Quest Series - Square Enix MP Cost: 4
At 3rd level, you learn an ability to protect your allies from
Priest undead attacks. As an action, choose a number of creatures
up to your Intelligence modifier (minimum of 1). These allies
The calling of the Priest leads you down the path of have resistance to all damage against undead enemies. In
supporting your allies. Priests specialize in healing and addition, the targets also can't be Charmed, Frightened, or
fortifying spells rather than attack magic. The Priest is most possessed by them. If the target is already Charmed,
useful supporting and healing their allies, keeping the entire Frightened, or possessed by such a creature, the target has
party alive. advantage on any new saving throw against the relevant
effect.
Priest Spells
In addition to certain abilities, your vocation grants you the Alma Mater
ability to cast certain spells. As you level up, you learn more MP Cost: 8
spells associated with your vocation as shown in the Priest At 6th level, you learn an ability to protect an ally from
Spells table. death. As an action, choose a creature within 30 feet. For 10
Priest Spells
minutes the first time the target would drop to 0 Hit Points as
a result of taking damage, the target instead drops to 1 hit
Level Spells point, and the spell ends. If the spell is still in effect when the
1st Heal target is subjected to an effect that would kill it
2nd Squelch
instantaneously without dealing damage, that effect is instead
negated against the target, and the Spells ends. In addition,
3rd Buff the target automatically succeeds on its saving throw against
4th Woosh Whack, Thwack, and Kathwack spells.
5th Midheal Lightning Thrust
6th Whack MP Cost: 12
7th Insulate
At 10th level, you learn an ability that attempts to launch an
all-or-nothing critical strike. As an action, make a melee
8th Zing attack with a weapon against a creature within range. On a
9th Moreheal hit, roll a d20. If you roll 11-20, the attack hits and
automatically becomes a critical hit. If you roll a 1-10, the
10th Snooze attack misses.
11th Swoosh
12th Thwack Wave of Relief
MP Cost: 16
13th Multiheal At 14th level, you learn a restorative ability that removes
14th Kabuff most negative status effects from all allies. As an action,
choose a number of creatures up to your Intelligence
15th Insulatle modifier (minimum of 1). You can reduce the target's
16th Kazing exhaustion level by one, or end one of the following effects on
17th Fullheal
the target:
18th Kathwack One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed
19th Kaswoosh magic item
20th Omniheal Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
Pearly Gates Two-Weapon Fighting - When you engage in two-weapon
MP Cost: 20 fighting, you can add your ability modifier to the damage of
At 18th level, you learn a powerful ability that damages a the second attack.
group of enemies with holy light. As an action, choose a point Protection - When a creature you can see attacks a target
within 60 ft. Each creature within a 15 ft radius sphere other than you that is within 5 feet of you, you can use your
centered on that point must make a Constitution saving reaction to impose disadvantage on the attack roll. You must
throw, taking 8d8 radiant damage on a failed save, or half as be wielding a shield.
much damage on a successful one. The damage increases by
4d8 if the target is an undead or a fiend, to a total of 12d8. Pincushion
MP Cost: 4
Templar At 3rd level, you learn a defensive ability that inflicts recoil
on attackers. When you are hit by a melee weapon attack, you
The calling of the Templar leads you down a path of a can you your reaction to reflect some of the damage back at
protection and serving others. The Templar learns a variety of the attacker. The attacking enemy suffers half of the damage
protection abilities and support skills. The Templar is most you received.
useful on the front lines, protecting their allies and
supporting them with defensive abilities.
Templar Spells
In addition to certain abilities, your vocation grants you the
ability to cast certain spells. As you level up, you learn more
spells associated with your vocation as shown in the Templar
Spells table.
