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Grimlore
2018-08-07, 06:09 PM
Hello All!

I'm currently working on comprehensive list of homebrew spells. Most of these are ones I use in my weekly games, but I'd like to refine them a bit and list them on the DMsGuild as a pay-what-you-want title.

I'm looking for any / all feedback: formatting, content, balancing, etc. I have them in a master document that I'm making pretty with illustrations and such, but will just put them below in text form.

https://imgur.com/Lhtvjg1/jpg

Thanks in advance for any feedback you have, and please feel free to use any of these in your own games!


Cantrips (31)


Ascending Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 radiant damage and granting you temporary hit points based on the damage done. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Benediction
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard, Cleric
You touch one will creature. Once before the spell ends, the target gains a +1 AC protection bonus toward a single attack made against it, when they are able to see their attacker. The target can choose whether to add the AC bonus before or after the attack is made. Once the effect is used, the spell then ends.

Blood Dagger
Conjuration Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock
As a bonus action on your turn, you are able to create a weapon from the very life-force that sustains you. Casting this spell causes you to immediately take 1d6 psychic damage, as a small blade that resembles a dagger made of flowing blood appears clutched in your hand.
Attacks with this weapon use your spell casting modifier for attack rolls and damage, and deal 1d4 slashing damage. Attacks form this weapon are also considered magical and you cannot be disarmed.
The damage dealt by this weapon increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Siphon
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You touch a target with the tip of your finger and attempt to siphon their life-force to strengthen your own. You make a melee spell attack against a target, with a successful attack dealing 1d4 + your spellcasting modifier of Necrotic damage and allowing you to gain the damage dealt as temporary hit points until the start of your next turn.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bloodlink
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Sorcerer, Warlock
You touch two willing creatures and form a brief magical link between them, causing one of the creatures that you select to lose 1d8 hit points and grant them to the other creature in the form of temporary hit points.
This amount increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chant of Mastery
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard
You touch a willing creature and sing a short phrase, warding the target against danger. The creature gains advantage on its next saving throw.

Corruption
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch the ground beneath your feet to imbue it with a faint necrotic energy. This energy glows with a green dim light in a 10-foot radius.
As a bonus action on your turn, you can cause the energy to travel through the ground to a place you can see up to 30 away.
Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 attack penalty.

Courage
Enchantment Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You touch a willing creature and strengthen its resolve. Until the end of the creature’s next turn, it cannot be frightened. If the creature is currently frightened, it removes the condition.

Dazzle
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Source: Bard, Cleric, Druid, Wizard
You create a flash of blinding light directly in front of a creature that you can see within range and is subjected to a Dexterity saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first. The target must originally be able to see in order to suffer these effects.

Disarm
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
As an action, choose a creature you can see within 60 feet. That creature must make a Strength saving throw or drop an object or weapon they are holding in their hand. The make the saving throw with advantage if they are holding it with two hands. If they are holding two items (one in each hand), select which item they drop. If they fail the saving throw by a score of 5 or greater, the item flies out of their hand in a direction of your choosing, up to 10 feet away from their original location.

Eidolic Chains
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
A creature that you can see within range must make a Wisdom saving throw or become grappled by a set of an ethereal chains you summon to bind your target. The target may attempt another saving throw at the end of its turn.
As a bonus action on your turn, you may move the restrained creature up to 10 feet in any direction you choose, as long as you can see the destination.

Gleam
Evocation Cantrip
Casting Time: 1 reaction
Range: Self
Components: S
Duration: Instantaneous
Source: Bard, Cleric, Sorcerer, Wizard
You may use your reaction to cause your physical form to emit a bright flash of light. This flash will shed dim light in a 20-foot radius around yourself.
Also, if you are currently being grappled by a creature, it takes 1d6 radiant damage and you may immediately attempt to escape the grapple by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature’s Strength (Athletics) check.

Gloom
Evocation Cantrip
Casting Time: 1 action
Range: Touch (20-foot sphere)
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard
You touch one object that is 5 feet or smaller in any single dimension. Until the spell ends, the object absorbs natural light in a 20-foot radius sphere. Within that sphere, Bright Light becomes Dim Light, Dim Light becomes Dark. The spell ends if you cast it again or dismiss it as an action.

Grim Scythe
Transmutation Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a quarterstaff)
Duration: 1 minute
Source: Sorcerer, Warlock, Wizard
For the duration, you can use your spellcasting ability instead of Strength for melee attacks using a quarterstaff you touch. The weapon's damage die becomes a d8 and deals necrotic damage, as a dark spectral blade forms on the end of the staff. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.

Grimlore’s Influence
Necromancy Cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
Any creatures of your choice that are within 30 feet and frightened of you take 1d6 psychic damage.
This spell's damage increases by 1d6 and the range increases by 10 feet when you reach 5th level (2d6, 40 feet), 11th level (3d6, 50 feet), and 17th level (4d6, 60 feet).

Hinder
Abjuration Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
You assault a creature you can see within range with an invisible force, slowing its movement so its speed is halved until the end of its next turn.

