D&D Character Origins Guide
D&D Character Origins Guide
PRESENTS
Credits
Lead Designer: Lucas Tores
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and
Creative Director: Hanna Peichel their respective logos are trademarks of Wizards of the Coast in
Rules Development: Lucas Tores, Hanna Peichel, and Jazzton the USA and other countries.
Hammerly This work contains material that is copyright Wizards of the
Editor: Hanna Peichel Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Cover Illustrator: Max Braga /Adobe Stock Dungeon Masters Guild.
Additional Artists: Via Adobe Stock: Alexander (12), Anastasia All other original material in this work is copyright 2023 by
Chuprova (14), Csaba (44), Damian Sobczyk (30), Divinisphere Chronicles of Lost Tomes and published under the Community
(43), FuryTwin (4, 29), Iobard (64), Justlight (22), MADMAT (40, Content Agreement for Dungeon Masters Guild.
42), Oleg (54), Peter (45, 46), pixardi (20), Raven (37), Salsabila
Ariadina (26), Tomislav (47), Vavilen (41), warmtail (5, 10, 21,
23, 28, 49, 56), warpaintcobra (36)
Playtesting Team: The Polyhedral Playhouse and Chronicles of
Lost Tomes server population, including; Amanda Gade,
Serenise Moorthy, Hanna Peichel, Lucas Tores, Jazzton
Hammerly
9
Spell Level Spells
1st color spray, detect evil and good
2nd invisibility, misty step
3rd erupting earth, spirit guardians
4th compulsion, sickening radiance
5th commune, greater restoration
Armor Class 14
Hit Points
Speed 20 ft., burrow 20 ft.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
1) bludgeoning damage.
Armor Class 5
Hit Points 1
Speed 5 ft.
Fire Starter. The device can be used as a fire starter, using it to light a torch
— or anything else with abundant, exposed fuel — takes an action. Lighting
any other fire takes 1 minute.
Music Box. When opened, this music box plays a single song at a moderate
volume. The box stops playing when it reaches the song’s end or when it is
closed.
Clockwork Caster. The creator of the Tiny Clockwork Device can cast a
cantrip they know with the duration of instantaneous into the device. The
spell has no effect, other than to be stored in the device. A creature can use
its action to activate the Tiny Clockwork Device. The device then moves in a
straight line for 1 minute. At the end of that minute the Tiny Clockwork
Device casts that spell using its creator's spellcasting modifier. The Creator
can choose the targets for any spell cast this way so long as the device can
see the target. The Tiny Clockwork Device then ceases to function after
casting the stored spell.
Spell Level Spells
1st beast bond, catapult
2nd heat metal, pyrotechnics
3rd fireball, stinking cloud
4th confusion, dominate beast
5th cloudkill, conjure volley
Spell Level Spells
1st expeditious retreat, jump
2nd misty step, find steed
3rd fly, haste
4th dimension door, freedom of movement
5th steel wind strike, tree stride
Spell Level Spells
1st detect poison and disease, snare
2nd locate animals or plants, pass without trace
3rd speak with plants, waterbreathing
4th locate creature, stoneskin
5th commune with nature, transmute rock
Tiny or Small Beast
Armor Class 13
Hit Points 5 + 5 times your level
Speed 30 ft.
