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Spells That Don't Suck v5

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Enzo Ponce
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0% found this document useful (0 votes)
325 views41 pages

Spells That Don't Suck v5

Uploaded by

Enzo Ponce
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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SPELLS THAT Don't Suck This isa collection of new spells for Sth Edition, made asa joint project between somanyrobots & Omega Ankh. They al strive to be balanced and useful, and something you could incorporate at any table. They're all rebalanced versions of existing spells -some in the SRD, some not, and generally all solving problems those spells have. They/re also free to use - everything inthis document except the cover artis licensed CC-BY. The license is linked at the bottom, but broadly that means you can incorporate it into your fown work (even commercial work) and share it freely, as long as you credit the author. Happy casting! A NOTE ON ARTIFICERS ‘We don't have anything against the official Artficer, but it ‘not covered in the SRD 5.1 -the reference document that we'e legally reliant on to make these spells, So this document doest!t mention them, and doesn't include them in the lists of classes who get particular spells, Ifan original spell was on the Artificer list, you ean safely put its replacement on their lst SPELLS By LEVEL CANTRIPS 2np LeveL 3rp LeveL ‘STH LeveL Blackie Adaptation Arcane Shelter Arcane Wall Blade Burst Animal ly Brilliance Command Objects Draining Bolt Aura of Truth Command Beast Drink Life Ghost Lights Beast Perception Conjure Beast Pack Holy Fire Ghost Touch Burst of Fame False Death Ineinerate Grave Cal Captivate False Foes inflict Disease Lighting Leash Cold Snap Fiery Quner Martial Stel Wind Strike Manipulate Earth Conjure Herald imbue Element Misdirection Manipulate Fre Curse of Weakness Life Drain Nature's Fury Manipulate Water Enkindle Necromantc Infusion Necromantic Storm Manipulate Wind Detect Hazards Power Word Nap Psychokinesis Stinging Insects Dust Cyclone Siphon Life Unearth Legend Thunder Burst Earth Leash Sonic Rift Wayfinding Ist Lever Fry ade Seaham Gru Lever Befriend Beast Fortune ceee pt Form ofFire Cone of Flame Hallucination Symbol of Resilience Form of ce Defect Lashing Vine Wal of Dust Form of Stone Detect Otherworldly tits ear Form of Water influence Misfortune 4vH LeveL Form of Wind Earth Rumble Oakerhide Animal Transformation Martial Transformation Fated Strike a Expose Weakness Petrify Find in Nature Paychie Skewer Expulsion Sky Omen Frost Shuriken esean¥oF Elaine, Hailstorm Lightning Tendril Summon Animal Spirit Phantasmnal Horror 71H LeveL Magic Fruit Touch ofFith Stormeloud Arcanist’s Sword Minor Drain Unbridled Fury Synaptic Spear Confinement Secret Missive Whiting Daggers Unerting Sentry Death Ray Speak with Nature ach leverh Warding Sigil Great Wave Shatter Mind ‘OTH LeveL Phantasmal Nightmares SPELLS ADAFTATION 2nd-level transmutation Classes: Sorcerer, Wizard Casting Time: 1 action Range: Touch ‘Components: V, S Duration: 1 hour Replaces: Alter Self You touch a creature, modifying it fora specific environment. ‘The target chooses one of the following options for the duration. Itcan end one option as an action to gain the benefits of a different one. The spell ends if you cast it again before its duration ends. + The creature grows gills and webbing between its digits. IL ‘can breathe underwater and gains a swimming speed ‘equal to its walking speed + The creature grows a membrane between its limbs It can use its reaction to subtract up to 100 feet from a fall when calculating falling damage, and can move up to 2 feet horizontally for every 1 foot it descends. +The creature grows a prehensile tail The tail has a S foot reach and can lft a number of pounds equal to five times: the creature's Strength score, It can grasp, lif, drop, hold push, or pull an object or a creature, open or close a door ‘ora container, grapple someone, or make an unarmed strike + The creature's appearance changes. For the duration, it ‘can use an action to change its height, weight, facial features, voice, har length and coloration, and distinguishing characteristics. It cannot change its size or ‘number of limbs, The creature grows a natural weapon, Unarmed strikes with the weapon deal 1d6 bludgeoning, piercing, or slashing damage as appropriate, The natural weapon is magic and has a1 bonus to its attack and damage rolls At Higher Levels, When you cast this spell using a spell slot of 4th level or higher, the creature can select an additional option for every two slot levels above 2nd. When ‘you cast this spell using a spell slot of 4th level or higher, the natural weapon's bonus increases to +2. When you use a spell slot of 6th level or higher, the natural weapon's bonus increases to ~3. ANTMAL ALLY. 2nd-level enchantment Classes: Druid, Ranger Casting Time: 1 action Range: 30 fect ‘Components: V, S, M (a biscuit baked out of meat and grain) Duration: Concentration, 1 hour Replaces: Beast Bond & Beast Sense ‘You establish a telepathic bond with a friendly beast within range. You can