Ice Shard
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Wizard
An icy shard shoots from your outstretched hand. Make a ranged spell attack against a single creature. If you hit the target takes 1d4 cold damage and becomes vulnerable to cold damage until the start of your next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Lullaby
Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an instrument)
Duration: Concentration, up to 1 minute
Classes: Bard
This spell sends a creature into a magical slumber. Roll 1d6 and add your spellcasting modifier; this is the amount of hit points this spell can affect. Compare this amount to the hit points of a creature you can see within range of the spell. If the total equals or exceeds the target's hit points, it falls unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap it awake. If the total is less than the target's hit points, it has disadvantage on Wisdom based skill checks until the spell ends or someone takes a hostile action against it.
The amount of hit points this spell can affect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Manipulate Shadow
Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You choose a shadow belonging to a creature of medium size or smaller that you can see within range, are able to manipulate it using a bonus action. This manipulation can take several forms, such as making it act out simple actions independent from its owner, move up to 30 feet away from its owner, or to alter its shape one size bigger or smaller than its owner.
You may only manipulate one shadow at a time with this spell. Should the source of the shadow move from its original location, the shadow will follow its owner but remain under your control for up to 1 hour within a range of 120 feet.

Night Terror
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of salt)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You conjure a small shadowy figure (10 HP, 14 AC) in an area that you can see within range that remains until it is slain or the spell ends. As a bonus action on your turn, you can command the shadowy figure to assault the mind of a creature within 30 feet of it. The target must make an Intelligence save or take 1d4 psychic damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Pacify
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Bard, Cleric, Druid
When you have at least one Hit Die remaining,
you may touch a willing creature and spend a single hit die, healing your target for that
amount + your Constitution modifier.

Peaceful Valediction
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Druid, Wizard
You touch a slain creature, making it immune to the effects of the animate dead spell for 24 hours.

Phase
Abjuration Cantrip
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You may use your reaction in an attempt to phase through a single attack made against you, imposing disadvantage on the attack.
If the attack against you is still successful, you become frightened of your attacker until the end of your next turn.

Scourge
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch a target with the tip of your finger, transferring a dark green energy that flows through your finger and infects the target. Make a melee spell attack against the target. On a hit, the target takes 1d4 + your spellcasting modifier of Necrotic damage and suffers disadvantage on its next Constitution saving throw.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shadow Embrace
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You cause shadows to manifest around a creature within range. The target must make a Wisdom saving throw or receive -2 penalty to their attack rolls and disadvantage on Dexterity saving throws until the end of their next turn as they become engulfed by a dark embrace.

Shadow Ink
Conjuration Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (an empty vial)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 ounce of pitch-black ink. If the vial is stoppered, or 1-hour passes, the ink dissipates back into shadow; any writing that has already been made with the ink is unaffected.

Spare the Living
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Warlock, Wizard
A siphon out what little life-force a living creature has left. Select a creature that you can see within range that has 0 hit points and force them to immediately make a Death saving throw. This spell has no effect on undead or constructs.

Thieves’ Ruse
Illusion Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Wizard
You make an object up to 5 pounds that you possess invisible for up to 10 minutes. Once the spell ends, you can't make the same object invisible again for 24 hours.

Thunderous Cord
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V or S
Duration: Instantaneous
Source: Bard
You release a blast of sound with your voice (verbal component) or your instrument (somatic component). Make a ranged spell attack against a creature within range. On a successful attack, the creature takes 2d4 thunder damage and is deafened until the start of your next turn.
This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th (6d4), and 17th (8d4).

Unholy Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Warlock
A purple flame descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Venomous Strike
Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a melee weapon)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You coat your melee weapon with a deadly poison. Attacks made with the weapon inflict their normal effects and cause the target to make Constitution saving throw or become poisoned until the end of their next turn.
This spell deals 1d8 poison damage on a successful attack when you reach 5th level (1d8), 11th level (2d8) and 17th level (3d8).



1st Level Spells (34)

Acrid Delight
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of food)
Duration: Up to 1 hour
Classes: Bard, Druid, Wizard
You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature is must make a Concentration saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature only takes 1d8 points of damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.

Alacritous Interpretation
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small emerald gemstone)
Duration: Up to 1 hour
Classes: Wizard
For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell’s duration.

Animate Percussion
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small cymbal or drum)
Duration: Concentration, up to 1 hour
Classes: Bard, Wizard
You may touch one percussion instrument that you possess, brining it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. If you issue no commands, the instrument will idly play a rhythm that it has been used to play prior to becoming animated. Once given an order, the instrument continues to follow it until its task is complete.

Beguile
1st-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Bard, Sorcerer, Warlock, Wizard
You point at a creature and cause them to make a Wisdom saving throw or be forced to shout a short phrase in their native tongue of your choosing of up to 5 words. The creature can take no other actions during this round.
If the short phrase said by the creature would cause its allies within a 15-foot radius to alter their course of action or question their beliefs, they can make an Wisdom save to disbelieve what their ally is yelling.

Bone Storm
1st-level conjuration
Casting Time: 1 action
Range: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 2d10 + your spellcasting modifier in piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot level above 1st.

Cauterizing Flame
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
A creature you touch regains 2d8 + your spellcasting modifier of hit points. However, the creature can no longer regain hit point by any other means until it completes a short or long rest. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.

Creeping Crawling Claw
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (severed hand of a creature)
Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
Choose the hand of a creature that has been severed from its body for longer than 24 hours and grant it sentience. For the duration of the spell, the creeping claw is under your control and can be commanded using your bonus action. The claw can only understand simple commands.
If the hand's original owner is still alive, the claw will seek to reunite itself with its rightful owner when the spell ends. If its original owner is dead, the claw will wander off purposelessly.
Also, you can use this spell to attempt to gain control over an existing crawling claw. The claw will resist the effects by succeeding on a wisdom saving throw, making it immune to this spell for 24 hours.

Cursed with Undeath
1st-level necromancy
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You touch a living creature that has 0 hit points, placing a curse upon it. The curse remains until the creature either dies or is stabilized, whichever occurs first.
If the creature dies while cursed, it is raised as a zombie under your control for 1 minute or until slain. If the creature is stabilized before it dies, the curse is removed with no ill effects.
A remove curse spell ends this effect while active on a creature. This spell has no effect on undead or constructs.