Bite. Melee Weapon Attack: + 3+PB to hit, reach 5 ft., one target. Hit: 8
(2d4 + 3) piercing damage, and the target must make a Constitution saving
throw against your DC (11+PB), taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
EEssence
SSENCE MAGIC
magic is a unique type of spellcasting tied neither to
ESSENCE SPELLCASTING
SPELLCASTING ABILITY
Each Essence casting feature is tied to one of your six ability
scores, depending on the source of your essence casting. You
use this whenever a spell refers to your spellcasting ability. In
addition, you use your Essence spellcasting modifier when
setting the saving throw DC for an Essence spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Essence spellcasting modifier
56
SShownPELLS LIST
below are all essence casting lists, as well as a list of all
new spells available to each casting class. (New spells marked
with “*”)
AIR ESSENCE SPELLS EARTHEN ESSENCE SPELLS 3rd Level
Ashardalon’s Stride
1st Level 1st Level Daylight
Arrow on the Wind* Boulder Throw* Enemies Abound
Catapult Catapult Fireball
Dreamcloud* Command Haste
Fog Cloud Earth Tremor Melf’s Minute Meteors
Jump Grease Stinking Cloud
Longstrider Hardened Skin*
Redirecting Wind* Henge* GOND SPELLS
Thunderwave Quicksand*
Unseen Servant Soil’s Repose* 1st Level
Witch Bolt Alarm
Zephyr Strike 2nd Level Catapult
Dust Devil Comprehend Languages
2nd Level Earthbind Detect Magic
Air Bubble Enlarge/Reduce Expeditious Retreat
Gale* Magic Mouth Grease
Gust of Wind Maximilian’s Earthen Grasp Identify
Misty Step Mirror Image Mage Armor
Shatter Spider Climb Magic Missile
Shunt* Stone Strike* Shield
Silence Tremorsense*
Skywrite 2nd Level
Warding Wind 3rd Level Arcane Lock
Windblade* Burrow* Borrowed Knowledge
Erupting Earth Enhance Ability
3rd Level Galder’s Tower Find Traps
Call Lighting Meld into Stone Heat Metal
Fly Sandstorm* Knock
Gaseous Form Tiny Servant Magic Mouth
Lightning Bolt Wall of Sand Pyrotechnics
Thunder Step Shatter
Wind Wall FLAME ESSENCE SPELLS Spider Climb
AQUA ESSENCE SPELLS 1st Level
3rd Level
Catnap
Color Spray Create Food and Water
1st Level Detect Poison and Disease Galder’s Tower
Charm Person Faerie Fire Leomund’s Tiny Hut
Create or Destroy Water Hellish Rebuke Melf’s Minute Meteors
Fog Cloud Kindle* Sending
Forceful Wave* Longstrider Tiny Servant
Sleep Molten Glob* Tongues
Steam* Purify Food and Drink
Tasha’s Caustic Brew Searing Smite
Toxic Pit*
2nd Level
2nd Level Aganazzar’s Scorcher
Acid Arrow Blur
Alter Self Combustion*
Calm Emotions Continual Flame’
Misty Step Flaming Sphere
Phantasmal Force Heat Metal
Sharkskin* Protection from Poison
Pyrotechnics
3rd Level Roar of Flame*
Ta’de’s Miniature Mire* Scorching Ray
Tidal Wave
Wall of Water
Water Breathing
Water Walk
57
THRYM SPELLS
1st Level
Armor of Agathys
Catapult
Compelled Duel
Earth Tremor
Heroism
Ice Knife
Jump
Longstrider
Mage Armor
Shield
Speak with Animals
2nd Level
Augury
Earthbind
Find Steed
Invisibility
Pass Without Trace
Rime’s Binding Ice
Shatter
Silence
Spiritual Weapon
Warding Bond
3rd Level
Counterspell
Dispel Magic
Erupting Earth
Glyph of Warding
Nondetection
Sending
Wind Wall
58
d4 Damage Type
1 Cold
2 Fire
3 Force
4 Thunder
ICE SPIKES REDIRECTING WIND
1st level evocation (druid, wizard) 1st level evocation (bard, druid)
Casting time: 1 action Casting time: 1 reaction
Range: Self (15-ft cube) Range: 60 feet
Components: Somatic Components: Verbal, Somatic
Duration: Instantaneous Duration: Instantaneous
Sharp icicles emerge from the ground in a 15-foot cube You call upon the wind to guide missiles in your favor. When a
originating from you. Each creature in that cube must make a creature you can see within range makes a ranged weapon
Dexterity saving throw. On a failed save, the creature takes 2d6 attack, you can use your reaction to impose either advantage or
piercing damage and 1d6 cold damage, and its speed is disadvantage on the attack roll.
reduced by 10 feet until the start of your next turn. On a
success, the creature takes half the damage and suffers no SOIL’S REPOSE
other effects. 1st level abjuration (cleric, druid, paladin)
At Higher Levels. When you cast this spell using a spell slot Casting time: 1 action (ritual)
of 2nd level or higher, the cold damage increases by 1d6 for Range: Touch
each spell level above 1st. Components: Verbal, Somatic
Duration: 1 hour (concentration)
KINDLE
1st level evocation (artificer, bard, druid, sorcerer) You lower a willing creature into the earth, where they are
Casting time: 1 bonus action covered by enchanted soil. While the creature is buried, they
Range: 30 feet have full cover, are blinded and deafened, and are unaware of
Components: Verbal, Somatic, Material (a charcoal stick and their surroundings. For each minute that passes while they are
flint) buried, the creature can choose to expend a hit die and heal
Duration: Concentration, up to 1 minute with it normally. If they remain buried for the spell’s full
duration, they regain a hit die upon emerging.