use your action to use its senses instead of your own for one round, While you are within 120 feet of one ‘another, you and the beast can communicate telepathically and the beast can add your proficiency bonus to its ability checks. Additionally, its attacks deal 146 bonus damage, and. ‘thas advantage on attack rolls against any creature you have attacked since the start of your last turn, ‘At Higher Levels, When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases to 8 hours. When you cast this spell using a spell slot of 6th level ‘or higher, the spell’s duration increases to 24 hours. _ANTMAL TRANSFORMATION 4idslevel transmutation Classes: Bard, Druid, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet ‘Components: V, S, M (a lump of clay) Duration: Concentration, 1 hour Replaces: Polymorph You gesture at a creature you can see within range, magically ‘molding them into a new form. The spell has no effect on a ‘creature with 0 hit points. An tinwilling creature can make a ‘Charisma saving throw to resist the effect. If they fail they ‘can repeat the save at the end of each oftheir turns, ending the spell on a success. ‘The transformation lass for the duration, or until the target drops to 0 hit points. The new form can be any beast ‘whose challenge rating is 4 or lower, and equal to or less than the target's CR or character level The target's game statistics are replaced by the statistics of the chosen beast. It retains its alignment, personality, allegiances, and broad plan of action. The target assumes the hit points of its new form. When it reverts to its normal form, the ereature returns to the number of hit points it had before it transformed Ifit reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form, ‘The creature is limited in the actions it can perform by the nature ofits new form, and it can't speak, cast spells, or take any other action that requires hands or speech. Its items ‘meld into the new form, and the creature can't activate, use, wield or otherwise benefit from any of it At Higher Levels. When you cast this spel using a spell slot of Sth level or higher, the new form's maximum CR. increases by 1 for each slot level above 4th. ARCANE SHELTER Srd.level abjuration (ritual) Classes: Bard, Wizard Casting Time: 10 minutes ‘Range: Self (10-foot dome) ‘Components: V, S, M (a flake of tortoise shell) Duration: 8 hours Replaces: Tiny Hut You construct a 10-foot radius dome of arcane enerey, centered on yourself, The dome is stationary and disappears ifyou exit its area. Ifyou cast it in a location without enough space to accommodate it, the spell fils ‘Ten Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell ‘who can freely pass in and out ofthe dome, taking 25 feet of movement to move through the dome. Other creatures cannot pass through. ‘The dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can't pass through the dome of be east through i ARCANE WALL Suelevel evocation Classes: Wizard Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powdered gemstone) Duration: Concentration, up to 10 minutes Replaces: Wall of Force ‘An invisible wall of force springs into existence ala point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome ora sphere with a radius of up to 10 feet, or you can shape a fat surface made up of ten 10-footby-10-foot panels. Each panel must be contiguous with another panel In any form, the wall is 1/4 inch thick. It lasts for the duration. Irthe wall euts through a creature's space when it appears, the creature is pushed to one side of, the wall (jour choice which side). Nothing can physically pass through the wall Each pane! hhas an AC of 10 + the spell’s level (15), and has 20 hit points per level of spell (100) The wall can't be dispelled by dispel ‘magic, and is immune to psychic and nonmagical bludgeoning, piercing, and slashing damage. A disintegrate spell destroys the wall instantly; however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall ArcaNist's SWORD 7th-level evocation Classes: Wizard Bard Casting Time: 1 Action Range: 60 feet ‘Components: V, S, M (a miniature platinum sword with a rip and pommel of copper and zinc, worth 250 gp) Duration: 1 minute Replaces: Mordenkainen's Sword You create a glowing sword:-shaped plane of force that hovers within range. It asts for the duration. When the sword appears and as a bonus action on subsequent turns, you can five the sword a command: + Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3410 + your spell casting ability modifier force damage on hit. + Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks, ‘The first time a hostile ereature comes within 5 feet of the sword, it wll attack that creature, making a melee spell attack. On a hit, the target takes 3410 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. + Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl Creatures that start their turn in the sword's space, for enter it for the frst time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage. AuRA OF TRUTH 2ndlevel enchantment Classes: Bard Cleric, Paladin Casting Tim Range: Self Components: V; S Duration: Concentration, up to 10 minutes Replaces: Zone of Truth You radiate an aura of veracity, compelling