Death's Grasp
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Grasping spectral hands sprout from the ground in a 20-foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain.
Creatures starting their turn in the area or entering the area for the first time on their turn must succeed on a Dexterity saving throw or take 2d6 necrotic damage from the spectral hands.

Detect Chaos and Order
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
For the duration, you are able to determine the nature of creatures in relation to how they conform to societal norms.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Arm
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Warlock
Your deity imbues a melee weapon you currently possess with an essence of their power. Make a ranged attack against a creature within 60 feet, causing them to take an additional 2d10 radiant or necrotic damage (your choice). The weapon breaks after it is used in this manner.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every 2 slot levels above 1st.

Dread
1st-level necromancy
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (petrified eye of a rabbit)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attacks. Also, the target has disadvantage on Wisdom ability checks made for the duration.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Lesser Earthen Grasp
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.
At the beginning of the target’s turn, they may roll a Strength saving throw to break free from the earth’s grasp on a successful save.

Earthen Pillar
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You call forth a column of dirt to rise out of the ground in an space you can see within range. The pillar has a diameter of 10 feet wide, 30 feet tall and has an AC of 10 and 27 hit points.
Creatures occupying the area above the column when the spell is cast can make a Dexterity saving throw to jump off the pillar as it rises out of the ground.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 10 feet for each slot level above 1st.

Evade
1st-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Ranger
You may use your reaction in an attempt to nullify an enemy’s attack by adding your acrobatics modifier to your AC. If the attack against you is still successful, you only take half of the total damage, rounded up.

Grimlore’s Shadowblight
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You hurl a ball of dark energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. The target takes half damage and is not frightened on a successful saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Guillotine
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
You extend your hand and touch a creature while muttering the passing prayer of an executioner. The creature must make a Strength saving throw or become restrained by a pair of ethereal chains that bind the target to the ground, and a large magical blade is summoned above their head.
As a bonus action on your turn, you are able to release the blade down upon your target’s neck, dealing 1d8 + your spellcasting modifier in magical slashing damage. For every round that you do not release the blade with your bonus action after the initial cast, add 1d8 additional damage as a blade ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw to break the chains at the start of each turn. This removes the restrained condition and ends the spell without doing any damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

Helm’s Everwatchful Eye
1st-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
You call out to the deity known as Helm and plead for the Vigilant One to use his divine grace to help one of your allies in need. You use your reaction to select one creature that you can see within range that has just failed a saving throw and roll a d20. On a score of 18 or higher, Helm will intervene and allow the target to succeed instead.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reduce the die score required by 2 for every slot levels above 1st.

Inaudible
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be silenced for the duration. In addition, the target is unable to use objects that produce noise such as a whistle, horn, bell, clap, or perform any action which is intended to make a noticeable sound. The target is also unable to cast any spells with a verbal component.
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.

Injurious Spellbook
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a spellbook)
Duration: Instantaneous
Classes: Wizard
You transmute two pages of your spellbook that contain the scripture for this spell to detach from the book’s binding and develop razor-sharp edges. Both pages fly out and slice a creature in range, before safely returning to your spellbook and rebinding to their original location. Choose one creature within range or choose two creatures within range that are within 5 feet of each other.
A single target must succeed on a Dexterity saving throw or take 4d8 slashing damage (2d8 per page). If you select two targets, each one must succeed on a Dexterity saving throw or take 2d8 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per page (2d8 total) for every two spell slots level above 1st.

Inner Fire
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of brimstone)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
The sheer power of your life-force causes the blood of your foes to ignite in an inferno. Cause a creature you can see within range to make a Constitution saving throw or take 1d4 fire damage (for every unused hit dice you currently have) + your spellcasting modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Interpret Bone
1st-level necromancy (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Druid, Paladin, Ranger
You touch a piece of bone from a creature that has been dead less than a year ago and are able to see a brief vision of how that creature died.


Last Breath
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You raise your hands in a grasping gesture towards a creature within range and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d12 cold damage. On each of your turns for the duration, you can use your action to deal 1d12 cold damage to the target automatically. While the target is affected by the spell, it is also unable to speak as if it were silenced due to the water in its lungs. The spell ends if you use your action to do anything else or if the target moves outside the range of the spell.
This spell has no effect on constructs, undead or creatures that can breathe underwater.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Misery
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Warlock, Wizard
You extend your hand and touch a creature while muttering a curse under your breath; one that dwells in a plane of anguish. The creature can make a successful Intelligence saving throw to understand the effects of your incantation: they have until the start of your next turn to move 60 feet or more from your location. Upon failing to move this distance or choosing not to move, the target must immediately make a Constitution saving throw at the end of their next turn or become vulnerable to 1 damage type of your choosing for 1 round. A remove curse spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, you can select one additional damage vulnerability type for each slot level above 1st.

Murmurs of the Restless
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (burning incense)
Duration: Instantaneous
Classes: Bard, Cleric
The spirits of those who have died traumatically within the last 24 hours wail out to you in anguish. You are not able to ask them any questions, but rather hear glimpses and sense the emotions from any recently slain creatures within 60 feet as they briefly relive their final moments with you.

Nightowl
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (feather of an owl)
Duration: 1 hour
Classes: Druid, Ranger
Selûne gives you her blessing, allowing you to summon the mythical spirit of an owl that appears on your shoulder. The owl cannot attack or carry any objects but understands any simple commands you give it up to a mile away. If not given any commands, the owl will remain upon your shoulder.
As a bonus action, you are able to see and hear through the perspective of the spirit owl, but you become blinded and deafened while doing so.