Templar Spells
Level Spells
2nd Buff
4th Heal
6th Spell Checker
8th Midheal
10th Kabuff
12th Magic Barrier
14th Moreheal
16th Kamikazee
18th Kerplunk
20th Solar Flair
Credit: Magic the Gathering - Wizards of the Coast
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and Extra Attack
heavy armor. Beginning at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Fighting Style
At 1st level, you adopt a particular style of fighting as your H-Pathy
specialty. Choose one of the following options. You can't take MP Cost: 0
a Fighting Style option more than once, even if you later get At 6th level, you learn a simple healing ability to transfer
to choose one. some of your health to an ally. As an action, choose a creature
Defense - While you are wearing armor, you gain a +1 within 30 ft. You transfer a number of hit points to that
bonus to AC. creature, up to 5 times your proficiency bonus. You cannot
Dueling - When you are wielding a melee weapon in one transfer more HP than you currently have, and you cannot
hand, and no other weapons, you gain a +2 bonus to damage reduce yourself below 1 HP.
rolls with that weapon.
Great Weapon Fighting - When you roll a 1 or 2 on a Defending Champion
damage die for an attack you make with a melee weapon that MP Cost: 8
you are wielding with two hands, you can reroll the die and At 10th level, you learn a powerful defensive ability. If you
must use the new roll, even if the new roll is a 1 or a 2. The are wielding a shield, as an action you can enter a defensive
weapon must have the two-handed or versatile property for stance. Until the start of your next turn, you take 1/4 damage
you to gain this benefit. from all attacks. However, you can't take reactions until the
start of your next turn.
Steadfast Defense Whipping Boy
Starting at 10th level, you have learned how to guard yourself MP Cost: 2
against critical hits. Any critical hits that you suffer are turned Beginning at 3rd level, when a creature you can see within
into normal attacks. Any effects triggered by a critical hit are 5 feet of you is attacked, you can use your reaction to jump in
canceled. the way of the attack. The attack targets you instead of the
other creature.
Forbearance
MP Cost: 12 Attack+
At 16th level, you learn a technique to guard all allies Beginning at 3rd level, your weapon attacks become more
around you from enemy attacks. As an action, you prepare powerful as you gain experience. When you make a melee
yourself to take all hits that your allies may incur. Until the weapon attack, you can deal an extra Xd4 damage, where X
start of your next turn, if any creature within 5 ft of you is is equal to your proficiency bonus.
attacked, you jump in the way of the attack. The attack targets
you instead of the other creature. You have resistance to all Extra Attack
damage until the start of your next turn. You can't take Beginning at 6th level, you can attack twice, instead of once,
reactions until the start of your next turn. whenever you take the Attack action on your turn.
Lightning Storm Blockenspiel
MP Cost: 25 MP Cost: 10
At 18th level, you learn a technique to unleash a blast of At 6th level, you learn a technique that allows you to attack
lightning from the end of your weapon. As an action, a bolt of while holding a defensive stance. As an action, make a
lightning forming a line of 50 ft long and 5 ft wide blasts out weapon attack against a target within range. You deal half the
from the end of your weapon in a direction you choose. Each actual damage. Until the start of your next turn, regardless if
creature in the line must make a Dexterity Saving throw. A you hit or not, you gain resistance to all non-magical damage
creature takes 10d10 lightning damage on a failed save or until the start of your next turn.
half as much damage on a successful save.
Helm Splitter
Warrior MP Cost: 8
The calling of the Warrior leads you down the path of At 10th level, you learn a technique to weaken your
battlefield domination. You learn abilities to enhance your opponent's defenses. As an action, make a melee attack with
fighting potential and to help protect your allies. The Warrior a weapon against a creature within range. On a hit, the target
is most useful on the front lines, where they can deal the suffers the attack's normal effects, and the force of the blow
most damage, while protecting the other members of their weakens their defenses. The target takes a -2 penalty to AC
party. for 1d4+1 rounds. This effect cannot stack with itself.
Counter Wait
Bonus Proficiencies MP Cost: 5
At 1st level, you gain proficiency with martial weapons and Beginning at 10th level, whenever you are hit by a melee
heavy armor. attack, you can use your reaction to counter with one melee
attack against the attacking creature.