You cast out an aura of embers to surround your foes. Choose The creature can emerge whenever it wishes, requiring no
a creature you can see within range. The target must make a action and ending the spell. When the spell ends, the creature
Dexterity saving throw. On a failure, the creature is emerges in an unoccupied space within 5 feet of where they
surrounded by floating embers that cast dim light in a 5-foot were buried.
radius around the target. Until the spell ends, when that At Higher Levels. When you cast this spell using a spell slot
creature is hit with an attack, it takes an additional 1d4 fire of 2nd level or higher, the creature regains 1 additional hit
damage. point when spending hit dice with this spell and regains 1
At Higher Levels. When you cast this spell using a spell slot additional hit die when emerging after an hour for each slot
of 2nd level or higher, you can target an additional creature for level above 1st.
each spell level above 1st.
STEAM
MOLTEN GLOB 1st level evocation (artificer, druid, sorcerer, wizard)
1st level evocation (artificer, sorcerer, wizard) Casting time: 1 action
Casting time: 1 action Range: Self (15-foot cone)
Range: 30 feet Components: Verbal, Somatic, Material (a match doused in a
Components: Verbal, Somatic vial of water)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You summon an amorphous mass of magma and hurl it at an You blow a cloud of steam in a 15-foot cone in a direction of
enemy within range. Make a ranged spell attack against the your choice. Creatures caught in the cloud must make a
target. On a hit, the target is coated in the molten rock for the Dexterity saving throw, taking 1d6 acid damage and 1d6 fire
spell’s duration or until a creature uses its action to scrape or damage on a failure, and half as much on a success.
wash the magma off itself or another creature. A creature At Higher Levels. When you cast this spell using a spell slot
coated in the magma takes 1d10 fire damage at the start of of 2nd level or higher, both the fire and the acid damage
each of its turns. increase by 1d6 for each slot level above 1st.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage dealt increases by 1d10 for TOXIC PIT
each spell level above 1st. 1st level transmutation (artificer, druid, ranger)
Casting time: 1 action
QUICKSAND Range: 120 feet (10-foot radius)
1st level transmutation (druid, wizard) Components: Verbal, Somatic, Material (a drop of acid)
Casting time: 1 action Duration: 1 minute (concentration)
Range: 60 feet (30-foot square)
Components: Verbal, Somatic The ground in a 15-foot radius centered on a point within
Duration: 1 minute (concentration) range melts into an acidic puddle. The area becomes difficult
terrain for the duration. When the creature enters the area for
You summon a large 30-foot square pool of quicksand from a the first time on a turn or starts its turn there it takes 1d4 acid
point within range. Creatures attempting to move through the damage.
area must spend 3 feet of movement for every 1 foot they move. All nonmagical objects in the area that are not being worn or
carried take damage each round at the start of your turn for
the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d4 for each
spell level above 1st.
60
FEATS AS DIVINE BOONS
It’s not unusual for a group of plucky adventurers to find themselves
face-to-face with one god or another, especially if one of such adventurers
is a servant of such a god. Questing in service of these gods may incur
rewards, though the gods don’t often deal in material wealth. Some feats
given as gifts from the divine may be able to bypass certain prerequisites -
such as race or lineage - at your DM’s discretion.
RUNE SPELLS
Rune Translation Prerequisite Spell
Uruz Bull 9th level dominate beast
Thurisaz Thorn 5th level shatter
Ansuz River 7th level tongues
Raidho Wagon 9th level find greater steed
Kennaz Torch 5th level flame blade
Gebo Gift 7th level life transference
Wunjo Joy 5th level pyrotechnics
Hagalaz Hail 5th level Snilloc’s snowball swarm
Naudhiz Need 7th level create food and water
Jera Year 11th level reincarnate
Eihwaz Yew 9th level guardian of nature (great tree
form only)
Perdhro Dice Cup 9th level death ward
Algiz Elk 9th level guardian of nature (primal beast
form only)
Sowilo Sun 7th level daylight
Berkana Birch 7th level revivify
Ehwas Horse 5th level find steed
Jotun Giant 5th level enlarge/reduce (enlarge only)
Inguz Seed 5th level plant growth
Othalaz Inheritance 11th level awaken
Daguz Dawn 7th level beacon of hope