A fifth-edition Dungeons & Dragons campaign setting and structure that crosses all of time and space.
Available now on DM’s Guild!
Take your D&D adventures out of the Middle Ages with this pay-what-you-want, 144-page campaign book. Use the campaign setting of the Order of the Cube, wherein the party is whisked across time and space in a mysterious, bigger-on-the-inside Cube correcting the flow of history. Or just use the campaign setting (all of time and space!) and write your own adventures using the provided timeline, maps, and—most importantly—mechanics!
Posted here are just a few of the spells, items, and more that you can discover in the complete book. Some of them reference additional items or mechanics which aren’t reproduced here; for these, check out the full book on DM’s Guild (again—it’s free!).
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This fob watch is infused with powerful temporal magic. You can use an action to set the time on the watch face to between 1 and 60 seconds. The time remains set until you use a bonus action to press the button at the top of the watch, sending you forward in time the number of seconds set on the watch face. At the end of that time, you reappear in the same space. No time passes for you, and to others you appear to vanish and then reappear. The time hopper can be used once per day.
Casting Time: 1 action
Range: Touch
Components: V, M (a wax, wood, or metal cylinder worth at least 5 gp)
Duration: Concentration, up to 1 hour
You utter the incantation and the cylinder you are touching becomes receptive to all sounds heard by the caster. For the duration of the spell, these sounds are inscribed onto the surface of the cylinder. A cylinder can hold 1 hour of sounds, and you can choose to begin inscribing sounds partway through a cylinder, such as to pick up where an earlier casting of this spell ended. Cylinder songs can be played back on a cylinder player.
Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 1 year
You cloak the area within 1 square mile of yourself in a detailed illusory reality. You can alter the appearance of the terrain and structures so long as they maintain their general size and shape. An ordinary river can be made to look like lava, for instance, or a castle can be made to appear abandoned or like it’s built of crystal. You can create areas of difficult terrain and levels of obscurement.
You can also cloak creatures that are within, or which enter, the area of effect. At the start of its turn, an unwilling creature makes a Wisdom saving throw against your spell save DC. On a success, the illusion over that creature dissipates. A creature that fails its save can make an additional save at the end of every day it spends in the area of effect, or when the controller significantly changes the illusion around it. Creatures with truesight immediately perceive that an illusion is present but are unable to see through it.
Creatures’ cloaked appearances must retain the same number and arrangement of limbs and belong to the same size category. You can alter the sounds a creature makes into something more appropriate to its illusory cloak; for instance, a human speaking in Common can be disguised as a mind flayer, and their words transfigured into Deep Speech. The illusion does not change the statistics, alignment, or personality of a creature.
You can also transform the appearance of objects, so long as their general size and shape remains the same. A sword can be made to look like an umbrella, for instance, or a rock like a sparkling soap bubble. Creatures interested in a particular object make an Investigation check against your spell save DC. The creature has advantage on the check if the object is familiar to it, such as part of its gear. On a success, the creature can see through the illusion affecting that object, though it remains intact to other creatures.
This spell can even cloak the visual appearance of spells and magical effects of 8th level or lower. For instance, you can make a fireball appear like a shower of flowers. The illusion doesn’t change the effect of a spell unless it relies on its visible appearance, such as invisibility or sunlight’s blinding effect.
The illusion includes convincing visual, audible, tactile, and olfactory elements. The illusion itself cannot deal damage, but when a creature is dealt damage by a cloaked creature, object, magical effect, or terrain feature, the damage type is perceived to be of a type appropriate to the illusion.
When you cast this spell, you designate yourself or another willing creature within range as the illusion’s controller. As a bonus action on its turn, the controller can change any aspect of the illusion, though it cannot reapply the illusory cloak to a creature that has succeeded on its save. The spell ends after 1 year, when the controller dispels it, or when the controller dies.
The edge of the illusion’s area of effect is wreathed in mist, light, walls, or another boundary feature of your choice. An object or creature that leaves the area of effect immediately loses its illusory cloak and reverts to its true form.