Fighting Style
At 1st level, you adopt a particular style of fighting as your Attack Attacker
specialty. Choose one of the following options. You can't take MP Cost: 12
a Fighting Style option more than once, even if you later get At 14th level, you learn a technique that uses a heavy strike
to choose one. to reduce an enemy's strength. As an action, make a melee
Archery - You gain a +2 bonus to attack rolls you make attack with a weapon against a creature within range. On a
with ranged weapons. hit, the target suffers the attack's normal effects, and the
Defense - While you are wearing armor, you gain a +1 force of the blow reduce their attack. The target's next attack
bonus to AC. is dealt at half damage.
Dueling - When you are wielding a melee weapon in one
hand, and no other weapons, you gain a +2 bonus to damage Unbridled Blade
rolls with that weapon. MP Cost: 25
Great Weapon Fighting - When you roll a 1 or 2 on a At 18th level, you learn an ultimate blade technique. As an
damage die for an attack you make with a melee weapon that action, make a melee attack with a weapon against a creature
you are wielding with two hands, you can reroll the die and within range. On a hit, the target takes 10d8 slashing
must use the new roll, even if the new roll is a 1 or a 2. The damage. Hit or miss, each creature (except yourself) within 5
weapon must have the two-handed or versatile property for feet of the creature must make a Strength saving throw. On a
you to gain this benefit. failed save, a creature takes 4d6 bludgeoning damage and is
Two-Weapon Fighting - When you engage in two-weapon knocked prone or half as much on a successful one. This
fighting, you can add your ability modifier to the damage of ability's damage counts as magical for the purpose of
the second attack. overcoming resistance and immunity to nonmagical attacks
and damage.
Spells
T
his section describes the spells that the
adventurer class learns. This section begins
with the spell lists of each Vocation listed in
the order that you learn them. The remainder
contains spell descriptions, presented in
alphabetical order by the name of the spell.
Armamentalist Mage Spells Minstrel Spells Thwack
Multiheal
Spells Frizz Heal
Kabuff
Dazzle Sap Crack
Insulatle
Sap Crack Evac
Kazing
Snooze Acceleratle Woosh
Fullheal
Decelerate Bang Crackle
Kathwack
Acceleratle Frizzle Hocus Pocus
Kaswoosh
Kasap Evac Midheal
Omniheal
Fuddle Crackle Swoosh
Deceleratle Oomph Zing Templar Spells
Kasnooze Fuddle Kaswoosh
Buff
Kafrizz
Kafuddle
Kasap
Priest Spells Heal
Spell Checker
Hero Spells Boom Heal
Midheal
Heal Kacrack Squelch
Kabuff
Sizz Bounce Buff
Magic Barrier
Zap Kafrizzle Woosh
Moreheal
Evac Blunt Midheal
Kamikazee
Midheal Kacrackle Whack
Kerplunk
Sizzle Kaboom Insulate
Solar Flair
Kazap Magic Burst Zing
Moreheal Moreheal
Kasizzle Snooze
Dragon Soul Swoosh
Bang Crack
MP Cost: 5 MP Cost: 3
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Duration: Instantaneous Duration: Instantaneous
Several small explosions appear within a 10 ft radius You pierce a single enemy with a razor-sharp icicle. Make a
sphere centered on a point you choose within range. Each ranged spell attack against an enemy within range. On a hit,
creature within the blast radius must make a Constitution the target takes 1d6 piercing damage and 2d10 cold damage.
saving throw. A creature takes 3d8 thunder damage on a Crackle
failed save, or half as much on a successful save. MP Cost: 8
Blunt Casting Time: 1 action
MP Cost: 8 Range: 90 feet
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet You rain razor-sharp icicles on a group of enemies. Choose
Duration: 1d4 rounds a point within range. The icicles fall in a cylinder that is 20 ft
This spell attempts to decrease an enemy's attack. Choose tall with a radius of 5 ft centered on the chosen point. Each
a creature within range. The target must succeed on a creature within the cylinder must make a Dexterity Saving
Wisdom saving throw or be affected by this spell for the throw. A creature takes 2d6 piercing damage and 4d10 cold
Duration. An affected target's physical attack is halved. damage on a failed save, or half as much on a successful
save.