honesty from all in your presence. The frst time a creature comes within 15 feet, ‘action ‘of you, they must make a Charisma saving throw: On a failure, they cannot intentionally lie while within this aura for the duration. You know if a creature succeeds or fails on this save, and a creature can intentionally fal Affected creatures are aware of the spells effects, and can be evasive as long as they don't speak lies, {As an action, you can concentrate the aura's power: You ‘may ask two yesor-no questions, directed at individual affected creatures, and they must answer, and answer truthfully: The spell ends afterward forall creatures. At Higher Levels, When you cast this spell using a spell slot of 3rd level or higher, the aura's radius increases by 5 feet for each slot level above 2nd. Additionally, the number of compelled questions you can ask when you end the spell increases by 1 for each slot level above 2nd. Beast PERCEPTION 2nd level divination Classes: Druid, Ranger Casting Time: 1 action Range: Self ‘Components: S, M (a body part taken from a beast which hhas the sense you wish to acquire) Duration: Concentration, up to 1 hour Replaces: Beast Sense (in part) When you cast the spell choose one of the following options, the effects of which last for the duration ofthe spell. While the spell lasts, you can end one option as an action, gaining the benefits of a different one. ‘+ Darksision. You gain 30 fof darkvision, + Beholocation. You gain 10 ft of blindsight, but must ‘continuously make high-pitched sounds and cannot speak normally. Your squeaking can be heard from up to 60 feet away, + Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. + Keen Sight. You have advantage on Wisdom (Perception) ‘checks that rely on sight. + Keen Smell You have advantage on Wisdom (Perception) ‘checks that rely on smell + Tremorsense. You gain 30 ft of tremorsense + Websense. While in contact with a web, you know the ‘exact location of any other ereature in contact with the ‘same web. ‘BEFRIEND BrasT Isclevel enchantment (ritual) (Classes: Bard, Druid Ranger Casting Time: 1 action Range: 30 feet Components: V, S, M (a biscuit baked out of meat and grain) Duration: | hour Replaces: Animal Friendship & Animal Messenger You magically persuade a beast that you are a trusted ally Choose a beast that you can see within range, which must be able to see and hear you. The beast must succeed on a Wisdom saving throw ot be charmed by you for the spells duration. Beasts with Intelligence 4 or higher automatically succeed on this save. ITyou or one of your companions harms the target, the spell ends. ‘The beast is willing to perform simple tasks on your behalf, including scouting locations, finding things, or delivering. objects. If asked to deliver a message, it can understand, locations and a general description of a target, though it cannot reliably ind an individual A beast delivering a ‘message typically covers I mile per hour walking, or 2 miles per hour ifitcan fy. At Higher Levels. Ifyou cast this spell using a spel slot of 2nd level the duration of the spell increases to 24 hours. If {you use a spell slot of 3rd level a higher, you can either increase the duration by another 24 hours for each slot lev! above 2nd, or affect one additional beast for each slot level above 2nd. Brack Ick Conjuration cantrip Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: VS Duration: Concentration, up to 1 minute Replaces: Frostbite You cause « patch of neatly transparent ice to form on ground that you can see within range. Until the spell ends, the magic, ice fills a 5foot square. Any Medium or smaller creature on the ice's space when you cast the spell must succeed on a Dexterity saving throw or take 16 cold damage and fall prone. A creature must also make the saving throw when it _moves onto the ie's space forthe first time on a turn or ends its turn atop it ‘This spell's damage increases by 146 when you reach Sth evel (246) 11th lovel (346) and 17th level (446). Brave Burst Conjuration cantrip action Range: Self (5foot radius) v Replaces: Sword Burst You conjure a ring of blades that slash or stab. oes. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take your choice of 146 slashing or 11d6 piercing damage. This spell's damage increases by 1d6 when you reach Sth level (2d6) 11th level (346) and 17th level (446) BRILLIANCE Srdb-evel evocation Classes: Cleric, Druid, Paladin, Ranger, Sorcerer Casting Time: 1 action Range: 60 fect Components: V, S Duration: 1 hour Replaces: Daylight A 60-footradius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet, Ic is not sunlight Ifyou chose a point on an object you are holding or one that ist being worn or carried the light shines from the ‘object and moves with it Completely covering the affected ‘object with an opaque object, such as a bowl or a helm, blocks the light. If any ofthis spell's area overlaps with an area of darkness created by a spell of its own level or lower, or an equivalent ‘magical effect, the spell or effect that created the darkness is dispelled Burst oF FLAME 2nd-level conjuration Classes: Bard, Sorcerer, Wi Casting Time: 1 action Range: 60 feet Replaces: Pyrotechnics You summon up a