Rot
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You extend your hand toward a creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d10 necrotic damage. The target takes no damage on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Shed Skin
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. Casting this spell while you are being grappled ends the condition and allows you to move up to 15 feet away from your target without provoking any attacks of opportunity.

Shield of Devotion
1st-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
A gleaming field appears and surrounds a creature of your choice within range, granting immunity to critical attacks and 1d4 + your spellcasting modifier in temporary hit points for the Duration.

Skein of Vines
1st-level transmutation
Casting Time: 1 reaction
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger
When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and keep you in place and remain until that start of your next turn. This spell can only be cast while you are standing on solid ground.

Slashing Step
1st-level conjuration
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
Classes: Bard, Ranger
You enter into a semi corporeal state as you teleport up to 15 feet in a single direction. Make a melee attack against any creatures you pass through along your path (up to 3 total), doing your normal attack damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, add 1d6 additional damage of your weapon’s type to each melee attack.

Smolder
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, M
Duration: Up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You focus on fanning the flames that burn within your soul. Using your bonus action, you are able to add an additional 1d8 fire damage to the next source fire damage you deal.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.


Storm of Arrows
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather)
Duration: Up to 10 minutes
Classes: Druid, Ranger
You chant a small incantation while waiving a quiver of arrows with a feather. Once complete, the duplicate arrows to those in your quiver appear at a point in the sky of you choosing occupying a 10-foot radius anywhere within range as they fall. Any creatures in the radius must make a Dexterity saving throw or take 3d6 piercing damage, or half on a failed save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.

Zen Archery
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Ranger
You allow your insight to guide attacks made with ranged weapons. For the duration, when you make an attack with a ranged weapon, you can use your Wisdom modifier instead of Dexterity for all attack and damage rolls.

Grimlore
2018-08-07, 06:11 PM
2nd Level Spells (25)

Analyze Blood
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (1 ounce of blood)
Duration: Instantaneous
Classes: Bard, Cleric, Ranger, Sorcerer, Warlock
You are able to learn a number of qualities from one ounce of fresh blood, as long as it has not existed outside its source for more than 24 hours. Roll a d4 and choose a number of qualities to learn from the list below, equal to the die score:
• Learn the creature’s type
• Learn the creature’s age (if applicable)
• Learn the creature’s gender (if applicable)
• Learn if the blood carries any traces of poison or disease
• Learn if the creature is within 20 miles of your location
• Learn if the creature is still on your plane of existence
If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from the its perspective.

Amorphous Form
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Druid, Sorcerer, Wizard
You touch a creature with at least 1 hit point, transforming it into a gray ooze. An unwilling creature must make a Wisdom saving throw to avoid the effect.
The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The target's game Statistics, including mental Ability Scores, are replaced by the Statistics of a gray ooze. It retains its Alignment and personality.
The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Avian Geyser
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, M (a feather)
Duration: Concentration, up to 1 minute
Classes: Bard. Druid, Ranger, Sorcerer, Wizard
A gust of wind begins to swirl around a place on the ground that you touch, culminating in power. Upon releasing your touch from the ground, a wind geyser 5 feet diameter and up to 120 feet tall abruptly shoots into the air. Any medium or smaller creature that steps into the geyser or is in the space when the geyser must make a Dexterity saving throw or be lifted into the air to the top of the geyser, losing their action in the process. Large creatures make their Dexterity save with advantage, and huge or larger creatures are unaffected.

Barricade
2nd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
You create a transparent vertical wall made of magical force (AC 22, 1 HP). The wall appears within range and lasts for the duration. You can make a straight wall up to 40 feet long, 40 feet high, and 5 feet thick. The wall provides full cover to creatures behind it and only creatures you allow can pass through it.

Cognizant
2nd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Bard, Wizard
You touch a willing creature, allowing them to add their proficiency bonus to all initiative rolls and all Intelligence based skill checks for the duration. You can only have one instance of this spell active at a time.

Detect Familiar
2nd-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of any creature that is currently serving as a familiar within 30 feet of you. If you sense a familiar in this way, you can use your action to see a faint aura around the creature. In addition, you are able to sense if its master is within 120 feet of your location and their general direction.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Drain Life
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You can weaken one foe by lowering its maximum hit points. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, 2d6 + your spell casting modifier worth of hit points are subtracted from its maximum until it completes a long rest. If this effect reduces the target’s total hit points to zero, it dies.
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.


Druthers
2nd-level enchantment
Casting Time: 1 bonus action
Range: Self (15-foot radius)
Components: V, S
Duration: Up to 1 minute
Classes: Bard
You make a simple request of up to 10 words, gaining a +5 bonus and advantage on a Persuasion skill check to all humanoids within 30 feet of you, unless they are hostile towards you.

Gale of Obscurity
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard
You summon blizzard that obscures you from other creatures. For the duration, the gale provides you three-quarters cover, resistance to fire damage, and any creature that starts its turn or moves with 5 feet of you for the first time takes 1d6 cold damage.
While the gale is active, you suffer disadvantage on all ranged weapon and spell attacks.