Boom
MP Cost: 10 Dazzle
MP Cost: 6
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Duration: Instantaneous Duration: 1d4 rounds
Several large explosions engulf an area within a 10 ft You envelop an enemy in illusions attempting to reduce
radius sphere centered on a point you choose within range. their accuracy. Choose a creature within range to make a
Each creature within the blast radius must make a Constitution saving throw. If it fails, the target is Blinded for
Constitution saving throw. A creature takes 6d8 thunder the duration. At the end of each of its turns, the target can
damage on a failed save, or half as much on a successful make a Constitution saving throw. On a success, the spell
save. ends.
Bounce Decelerate
MP Cost: X MP Cost: 5
Casting Time: 1 reaction, which you take when you are Casting Time: 1 action
targeted by a spell Range: 60 feet
Range: Self Duration: 1d4 rounds
Duration: Instantaneous
When you are hit or affected by a spell, you can use your This spell decreases the agility of an enemy. Choose a
reaction to create a shimmering protective barrier that creature that you can see within range. The creature must
reflects the effects of the spell back at the caster. The caster succeed on a Wisdom saving throw or their speed is halved
takes the damage or effect instead of you. If hit by an AOE for the duration.
spell, this ability only reflects the damage or effect that you
would take, not the entire spell.
Deceleratle Fuddle
MP Cost: 8 MP Cost: 5
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: 1d4 rounds Duration: 1d4 rounds
This spell decreases the agility of a group of enemies. You attempt to confuse and disorient an enemy. A creature
Choose a number of creatures up to your Intelligence of your choice within range must succeed on a Wisdom
modifier (minimum of 1) that you can see within range. Each saving throw when you cast this spell or be affected by it.
creature must succeed on a Wisdom saving throw or their An affected target can't take reactions and must roll a d10
speed is halved for the duration. at the start of each of its turns to determine its behavior for
that turn.
Dragon Soul 1: The creature uses all its Movement to move in a random
MP Cost: 55 direction. To determine the direction, roll a d8 and assign a
Casting Time: 1 action direction to each die face. The creature doesn't take an action
Range: 30 feet this turn.
Duration: Instantaneous 2-6: The creature doesn't move or take Actions this turn.
7-8: The creature uses its action to make a melee Attack
You summon the soul of a dragon, which charges at a against a randomly determined creature within its reach. If
creature within range. The dragon soul hits the creature there is no creature within its reach, the creature does
dealing 20d8 radiant damage, ignoring resistance to radiant nothing this turn.
damage and treats immunity to radiant damage as resistance 9-10: The creature can act and move normally.
to radiant damage. At the end of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, this effect ends for that
Evac target.
MP Cost: 4
Casting Time: 1 reaction, which you take in response to Fullheal
being damaged by a creature within 5 feet of you MP Cost: 16
Range: Self Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
You surround yourself with a golden light in order to Duration: Instantaneous
escape from danger. You teleport up to 20 feet to an A creature of your choice within range regains Hit Points
unoccupied space that you can see. equal to 10d4 + 10. This spell has no effect on Undead or
Constructs.
Frizz
MP Cost: 2 Heal
Casting Time: 1 action MP Cost: 2
Range: 90 feet Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
You hurl a small ball of fire at an enemy within range. Make Duration: Instantaneous
a ranged ability attack against a target within range. On a hit, A creature of your choice within range regains Hit Points
the target takes 2d8 fire damage. equal to 2d4 + 2. This spell has no effect on Undead or
Constructs.
Frizzle
MP Cost: 6 Hocus Pocus
Casting Time: 1 action MP Cost: 20
Range: 90 feet Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
You hurl a medium sized ball of fire at an enemy within Duration: Instantaneous
range. Make a ranged ability attack against a target within You unleash a surge of magic to cause a completely
range. On a hit, the target takes 4d8 fire damage. random effect, some of which benefit the party and others
cause catastrophe. When you cast this spell, roll on the
Hocus Pocus Effects table to create a random magical effect.