Casting Time: 1 minute
Range: The same galaxy
Components: V, S, M (a white feather, a length of twine, and a stamp)
Duration: Instantaneous
You inscribe the address of a location in the same galaxy and on the same plane of existence on a package with a volume no greater than 4 cubic feet. If the address is invalid or insufficient for delivery, the spell fails and you do not expend a spell slot. The address may include the name of the recipient.
At the end of the casting time, the package flies to its destination at a speed of 1,000 miles per hour. If the shortest route is obstructed or clearly unsafe, the package takes the safest alternate route. If caught or waylaid, the package resumes its course once freed. The package is vacuum-safe and immune to damage routine to galactic mail, such as fire and force damage caused by entering an atmosphere.
When the package reaches its destination, it presents itself to its named recipient. If there is no named recipient, or if the recipient does not appear at the address within 24 hours of the package’s arrival, the package delivers itself to any package reception area or person.
If the package cannot find or reach the listed address (for instance, if the location is hidden from divination magic or disguised by illusion magic), the package returns to you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, choose from among the following effects for each slot level above 2nd. All effects compound except those relating to speed.
Custom Navigation. When you cast this spell, you specify the exact route the package should travel to reach the address. (1 spell level)
Express Delivery. While in open space, the speed of the package is increased to that specified in warpdrive. (2 spell levels)
Fallback Recipients. You can include up to two additional recipients for the package at the same or alternate addresses. The package spends 3 days at each address attempting to locate the recipient before moving to the next-priority recipient. (1 spell level)
Next-day Delivery. While in open space, the speed of the package is increased to that specified in hyperdrive. (3 spell levels)
Oversized. The maximum volume of the package is increased to 25 cubic feet. (1 spell level)
Priority Mail. While in open space, the speed of the package increases to that described in warp.
(1 spell level)
Seek Person. You incorporate an object that belonged to the recipient in the casting process, allowing you to supply the recipient’s name without an address. If the package learns of the recipient’s death while seeking them, it returns to you. (2 spell levels)
Tamperproof. If the package is opened by anyone other than the named recipient, you receive an instantaneous telepathic notification. During the casting of the spell, you can additionally specify that an instance of tampering triggers a small magical effect as described in prestidigitation, such as coating the contents of the package in colorful powder or creating the sound of alarm bells. You choose whether the package is marked as tamperproof. (1 spell level)
Tracking. Until the package is delivered, you know its general whereabouts and direction of travel. You are telepathically notified when the package has been delivered and the identity of the creature, if any, it was delivered to. (1 spell level)
Universal Delivery. The package accepts addresses in any galaxy and on any plane of existence, provided it can find a suitable portal. (2 spell levels)
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First arising in the late galactic period, androids are sentient beings that fuse technology and humanoid nature. Some are fully robotic beings run by advanced artificial intelligence (AI), while others were magically awakened by the spell sentience. Others still are physical humanoid/construct hybrids, utilizing synapses and muscle as much as circuitry and hydraulics.
In the early days of their existence, the sentience and personhood of androids was hotly debated among magical and scientific experts, though the androids in question rarely doubted it themselves. The rights of androids were eventually codified across the galaxy, allowing many to make names for themselves as artists, scientists, historians, and protectors.
[full description under the cut]
The Interface of Science and Magic
The Long Quiet of the mid-galactic period saw the dissolution of the longstanding notion that science and magic were opposing disciplines. While only awakened androids are directly created through magic, all androids are a legacy of the united field of science and magic. This is nowhere more evident than in the fact that all androids, even those animated by purely scientific means, possess souls capable of traveling to the Outer Planes after death. Likewise, androids have proven themselves as capable of drawing on the Weave as humanoid spellcasters, a feat long thought scientifically impossible.
Androids come in as wide a variety as humanoids. While some have bodies that reflect the purpose they were designed for, like fighting or piloting, others were created simply to exist and have randomly determined features. Some androids have contentious relationships with the humanoids responsible for their creation, but many perceive them with the same fondness as humanoid children do their parents. Android personalities are diverse, ranging from the single-minded purpose of a paladin to the boundless curiosity of an artificer. Androids never developed a unified culture or gathered in homogeneous communities, instead preferring to remain among their humanoid creators, families, and friends.
