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Spell Swap List

The aim of this list is to create a compendium of alternatives which can be used by NPCs (and also PCs) in place of spells.
Because the goal is to make enemies more versatile/replace the plethora of spells they can have with more useful abilities, all of those in the list are things a character automatically does/has, rather than spending a turn on.
These can be selected any time a character levels up. They do not have to be selected in order.
The majority of these come from the Tiefling Fiendish Heritage list. Later levels also come from Universal Monster Rules.
Characters should pick ONE trait from the list to replace the appropriate level and number of spells permanently. If they wish to have two from one list, they can give up spells of a higher level to take it.

To replace all level 0 spells

  • Your base land speed increases by 5 feet.

  • You possess fiendish luck. Once per day you can reroll one die. You must take the result of this second roll.

  • You can eat and gain nourishment from ash, cinders, dust, and sand.

  • Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.

  • You gain a +2 bonus to your initiative at night.

  • Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.

  • You can hold your breath for 3 rounds longer than normal.

  • Supernatural awareness grants you a +2 racial bonus on all Perception checks.

To replace all level 1 spells (min 4, inc. any domain spells for all classes bar Paladin and Ranger, where the number is 2)

  • You possess some type of extra sensory organ, granting you all-around vision. (i.e. can’t be flanked)

  • You gain DR 2/bludgeoning OR piercing OR slashing

  • You receive +1 bonus hit point per level

  • You gain a +1 bonus on all Will OR Fortitude OR Reflex saving throws.

  • You do not lose consciousness until you reach –5 hit points.

  • Your body produces searing heat/exudes freezing cold. Any creature that grapples you takes 1d4 points of fire/cold damage per round.

  •  You gain acid OR cold OR fire OR sonic resistance 5.

  • You gain a +2 bonus on your CMB.

  • You possess a bite OR claws that are treated as natural weapons and deal 1d4 damage.

  • You are healed by both positive and negative energy

  •  You possess spell resistance equal to 10 + half your Hit Dice.

  • You gain a +2 bonus on saving throws against gaze attacks OR mind-affecting effects.

  • You are immune to magic sleep and paralysis effects.

  •  You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.

To replace all level 2 spells (min 4, inc. any domain spells for all classes bar Paladin and Ranger, where the number is 2)

  • You are aware of, and can choose the result of, any attempt to detect your alignment.

  • You gain 1d4 Bleed damage to one of your attacks

  • You gain Blood Drain 1d2

  • You gain Channel Resistance + 4

  • You gain Distraction

  • You gain Fast Healing + 4

  • You gain Fortification

  • You gain Mistsight

  • You gain Water Breathing

  • You gain Scent

  • You gain Greensight