Hocus Pocus Effects Kaboom
d20 Effect d20 Effect MP Cost: 28
1 Your MP is reduced to 11 Illusory sparks appear Casting Time: 1 action
0. around yourself.
Nothing happens.
Range: 90 feet
2 You instantly fall Duration: Instantaneous
unconscious for 1d4 12 You turn yourself
rounds. invisible for 1d4 Many large explosions bombard an area within a 10 ft
rounds, as if under the radius sphere centered on a point you choose within range.
3 You cast Fireball as a effects of an Each creature within the blast radius must make a
3rd-level spell
centered on yourself.
Invisibility spell. Constitution saving throw. A creature takes 12d8 thunder
13 You regain 2d10 hit damage on a failed save, or half as much on a successful
4 For 1d4 rounds, you points. save.
lose 5 hit points at the
start of each of your 14 For the next minute, Kabuff
turns. you regain 5 hit points
at the start of each of MP Cost: 6
5 You decrease in size
for 1d4 rounds, as if
your turns. Casting Time: 1 action
under the reduce 15 Your speed is doubled Range: 30 feet
effect of an Enlarge for 1d4 rounds. Duration: 1d4+1 rounds
Reduce spell.
16 You teleport up to 50 This spell bolsters the defense of your allies. A number of
6 You surround yourself feet to an unoccupied creatures up to your Intelligence modifier (minimum of 1) of
with illusions, reducing space of your choice your choice within 30 ft gains +2 AC for 1d4+1 rounds.
your accuracy. You that you can see. During this time Buff of Kabuff cannot be cast upon them
have disadvantage on
your next attack roll. 17 You increase in size again.
for 1d4 rounds, as if
7 Your speed is halved under the enlarge Kacrack
for 1d4 rounds. effect of an Enlarge MP Cost: 16
Reduce spell.
8 You cast Whack on Casting Time: 1 action
yourself. 18 Up to three creatures
you choose within 30
Range: 90 feet
9 You voice booms up feet of you regain 2d8 Duration: Instantaneous
to three times as loud
as normal for 1
hit points. You pierce a group of enemies with a rain of sharp icicles.
minute. 19 Maximize the damage Choose a point within range. The icicles fall in a cylinder that
of the next damaging is 20 ft tall with a radius of 10 ft centered on the chosen
10 The spell fizzles out.
Nothing Happens.
spell you cast within point. Each creature within the cylinder must make a
the next minute. Dexterity Saving throw. A creature takes 3d6 piercing
20 Your MP is refilled to damage and 6d10 cold damage on a failed save, or half as
your maximum. much on a successful save.
Kacrackle
Insulate MP Cost: 24
MP Cost: 5 Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: 30 feet Duration: Instantaneous
Duration: 1d4+1 rounds You skewer a group of enemies with a hail of sharp icicles.
Choose an ally within range to increase their resistance to Choose a point within range. The icicles fall in a cylinder that
the elements most common with breath attacks. For the is 20 ft tall with a radius of 10 ft centered on the chosen
duration, the target has resistance to acid, cold, fire, lightning, point. Each creature within the cylinder must make a
and poison. Dexterity Saving throw. A creature takes 4d6 piercing
damage and 8d10 cold damage on a failed save, or half as
Insulatle much on a successful save.
MP Cost: 10
Kafrizz
Casting Time: 1 action MP Cost: 12
Range: 30 feet Casting Time: 1 action
Duration: 1d4+1 rounds Range: 90 feet
Choose a number of creatures up to your Intelligence Duration: Instantaneous
modifier (minimum of 1) within range to increase their You hurl a large ball of fire at an enemy within range. Make
resistance to the elements most common with breath attacks. a ranged ability attack against a target within range. On a hit,
For the duration, each target has resistance to acid, cold, fire, the target takes 8d8 fire damage.
lightning, and poison.