Android Names
Names are important to androids, as they separate them from non-sentient robots, which use alphanumerical designations. Androids start life with a childhood name bestowed by their creator, which most androids replace later with a name of their choosing. Childhood names vary widely according to the culture and personal taste of the creator. When it is time to choose their own name, many androids draw on science for inspiration, seeing a kinship and purity in technology that most humanoids do not. As they do not naturally reproduce, androids have little use for family names, though they sometimes take the family or clan name of humanoid groups they consider their family. Androids are typically agender, though some have gendered names and pronouns. Most dislike nicknames.
Your android character has some traits in common with all other androids.
Ability Score Increase. Your Constitution and Intelligence scores increase by 1.
Age. Androids’ bodies don’t change over time, but it takes around 30 years for their minds to reach maturity. They typically live to around 700, after which repairs become increasingly difficult.
Alignment. Androids may be any alignment, though many have a strong lawful streak. They believe life can arise anywhere and are strong proponents of technology.
Size. Androids come in a variety of shapes, though most are humanoid in form. Your size is Small or
Medium.
Speed. Your base walking speed is 30 feet.
Hybrid Nature. You are considered both a humanoid and a construct.
Constructed Nature. You don’t require air, food, or drink. You don’t take damage from being in low-pressure environments or the vacuum of space.
Recharge Cycle. Androids don’t need to sleep. Instead, they run diagnostic cycles and recharge for 4 hours a day. During this time, their suspended consciousnesses often experience reconstructed memories and emotions akin to dreams. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Lightning Susceptibility. The mechanical components of androids make them particularly vulnerable to electrical overloads. When you take lightning damage, you must make a DC 10 Constitution saving throw. On a failed save, you are paralyzed until the end of your next turn.
Tool Proficiency. You are proficient with hacker’s
tools.
Languages. You speak, read, and write Common and Digita. You can easily process numerical calculations that humanoids find difficult.
Subrace. Androids fall into three categories based on the method of their construction and animation: artificial intelligence, awakened, or hybrid. Choose one of these subraces.
Artificial Intelligence
As an android animated by artificial intelligence, it’s truly your mind that sets you apart from non-sentient robots. Through exceptional programming, extensive experience, or sheer force of personality, you created a soul out of purely scientific technology.
You have a knack for interacting with your robotic and computerized brethren, and you feel at home in fully digital environments.
Ability Score Increase. Your Intelligence score increases by 1.
Perfect Recall. You can accurately recall anything you have seen or heard within the past month.
Network Access. As an action, you can search for any networks in your vicinity. You can directly access public and private networks without needing to interface with a computer, though you may need to provide authorization credentials.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Awakened
As an awakened android, life was sparked in you by the casting of the spell sentience. This magic has seeped into your mechanical body, making you more in tune with the Weave than other types of androids.
Ability Score Increase. Your Wisdom or Charisma score increases by 1.
Magical Legacy. You know the magnetism cantrip. When you reach 5th level, you can cast speak with computer once per long rest. Charisma is your spellcasting ability for these spells.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Hybrid
As a hybrid android, you are constructed of both organic and inorganic material. Many hybrid androids can be mistaken as regular humanoids, and you might noticeably resemble a particular race, like halflings or elves. While others might see your humanoid half as a liability, you know that it allows you to tap into strong survival instincts that keep you in the fight longer.
Ability Score Increase. Your Strength and Constitution scores increase by 1.
Weapon Proficiency. You are proficient with simple and martial ranged energy weapons.
Casting Time: 10 minutes
Range: Sight
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: 2 days
You bend spacetime to create a temporary wormhole between two precise locations on the same plane of existence. The wormhole must begin and end in open space. It has a diameter of 1,000 feet and an interior length of 5,000 feet. Spells and effects that warp spacetime fail within the wormhole. Each end of the wormhole has a front and a back. Travel through the wormhole is only possible by moving through its front.
The wormhole exists in a stable state for the first day and deteriorates during the second. Any creature or object that enters a deteriorating wormhole takes 10d6 force damage and rolls a d6, the result of which is listed below.