Glacious
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Wizard
The ground freezes in a 10-foot-radius sphere centered on a point you choose within range. Any creature that starts its turn or moves into the area for the first time must make a Constitution saving throw or take 2d8 cold damage and gains one level of exhaustion. On a successful save, a creature takes half as much damage and does not suffer exhaustion.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Grimlore’s Shadowgrasp
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You create a medium-sized hand made of shadow in an unoccupied space that you can see. It moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 14 and hit points equal to your half of your maximum and has a movement speed of 40 feet. If it drops to 0 hit points, the spell ends. The hand doesn't fill its space and remains under the effects of the blur spell while active.
When you cast the spell, and as a bonus action on your turns, you can make a ranged spell attack against a creature within 5 feet of the hand, dealing 2d8 + your spellcasting modifier of necrotic damage. On a successful attack, the target must also make a Wisdom saving throw or be frightened of you for the duration of this spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the hand increases by 1d8 for every slot level above 2nd.

Holy Missile
2nd-level evocation
Casting Time: 1 action
Range: 120
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
You create three glowing darts of holy energy. Each dart hits a creature of your choice that you can see within range. Each dart heals 1d4 hit points of damage. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Howling Downpour
2nd-level conjuration (ritual)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Wizard
You summon a storm cloud to appear up to 60 feet above the ground at a point you can see. After 1d4 rounds, the clouds start to produce rain at an alarming rate, dowsing everything with a 10-foot-radius cylinder, with a hit up to the bottom of the storm cloud. The rain extinguishes all non-magical fire within the area immediately.
As a bonus action on your turn, you can move the clouds up to 30 feet in any horizontal direction.

Insurmountable to Surmountable
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a spider’s leg)
Duration: Up to 10 minutes
Classes: Druid, Ranger, Wizard
You touch a smooth surface that is difficult or unable to be climbed and transform the landscape to create tiny foot and hand holds in any direction 10 feet wide and up to 60 feet in length. Anyone who attempts to climb the transformed surface makes all Strength (climbing) checks with a +2 bonus and rolls with advantage.

Mana Burn
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a magic ball of glowing energy and launch it at a creature that you can see within range. The target must make an Intelligence saving throw or take 1d4 + your spellcasting modifier in psychic damage and lose an unused 2nd level spell slot until it completes a long rest. If the target does not have any 2nd level spell slots remaining, it will lose a 1st level spell slot instead.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for every slot levels above 2nd. Also, the unused spell slot lost by the target is equal to the spell slot used to cast the spell. If the target does not have an unused slot level of that level to lose, they will lose a spell slot of the next lower level.

Manacle of Burden
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You target two creatures that are within 20 feet of each other within range and cause them to make a Strength saving throw. If both targets fail, they are bound to one another by a spectral manacle off your creation and will split all damage done to them.
For the duration, any damage done to either target is halved (rounded up) and then dealt to the other bound creature as well.
If the two bound creatures move more than 20 feet apart, the manacle breaks causing 4d4 necrotic damage to both targets.

Necrotic Visage
2nd-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You evoke a shadowy visage that appears above you. The visage remains until you use your action to make a melee spell attack with your equipped weapon. On a successful attack, your attack is replaced by that of the shadowy visage, who attacks your target with a necrotic scythe, dealing 3d6 + your spellcasting modifier of necrotic damage and then disappears.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Pullulate
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S M (plant seed)
Duration: Instantaneous
Classes: Druid
You plant a seed from the type of plant that used to grow in your current location. Upon touching the ground above the buried seed and speaking a small prayer, the species of the plant begins to regrow, taking 1d4 hours to reach maturity.

Radiating Blade of Tempus
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an amulet or holy symbol)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Paladin
You call upon Tempus, the god of war, to grant you the ability to strike down your foes in his name. Using your bonus action, you are able to sheath a melee weapon you possess with a white burning flame. You can use your action to make a melee attack with the fiery blade. On a hit, the target takes the weapon’s normal attack damage plus 1d8 radiant damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Shadow Bind
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You take control of the shadow belonging to a creature to restrain its master. Make a ranged spell attack against a creature that you can see within range, dealing 2d6 necrotic damage and grappling the target. The creature may attempt to break free of their shadow’s grapple using their action, ending the spell if successful. You are not able to control a target’s shadow when it is in direct light.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Silvanus’ Blessing
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (A small diamond worth at least 50 gp, which the spell consumes)
Duration: Instantaneous
Classes: Druid, Ranger
You return a dead beast you touch to life, provided that it has been dead no longer than 8 hours. If the beast’s soul is both willing and at liberty to rejoin the body, the beast returns to life with half of its total hit points, rejuvenated by the blessing of Silvanus.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the beast at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the beast returns to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Silvanus’ Favor
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Druid, Ranger, Wizard
You touch a willing beast. Until the spell ends, the beast’s non-magical attacks become magical attacks with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Surge of Chaos
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer
When you are forced to roll on the wild magic table, you can choose to make a second roll after seeing the result of your first. You must take the second result.

Track
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours
Classes: Druid, Ranger
You are able to identify the tracks made by a creature if you possess one thing that belonged to the creature. You also gain advantage on Wisdom based skill checks related to the target for the duration.

Veil of Elements
2nd-level evocation
Casting Time: 1 action
Range: 60 feet (20-foot cylinder)
Components: V, S, M (a small moonstone)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Wizard
You summon a swirling mass of elements in a 20-foot diameter, 40-foot high cylinder centered on a point you can see within range. Each creature that begins their turn in the veil or moves into it during their turn must make a Dexterity saving throw. A creature takes 5d6 damage from an element of your choosing (cold, fire, lightning, thunder) on a failed save, or half as much on a successful one, which expends that damage type from the veil.
The spell ends once all four damage types are expended, or the spell’s duration is reached.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases of each element increases 1d6 for each slot level above 2nd.