Kafrizzle Kasap
MP Cost: 28 MP Cost: 6
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Duration: Instantaneous Duration: 1d4 rounds
You create a large ball of fire above an enemy, which This spell weakens the defense of your enemies. A number
descends and erupts into a column of flames. Make a ranged of creatures up to your Intelligence modifier (minimum of 1)
ability attack against a creature within range. On a hit, the of your choice within range take a -2 AC penalty for 1d4
target takes 16d8 fire damage. Additionally, any creature rounds. During this time Sap of Kasap cannot be cast upon
within 5 ft of where the ball of fire hit must succeed on a them again.
Dexterity saving throw or take 2d6 fire damage.
Kasizzle
Kafuddle MP Cost: 10
MP Cost: 10 Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Instantaneous
Duration: 1d4 rounds You incinerate a group of enemies with the blazing flames
You attempt to confuse and disorient a group of enemies. A of the underworld. Choose a point within range. You create a
number of creatures up to your Intelligence modifier 15 feet high wall of fire along a straight line for 30 ft from the
(minumum of 1) of your choice within range must succeed on point. Each creature within 5 ft of the line must make a
a Wisdom saving throw when you cast this spell or be Dexterity saving throw. A creature takes 8d6 fire damage on a
affected by it. failed save, or half as much on a successful save.
An affected target can't take reactions and must roll a d10
at the start of each of its turns to determine its behavior for Kasnooze
that turn. MP Cost: 8
1: The creature uses all its Movement to move in a random Casting Time: 1 action
direction. To determine the direction, roll a d8 and assign a Range: 60 feet
direction to each die face. The creature doesn't take an action Duration: 1d4 rounds
this turn.
2-6: The creature doesn't move or take Actions this turn. This spell attempts to put a group of enemies to sleep.
7-8: The creature uses its action to make a melee Attack Choose a number of creatures up to your Intelligence
against a randomly determined creature within its reach. If modifier (minimum of 1) of your choice within range. Each
there is no creature within its reach, the creature does creature must succeed on a Constitution saving throw when
nothing this turn. you cast this spell or be affected by it. Each creature affected
9-10: The creature can act and move normally. by this spell falls Unconscious until the spell ends, the
At the end of its turns, an affected target can make a sleeper takes damage, or someone uses an action to shake or
Wisdom saving throw. If it succeeds, this effect ends for that slap the sleeper awake. Undead and creatures immune to
target. being Charmed aren't affected by this spell.
Kamikazee Kaswoosh
MP Cost: 1 MP Cost: 16
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
You attempt to destroy all enemies around you at the cost You summon a ferociously destructively whirlwind to slice
of your own life. Each creature you choose within 15 feet of through a group of enemies. Choose a point within range. A
you must succeed on a Constitution saving throw or take giant whirlwind rises from the ground at a point you choose
necrotic damage equal to 2 times the amount of Hit Points within range and moves in a straight line for 20 ft in a
you have remaining and is knocked prone. A creature that direction of your choosing. Any enemies within 5 ft of the line
succeeds on its saving throw takes half as much damage and must make a Strength saving throw. On a failed save, a
isn’t knocked prone. You instantly drop to 0 Hit Points. creature takes 9d8 force damage and is knocked prone. A
creature that succeeds on its saving throw takes half as much
damage and isn’t knocked prone.
Kathwack Magic Barrier
MP Cost: 45 MP Cost: 16
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Instantaneous Duration: 1d4+1 rounds
You cast an ultimate macabre incantation that attempts to Choose a number of creatures up to your Intelligence
kill a group of enemies outright. Choose a point within range. modifier (minimum of 1) within range to protect them from
Each creature within 5 feet of the point you choose is affected magical attacks. For the duration, each target has advantage
by the incantation. If an affected creature has under 80 HP on Saving Throws against Spells and other magical Effects,
they make a constitution saving throw. If they succeed or are and spell attacks have disadvantage against them.
above 80 HP, nothing happens. If they fail, they instantly drop
to 0 HP. If the target has resistance to Necrotic damage, they Magic Burst
have advantage on the saving throw. If the target is immune MP Cost: X
to Necrotic damage, they automatically succeed the saving Casting Time: 1 action
throw as the spell has no effect on them. Range: 90 feet
Duration: Instantaneous
Kazap
MP Cost: 20 You expend all remaining Magic Points to launch a
Casting Time: 1 action powerful attack. Choose a point within range. A giant burst of
Range: 60 feet magical energy explodes out from that point creating a 20 ft
Duration: Instantaneous radius sphere. Each creature in the burst radius takes force
damage equal to 2 times the amount of MP expelled.