Sent to the voidspace of a random plane at the same geographic location as the wormhole’s exit
Sent to a random point in the galaxy 1d100 years in the future
Sent to a random point in the galaxy
Reaches the wormhole’s other end 1d100 years in the future
or 6. Reaches the wormhole’s other end
At the end of the second day, or earlier if the caster dispels it as a bonus action, the wormhole closes. Any creatures or objects within the wormhole when it closes are pushed out the nearer end.
Filled with arcane instructions, this book teaches vile spells and potions only a hag could love.
These pages describe how to craft a potion capable of transforming the drinker into a tree in a matter of days (read my careful translation from the original Sylvan and Draconic here).
This multifunctional watch gives you a +1 bonus to your Charisma (up to a maximum of 20) and advantage on checks with hacker’s tools. The watch appears superficially ordinary; a DC 17 Perception or Investigation check is required to determine its true nature.
The watch automatically detects and displays the local time of any planet it is on, as well as the name of the planet and local jurisdiction (kingdom, city, etc.). You can use the watch as a timer or stopwatch. The watch is a communicator.
The watch has 4 charges, which it regains at dawn. You can expend 1 charge as an action to do one of the following:
Record up to 10 minutes of audio or video (1 hour can be stored in total).
Replay audio or project a hologram from an earlier recording.
Transmit an audio or video file over radio or a network.
Configure the compass, giving you advantage on ability checks against becoming lost.
Deploy a nanobot.
Scan a Tiny object or the air near the watch for the presence of radiation or poison.
Extend a miniature blade capable of cutting through rope after 1d4 rounds.
Fire a miniature rocket at a target within 30 feet. The rocket automatically hits and deals 1d4 piercing damage.
Emit a small electric shock, dealing 1d4 lightning damage to a creature within 6 inches of the watch.
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Wondrous item, legendary, galactic (requires attunement by a cleric, paladin, or rogue)
This key is infused with the power of Rivina, the goddess of the space between the stars. It appears to be a regular iron skeleton key, and a DC 20 Perception or Investigation check is required to discern its true nature.
While attuned to the key, you are proficient with thieves’ tools and hacker’s tools and have advantage on checks that use them.
The key has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 charge to do one of the following:
For 1 hour, transform the key into an exact replica of another key that you have seen before, or which fits a mechanical lock within 5 feet of you.
Create a keyhole in a door without one, which fits the key of Rivina. The keyhole lasts for 1 minute and bypasses any other locks on the door.
Learn the code or password needed to bypass a digital lock that has an interface within 5 feet of you.
Additionally, you can use an action and expend 2 charges to transform any door into a portal to another location, specific or general, in any galaxy and on any plane of existence, provided there is a door there. The portal remains open until the door is closed or this feature is used again.
When activated, this black glass sphere levitates four feet above the ground. You can use an action to touch the sphere and name a location on the same plane of existence. The sphere computes the exact properties of spacetime in the two locations and begins rapidly spinning. After 10 minutes, the sphere generates a wormhole per the spell wormhole in the nearest available stretch of open space.
The sphere has 3 charges. 1 charge is expended when a wormhole is created to a location within the same galaxy, and 2 charges are expended for a location in a different galaxy. The sphere regains 1d3 − 1 expended charges daily at midnight.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (two magnets)
Duration: Concentration, up to 1 minute
You conjure a wall of magnetic force within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is semitransparent, its ripples causing distortions that impose disadvantage on attacks passing through it from either side.
A creature in the area of the wall when it appears must make a Strength saving throw. On a failed save, the creature takes 4d8 force damage, or half as much on a successful save. Either way, the creature and any loose objects in the area of the wall are pushed 10 feet away from the wall in a direction you choose.
A creature that attempts to pass through the wall must spend its action making an Athletics check against your spell save DC. Creatures wearing metal medium or heavy armor, or which are carrying or made of a comparable amount of metal, have disadvantage on their check. On a successful check, the creature takes 2d8 force damage and passes through the wall. On a failed save, the creature takes 4d8 force damage and is pushed back 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for a failed save increases by 1d8 for each slot level above 4th.