3rd Level Spells (25)

Absorbing Ward
3rd-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Cleric, Paladin, Sorcerer, Wizard
You use your reaction to put a protective ward upon yourself, which has 18 hit points. When you take any single source of damage, this ward will protect you by absorbing up to its total hit points of damage.
On your next attack, you are able to release the energy force absorbed by the ward, adding the amount of damage to your next attack damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the ward gains 6 hit points for every slot levels above 3rd.

Ameliorate
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Paladin
A creature you can see within range regains a number of hit points equal to 2d4 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 2d4 for each slot level above 3rd.

Ancestral Guidance
3rd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Classes: Bard, Cleric, Paladin
You touch a willing creature and call upon the spirits of their ancestors to appear and offer guidance. The target may pick one language to become proficient in for the duration. Additionally, they gain double proficiency on all Intelligence and Wisdom based skill checks.

Create Useful Robe Patch
3rd-level conjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a blank patch made of fine cloth and thread worth at least 10gp, a mundane item and a robe of useful things with available space)
Duration: Instantaneous
Classes: Bard, Wizard
You compress a single mundane item onto a blank patch with the intention of attaching it to a Robe of Useful Items. The item you choose must be no larger than 30 feet in any dimension. The patch must then be sewn onto a Robe of Useful Items before it can be used.
At Higher Levels: When casting this spell using a spell slot, you are able to fashion non-sentient magic items into patches depending on the spell slot used, as follows: 3rd level (common), 5th level (uncommon), 7th level (rare), and 9th level (very rare).

Displacement
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Using your action, you are able to swap places with a creature you can see within range. If the target is hostile towards you, it can attempt a Wisdom saving throw to resist the effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 20 feet for each slot level above 3rd.

Distressing Melody
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V or S, M (an instrument)
Duration: Instantaneous
Classes: Bard
You select one creature within range and sing or play a song aimed at disrupting your target, causing them to make a Wisdom saving throw or lose their focus, ending any concentration spell they currently are casting. If the lose concentration in this manner, they cannot cast the same spell until they complete a long rest.

Fire Whip
3rd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Bard
You create a whip made of scorching flame and select one creature within range whip with the intention of unbalancing it. The target must make a Dexterity saving throw. On a failed save, the target takes 5d8 fire damage and you choose to knock it prone or to pull it up to 15 feet closer to your location.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and you can pull the target an additional 5 feet for each slot level above 3rd.

Frost Armor
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You touch a willing creature, encasing them in a protective coating of ice. For the duration, they gain a +3 bonus to AC and become immune to cold damage but suffer disadvantage on all Dexterity checks and saves for the duration. Every time they are hit by a melee weapon attack, their attacker takes 1d6 cold damage.
Additionally, each time they are successfully attacked, the protection provided by frost armor wanes, reducing its armor class bonus by 1. After the target takes three successful melee attacks, the armor shatters and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and it gains a +1 bonus to AC for every three slots level above 3rd.

Grimlore’s Affliction
3rd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You harness necrotic energies and infuse them into your very being. For the next 10 minutes, every time you deal damage to a creature with an attack or spell, you deal an additional 1d8 necrotic damage and the creature must make a Wisdom saving throw or become frightened of you until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the hand increases by 1d8 for every slot level above 2nd.

Healing Leeches
3rd-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Druid, Ranger
You summon 2 magical leeches that exist for 1 minute. They can be given to willing creatures, and when placed somewhere up on their skin, they proceed to suck out all forms of non-magical poisons and toxins in the body, making the creature immune to disease and poison effects for the duration. Additionally, the creature becomes resistant to poison damage for the duration.

Invocation from Bahamut
3rd-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S, M (a dragon’s scale)
Duration: Instantaneous
Classes: Cleric, Paladin
You make a plea to the deity Bahamut, dragon god of justice, to aid an ally. Using your reaction, you allow a creature that recently failed a saving throw to attempt another save with advantage.

Lunacy
3rd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You target a creature that you can see within range and pick at the fragile fabric that allows them to maintain their sanity. The creature must make Wisdom saving throw or roll on the Short-Term Madness Table (DMG, pg.258) and remain under the effect 1d10 minutes.

Mass Vicious Mockery
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Classes: Bard
You unleash a string of insults laced with subtle enchantments at a number of creatures equal to 1d6 + your spellcasting modifier that you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 damage for each slot level above 3rd.

Mummify
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (A piece of cloth)
Duration: Concentration, up to 1 minute
Classes: Cleric, Wizard
You touch a creature and utter an ancient curse. The target must make a Strength saving throw or take 2d8 necrotic damage and become restrained. You can use your bonus actions to cause the target to take an additional 2d8 necrotic damage every round after the spell was initially cast.
The target can attempt a Strength saving throw at the beginning of their turn to break the binding.

Poison Darts
3rd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 hour
Classes: Druid, Ranger, Wizard
You conjure 2d4 magical darts that last for one hour or until they are used. As an action on your turn, you make a can make a ranged spell attack against a creature you can see within in range. On a successful attack, you deal 2d6 poison damage to the target and force them to make a Constitution saving throw or become poisoned until the end of their next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the you summon and additional 1d4 darts and they last for 1 hour longer for each slot level above 3rd.

Poisoned Heart
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock
You touch a creature, causing its heart to fill with a vile poison. The creature must make a Constitution saving throw or take 4d10 poison damage immediately, and then again at the beginning of each of its turns for the duration. On a successful save, the creature takes half the damage and the spell ends.
At any point during the spell, if the target dies as a result of the poison damage from this spell, every creature within 5 feet of the target must make a Constitution saving throw or take 4d10 poison damage, or half as much on a success as the target’s heart explodes.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, all damage dealt from spell increases by 1d10 for every slot level above 3rd.