You smite a group of enemies with holy lightning. Choose a
point within range. Several bolts of lightning flash down to Midheal
that point. Each creature within 10 ft of the point must make MP Cost: 8
a Dexterity saving throw. A creature takes 8d10 lightning Casting Time: 1 action
damage on a failed save, or half as much on a successful Range: 30 feet
save. Duration: Instantaneous
Kazing A creature of your choice within range regains Hit Points
MP Cost: 36 equal to 4d4 + 4. This spell has no effect on Undead or
Casting Time: 1 action Constructs.
Range: 30 feet Moreheal
Duration: Instantaneous MP Cost: 12
This spell resurrects a fallen ally with a 100% success rate. Casting Time: 1 action
You choose a creature within range that has died within the Range: 30 feet
last minute. That creature returns to life with hit points equal Duration: Instantaneous
to twice their level. This spell can't return to life a creature
that has died of old age, nor can it restore any missing body A creature of your choice within range regains Hit Points
parts. equal to 8d4 + 8. This spell has no effect on Undead or
Constructs.
Kerplunk
MP Cost: X Multiheal
Casting Time: 1 action MP Cost: 16
Range: Self (20-foot radius) Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Duration: Instantaneous
You sacrifice your own life in order to restore all other
party members. Choose any number of creatures within 20 Choose a number of allies up to your Intelligence Modifier
feet of you. Each creature regains Hit Points equal to twice (minumum of 1) within 30 ft. Each creature regains Hit
their level. You expend all your remaining MP (minimum of Points equal to 6d4 + 6. This ability has no effect on Undead
32) and you instantly drop to 0 Hit Points. or Constructs.
Omniheal This spell attempts to put an enemy to sleep. Choose a
MP Cost: 32 creature of your choice within range. The creature must
succeed on a Constitution saving throw when you cast this
Casting Time: 1 action spell or be affected by it. Each creature affected by this spell
Range: 30 feet falls Unconscious until the spell ends, the sleeper takes
Duration: Instantaneous damage, or someone uses an action to shake or slap the
Choose a number of allies up to your Intelligence Modifier sleeper awake. Undead and creatures immune to being
(minumum of 1) within 30 ft. Each creature regains Hit Charmed aren't affected by this spell.
Points equal to 8d4 + 8. This ability has no effect on Undead
or Constructs. Solar Flair
MP Cost: 30
Oomph Casting Time: 1 action
MP Cost: 8 Range: 30 feet
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You bathe a group of enemies with damaging cosmic light
Duration: 1d4+1 rounds from the very heart of the galaxy. Choose a point within
This spell increases the attack of an ally. A willing creature range. A 10-foot-radius, 50-foot-high cylinder of bright light
of your choice within range deals an extra 2d6 damage on descends from above. Each creature in the cylinder must
melee attacks for 1d4+1 rounds. During this time Oomph make a Constitution saving throw, taking 12d10 radiant
cannot be cast upon them again. damage on a failed save, or half as much damage on a
successful one.
Sap
MP Cost: 4 Spell Checker
Casting Time: 1 action MP Cost: 8
Range: 60 feet Casting Time: 1 action
Duration: 1d4 rounds Range: 30 feet
This spell weakens the defense of an enemy. A creature of Duration: 1d4+1 rounds
your choice within range take a -2 AC penalty for 1d4 rounds. Choose creature within range to protect them from
During this time Sap of Kasap cannot be cast upon them magical attacks. For the duration, the target has advantage
again. on saving throws against spells and other magical effects,
and spell attacks have disadvantage against them.