Weapon (any metal weapon), artifact, intergalactic (requires attunement)
This mighty weapon was forged from metal extracted from the core of the Starlight neutron star created by the magical backlash of the Sixth Sundering. While attuned, the weapon possesses the following properties.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 3d6 radiant damage. You gain the ability to see into the Weave, providing you the benefit of a continuous casting of detect magic. When a magic-user you can see begins to cast a spell, you immediately know which spell it is.
Godkiller. When a weapon attack from the starlight weapon drops a creature to 0 hit points, it dies immediately as its soul and essence is permanently struck from the universe. While attuned to the starlight weapon, you are immune to being charmed, frightened, or possessed, and cannot be controlled by magic.
Beacon of Light. The starlight weapon emits dim light in a 10-foot radius. As a bonus action, you can increase its luminescence, casting bright light in a 60-foot radius and dim light for another 60 feet. This light is sunlight and dispels magical darkness.
Miniaturized Star. The weapon recalls its existence as the Starlight neutron star. As an action, you can cast fission/fusion, magnetic shield, solar flare, and sunburst each once per day.
Galactic Memory. Born from the interaction of magic from the Milky Way and Andromeda Galaxies, the starlight weapon is bound to both. Spells you cast with a range of the same galaxy can now target locations anywhere in the Milky Way or Andromeda Galaxies. You know the names of every star in both galaxies and cannot be lost while you can see the stars.
Not for Mortal Hands. The intense, concentrated power of the starlight weapon wears on mortals who use it. At the end of each day that you make a weapon attack with or cast a spell from the starlight weapon while attuned to it, you must make a DC 18 Constitution saving throw. On a failure, you age one year. If you die from this effect, you vaporize in a burst of light.
This miniature robot the size of a d6 obeys your verbal commands. The nanobot has a walking, climbing, and flying speed of 30 feet and a carrying capacity of 1/4 lb. It is equipped with a camera, microphone, and camouflage panels. The nanobot can transmit and receive messages and data over radio or a network and can replay a recording it has made of up to 1 minute long. The nanobot has 1 HP and an AC of 10. While camouflaged, the nanobot can only be detected by a DC 18 Perception or Investigation check.
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Casting Time: 1 action
Range: Self
Components: V, S, M (a glass terrarium filled with soil from three planets, water from a sacred spring, at least three types of plants, and rare crystals worth at least 1,000 gp)
Duration: Concentration, up to 6 rounds
You stand upon the surface of a lifeless world and call forth life with all its trappings, transforming that world forever. The area of effect is a cylinder centered on you with a circular surface area of 5 million square miles and a height equal to the existing atmosphere or the atmosphere you wish to create.
Each round you maintain concentration on this spell, the terraforming process produces different effects on your turn.
Round 1. You disperse radioactive and toxic materials in the ground or atmosphere, if present. All poisons affecting water sources are removed.
Round 2. You create an atmosphere if one is missing or alter the composition and density of the existing one to conditions favorable to life.
Round 3. You call forth water from beneath the surface or create or destroy it as needed, forming the landmasses and coastlines to your desires.
Round 4. You create plant life as described by the spell enrich soil.
Round 5. You grow the plant life to maturity as described by the 8-hour casting of the spell plant growth.
Round 6. You optionally encompass the area of effect with a thin wall of magical force that stretches from the surface to the edge of the atmosphere. This wall can be passed through by creatures, objects, and magical effects but prevents the dispersal of the conjured atmosphere or encroachment of external hazards like radiation.
These energy gauntlets once belonged to the celebrated gladiator Sargon the Skullcrusher. While wearing the gauntlets, you have a +2 bonus to your Strength (up to a maximum of 22) and a +1 bonus to your AC. Unarmed strikes you make with a hand wearing a gauntlet have a +2 bonus to their attack and damage rolls.
The Skullcrusher knuckles have 4 charges. You can expend 1 charge as a bonus action to infuse the gauntlets with one of the following damage types for 1 minute: lightning, radiant, fire, acid, or force. While infused, the gauntlets deal an additional 4d6 of that damage type. The gauntlets regain 1d4 expended charges on a short rest, and all expended charges on a long rest.
While not magical, the Skullcrusher knuckles are considered magical for the purpose of overcoming resistances.