Predominance
3rd-level enchantment
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Classes: Sorcerer
You attempt to unleash the power contained within your being. When you first cast this spell, roll a d20. If the result is higher than 20 – your spellcasting modifier, you gain 3 predominance dice. Within the next 10 minutes, anytime you roll a d20 you may choose to do so with advantage.

Reshape Destiny
3rd-level necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V
Duration: Up to 10 minutes
Classes: Bard, Cleric, Paladin
You can change an outcome that the
cosmic forces have foretold. As a reaction, you can allow a creature you can see within range that just failed a death saving throw to succeed instead. Additionally, future death saving throws are made with advantage until the creature is either stabilized or dies, whichever happens first.

Return
3rd-level conjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Using your reaction, you can cause a creature to return to the initial point of origin they were in at the start of their previous turn. Select a creature that you can see within range, forcing them to make a Dexterity saving throw or be teleported back to the location they were at the start of their previous turn. A creature can choose to fail this save if they wish.

Scaleskin
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (scale from a dragon)
Duration: Up to 1 hour
Classes: Druid, Ranger
You touch a willing creature. Until the spell ends, the target's skin has a smooth, scale-like appearance, and the target's AC can't be less than 18, regardless of what kind of armor it is wearing. Also, the target becomes resistant to a single damage type of your choosing, selected from: cold, fire, lightning, poison, or thunder.

Sphere of Deceit
3rd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Bard
You create a magical zone that enables deception in a 15-foot-radius sphere on a point of your choice within range. Until the spell ends, any creatures of your choosing that enter the spell's area gain advantage on all Deception skill checks.
Additionally, any creatures in the spell’s area that you do not grant this bonus must make a Wisdom saving throw or suffer disadvantage on all Wisdom (Insight) checks made while in the area. When the spell ends, they know that they were deceived in this manner.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere is increased by 10 feet for every slot level above 3rd.

Steady Terrain
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Classes: Druid, Ranger
You transform the ground, allowing you and your allies to traverse it with ease. Select a point that you can see within range, removing all difficult terrain within 60 of that point. If the terrain is difficult due to a magical spell, this spell negates that condition of the other spell if it was cast at 3rd level or lower.
When cast on a surface that would require Strength (Climbing) checks to traverse, any creatures you choose can make those checks with advantage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for every slot level above 3rd.

Spectral Steed
3rd-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Warlock
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The steed has the statistics of the chosen form, though it is an incorporeal undead creature instead of its normal type, and gains the Incorporeal Movement trait, although it cannot use it while mounted. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Thundering Bellow
3rd-level evocation
Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer
You shout a thunderous phrase that bursts outward from your location. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 5d6 thunder damage and is push 15 feet away form you on a failed save, or half as much damage and is not pushed on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vaporous Smite
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Paladin
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a misty white shroud and the attack deals an extra 3d8 radiant damage to the target. Immediately
After the attack, your form turns into a gaseous vapor and you are able to travel up to 15 feet without provoking attacks of opportunity.

Grimlore
2018-08-07, 06:19 PM
reserved as needed

Grimlore
2018-08-07, 06:20 PM
reserved again

Grimlore
2018-08-07, 06:38 PM
reserved as needed

Lalliman
2018-08-09, 01:11 PM
I don't have nearly the time to review them all, but I've looked at the cantrips and I have some questions.

Blood Dagger seems terrible. Am I missing something? Compared to Shillelagh (or Grim Scythe), it has worse damage, requires concentration, and deals damage to you when cast. In return it has the marginal benefit that you don’t need a weapon on hand and you can’t be disarmed, but you can get that benefit from any other cantrip. It also scales, but it takes until 11th level to really pull ahead of Shillelagh in damage, at which point you have so many uses for your concentration that you’d never even think of using this. I could see an 11th level fighter picking this up with Magic Initiate so he can use a one-handed 3d4 weapon, but that’s about it.

Is there a reason that Blood Siphon and Scourge add your spellcasting modifier to the damage? Cantrips aren’t supposed to do that, there are class features that do that. You could just make it a d10 and get about the same result.

Chant of Mastery is practically the same as Resistance. Why bother distinguishing them?

Ice Shard should specify what happens if the target is resistant or immune to cold damage.

Spare the Living, although an interesting counterpart to Spare the Dying, is basically unusable because NPCs explicitly are not subject to death saves, they just die at 0 HP.

Thunderous Chord: How are you supposed to imagine a sound-based attack that targets AC?

The Nth Doctor
2018-08-09, 05:12 PM
I haven't read through the other spells, but I wanted to at least address the cantrips. Personally, I don't think they're badly written, I think their mainly superfluous. I appreciate 5e for it's simplicity and what I want to see as a GM and player when it comes to homebrew is things that fill in gaps, not things that simply add more complication. I don't think many of the cantrips add to the game or give a compelling enough reason to take them over existing cantrips.

Just to give a few examples:

Clerics only get three cantrips and if you want a damaging cantrip, your only real option (if you're just sing the PHB) is Sacred Flame. There isn't really a good enough reason to take Ascending Flame over Sacred Flame if you want to make sure you have a damage cantrip in your back pocket. The temporary hitpoints just aren't a big enough draw, especially since you can't stack temporary hitpoints.

Blood dagger sounds cool and could be thematic, but there is not a good reason to take it. Warlocks get access to better melee cantrips like Green Flame Blade and sorcerers get Shocking Grasp, both of which do more damage and don't drain the caster's hp.