Sizz
MP Cost: 4 Squelch
Casting Time: 1 action MP Cost: 2
Range: 60 feet Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
You singe a group of enemies a blazing fire. Choose a point Duration: Instantaneous
within range. You create a 5 feet high wall of fire along a Choose a creature within range and you can end either one
straight line for 10 ft from the point. Each creature within 5 ft disease or one condition afflicting it. The condition can be
of the line must make a Dexterity saving throw. A creature Blinded, Deafened, Paralyzed, or Poisoned.
takes 2d6 fire damage on a failed save, or half as much on a
successful save. Swoosh
MP Cost: 8
Sizzle Casting Time: 1 action
MP Cost: 8 Range: 60 feet
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet You summon a powerful whirlwind to slice through a group
Duration: Instantaneous of enemies. Choose a point within range. A large whirlwind
You burn a group of enemies with a blazing wall of fire. rises from the ground at a point you choose within range and
Choose a point within range. You create a 10 feet high wall of moves in a straight line for 15 ft in a direction of your
fire along a straight line for 20 ft from the point. Each choosing. Any enemies within 5 ft of the line must make a
creature within 5 ft of the line must make a Dexterity saving Strength saving throw. On a failed save, a creature takes 6d8
throw. A creature takes 4d6 fire damage on a failed save, or force damage and is knocked prone. A creature that succeeds
half as much on a successful save. on its saving throw takes half as much damage and isn’t
knocked prone.
Snooze
MP Cost: 6
Casting Time: 1 action
Range: 60 feet
Duration: 1d4 rounds
Thwack Zing
MP Cost: 30 MP Cost: 16
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Instantaneous Duration: Instantaneous
You cast a powerful cursed incantation that attempts to This spell resurrects a fallen ally with a 50% success rate.
send an enemy to the hereafter. Choose a target within range, Choose a creature within 30 ft that has died within the last
if they have under 60 HP they make a Constitution saving minute. Roll a d20. If you roll an 11 or higher, that creature
throw. If they succeed or are above 60 HP, nothing happens. returns to life with hit points equal to their level. If you roll a
If they fail, they instantly drop to 0 HP. If the target has 10 or lower, nothing happens. This spell can't return to life a
resistance to Necrotic damage, they have advantage on the creature that has died of old age, nor can it restore any
saving throw. If the target is immune to Necrotic damage, missing body parts.
they automatically succeed the saving throw as the spell has
no effect on them.
Whack
MP Cost: 30 The Adventurer Class was created by
Casting Time: 1 action u/King_Godwyn. Concept based on the Dragon
Range: 30 feet Quest series by Square Enix.
Duration: Instantaneous (Specifically Dragon Quest VIII, Dragon Quest IX,
and Dragon Quest XI).
You cast a simple cursed incantation that attempts to send
an enemy to the hereafter. Choose a target within range, if
they have under 30 HP they make a Constitution saving
throw. If they succeed or are above 30 HP, nothing happens.
If they fail, they instantly drop to 0 HP. If the target has
resistance to Necrotic damage, they have advantage on the
saving throw. If the target is immune to Necrotic damage, "The Adventurer Class is unofficial Fan Content
permitted under the Fan Content Policy. Not
they automatically succeed the saving throw as the spell has approved/endorsed by Wizards. Portions of the
no effect on them. materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC."
Woosh
MP Cost: 4
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You summon a small whirlwind to slice through a group of Art Credit
enemies. Choose a point within range. A small whirlwind Magic Sign by Samarskiy - DeviantArt
rises from the ground at a point you choose within range and https://www.deviantart.com/samarskiy
moves in a straight line for 15 ft in a direction of your
choosing. Any enemies within 5 ft of the line must make a Frostgrave Cover by Dmitry Burmak - DeviantArt
Strength saving throw. On a failed save, a creature takes 3d8 https://www.deviantart.com/devburmak
force damage and is knocked prone. A creature that succeeds
on its saving throw takes half as much damage and isn’t
knocked prone.
Zap
MP Cost: 10
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You smite a group of enemies with lightning. Choose a
point within range. A bolt of lightning flashes down to that
point. Each creature within 5 ft of the point must make a
Dexterity saving throw. A creature takes 4d10 lightning
damage on a failed save, or half as much on a successful
save.