Other cantrips of yours like Blood Siphon and Scourge are unbalanced because adding spellcasting modifier to cantrips is not in line with existing cantrips. Other spells are just not the right power level for cantrips. Disarm is extremely powerful and both Eidolic Chains and Pacify should be higher level than cantrip.

These are my personal thoughts in line with my GM/player philosophy and if they work for your game then that's fantastic and you should use them.

Grimlore
2018-08-11, 01:01 PM
I don't have nearly the time to review them all, but I've looked at the cantrips and I have some questions.

Blood Dagger seems terrible. Am I missing something? Compared to Shillelagh (or Grim Scythe), it has worse damage, requires concentration, and deals damage to you when cast. In return it has the marginal benefit that you don’t need a weapon on hand and you can’t be disarmed, but you can get that benefit from any other cantrip. It also scales, but it takes until 11th level to really pull ahead of Shillelagh in damage, at which point you have so many uses for your concentration that you’d never even think of using this. I could see an 11th level fighter picking this up with Magic Initiate so he can use a one-handed 3d4 weapon, but that’s about it.

Is there a reason that Blood Siphon and Scourge add your spellcasting modifier to the damage? Cantrips aren’t supposed to do that, there are class features that do that. You could just make it a d10 and get about the same result.

Chant of Mastery is practically the same as Resistance. Why bother distinguishing them?

Ice Shard should specify what happens if the target is resistant or immune to cold damage.

Spare the Living, although an interesting counterpart to Spare the Dying, is basically unusable because NPCs explicitly are not subject to death saves, they just die at 0 HP.

Thunderous Chord: How are you supposed to imagine a sound-based attack that targets AC?

Thank you for your feedback, and I welcome all criticisms! When trying to polish all of these spells from my homebrew games to be consistent with 5e offerings, it is easy to overlook common sense things.

Blood dagger could use a small boost. I might change it to not require concentration, as you correctly mention that there are much better spells to focus concentration on. I don't really want to increase in damage.

Blood Siphon and Scourge add spellcasting modifier to give them a little boost but not overpower them vs other cantrips. As they have additional effects, maybe I will instead change them to a d6.

Chant of Mastery is a bard version, and advantage is better than a d4. But this also this needs to be done in advance and requires concentration. I think it is a fair tradeoff and different enough.

Ice Shard I agree and will add this.

Spare the Living i'm in complete agreement. This was honestly only included as an inside joke. I played an undying warlock in one campaign and would frequently (accidentally) say I use Spare the Living when I would use spare the dying on an ally. I gave it a counter effect for the purposes of its inclusion in this project, but I agree that typically NPC's just die. However, maybe some NPC's have these spells?

Thunderous Chord I was thinking more like a skyrim shout or such. You are right, maybe this gets switched to a save - Constitution might be fitting.

Again, thank you so much for this. If you review the other spells, I'm interested in knowing what you think.

Grimlore
2018-08-11, 01:16 PM
I haven't read through the other spells, but I wanted to at least address the cantrips. Personally, I don't think they're badly written, I think their mainly superfluous. I appreciate 5e for it's simplicity and what I want to see as a GM and player when it comes to homebrew is things that fill in gaps, not things that simply add more complication. I don't think many of the cantrips add to the game or give a compelling enough reason to take them over existing cantrips.

Just to give a few examples:

Clerics only get three cantrips and if you want a damaging cantrip, your only real option (if you're just sing the PHB) is Sacred Flame. There isn't really a good enough reason to take Ascending Flame over Sacred Flame if you want to make sure you have a damage cantrip in your back pocket. The temporary hitpoints just aren't a big enough draw, especially since you can't stack temporary hitpoints.

Blood dagger sounds cool and could be thematic, but there is not a good reason to take it. Warlocks get access to better melee cantrips like Green Flame Blade and sorcerers get Shocking Grasp, both of which do more damage and don't drain the caster's hp.

Other cantrips of yours like Blood Siphon and Scourge are unbalanced because adding spellcasting modifier to cantrips is not in line with existing cantrips. Other spells are just not the right power level for cantrips. Disarm is extremely powerful and both Eidolic Chains and Pacify should be higher level than cantrip.

These are my personal thoughts in line with my GM/player philosophy and if they work for your game then that's fantastic and you should use them.

Ascending Flame I've changed this to a 1d6. Bit less damage for the temp hp tradeoff. Thanks and I agree.

Blood dagger I changed to a 10 minutes no concentration. You can dismiss it with a bonus action. I agree that this is more tematic (like many of my spells in this project tbh).

Blood Siphon and Scourge These were changed to drop the spellcasting mod. Blood Siphon is now a d10 as it is a touch spell and the temp hp only lasts until your next turn. Scourge is now a d6.

Thanks so much for your feedback. As I said, this is a work in progress, and I'd like it to be as balanced as possible before putting it out in the wild :)

Grimlore
2018-08-11, 01:19 PM
Also, I've changed Eidolic Chains and Pacify to make them weaker.

Eidolic Chains
Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
A creature that you can see within range must make a Wisdom saving throw or become grappled by a set of an ethereal chains you summon to bind your target. The target may attempt another saving throw with advantage at the start of each of its turns.
As a bonus action on your turn, you may move the restrained creature up to 10 feet in any direction you choose, as long as you can see the destination.

Pacify
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Bard, Cleric, Druid
When you have at least one Hit Die remaining, you may touch a willing creature and spend a single hit die, healing your target for that amount + your Constitution modifier. A creature can only receive the benefit of this spell once per long rest.

I will look at Disarm and figure out how to change its power level.