fiery explosion, creating light, heat, or smoke, You may conjure the explosion at any point within 60 fect, but it will have added effect if you conjure it atop an existing nonmagical flame (extinguishing up to a5' cube of flame} Choose one of the following effects Light: You create a shower of sparks, blinding onlookers. Every creature in 10-foot radius must make a ‘Constitution saving throw or be blinded until the end of your next turn. Ifyou target an existing flame, the radius is 20 feet + Heat: You conjure a blast of intense heat, causing every ‘ereature in a 10-foot radius to make a Constitution saving throw. On a failure they take 3d6 fire damage, or half as ‘much on a successful save. Ifyou target an existing flame, the damage increases to 446 Smoke: You create a 15-footradius cloud of thick, oily ‘smoke. It spreads around corners, and its area is heavily ‘obscured Ifyou target an existing flame, the radius is 30 feet. The cloud lasts for 1 minute or until dispersed by a strong breeze. CAPTIVATE 2nd-level enchantment Classes: Bard, Warlock Casting Time: 1 action ‘Range: Self (60 foot radius) ‘Components: V, S Duration: 1 minute Replaces: Enthrall You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion ofall else. Creatures of your choice within range must make a Wisdom saving throw or be charmed by you. If {you or your companions are fighting a creature, it has advantage on the save, While charmed by you in this way, a creature has disadvantage on Dexterity (Initiative) rolls as ‘well as Wisdom (Perception) checks made to perceive any cresture other than you until the spell ends or until the target ‘ean no longer see of hear you. Additionally ifa creature rolls initiative while affected by this spel its speed is reduced by 10 feet and it cannot take reactions until after its first turn) ends. The spell ends if you are incapacitated or you can no longer speak. Creatures do not realize that you used magic to influence them, At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot evel above 2nd Cotp SNaP 2ndlevel evocation Sorcerer, Wizard Casting Time: 1 action With a snap of your fingers a swirling burst of freezing wind ‘erupts at a point you choose within range. Bach eresture in a Sfootradius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 348 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and ‘The ground in the area is covered with slick ice and snow, making it dificult terrain until the start of your next turn, At Higher Levels. When you cast this spe using a spell slot of rd level or higher, the damage increases by 148 for ‘each slot evel above 2nd Commann Oxyects Sth evel transmutation Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet ‘Components: VS Duration: Concentration, up to 1 minute Replaces: Animate Objects You magically animate nearby objects, bending them to ‘your will. Choose up o six nonmagical objects within range that are not being worn or carried All objects must be the same size, and you can animate six Tiny, four Small three Medium, two Large, or one Huge object(s) Each object animates until spell ends or until reduced to O hit points; ‘when an object drops to 0 hit points, any remaining damage carries over to its original object form. ComMaNp Opjects Sraristics Size HPACStrDex Damage Speed Tiny 5 1912 28 14441 darmage fly 30 (hover) Small 101816 24 1d6+3 damage fly 30 Medium 2017 20 20 1410+5 damage 30 Large 30162416 241047 damage 25 Huge 601528 12 Sd1249damage 20 ‘An animated object has 30 feet of blindsight and statistics as shown in the table above. The DM might rule an object has immunities, resistances, and vulnerabilities to specific ‘damage types based on its form. Ifan object is securely attached to a surface or a larger object, such as a chain bolted toa wall its speed is 0 In combat, an object shares yout initiative count, but take its tara immediately after yours. ‘Asa bonus action, you can issue one command to any umber of objects within the spell’s range, otherwise, the only action an object takes on its turn is the Dodge action. An ‘object may also be commanded to attempt an action available toall creatures, such as grapple or shove, fits form permits itto do so, If commanded to attack, an object makes one melee attack against the target you specify within 5 feet oft Its attack. bonus is equal to your spelleasting modifier. An object usally deals bludgeoning damage, but the DM might rule it inflicts slashing or piercing based on its form. COMMAND BEAST Srd-level enchantment Druid, Sorcerer Casting Time: 1 action Range: 60 feet Components: VS Duration: Concentration, up to 1 minute ominate Beast to take control ofa beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. A beast with CR 4 or higher automatically succeeds on this saving throw. Ifyou or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you can issue telepathic ‘commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature," "Run over there," or "Fetch that object” Ifthe creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best ofits ability, Asan action, you can take full control ofthe target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don allow it to do. During this time, any reactions the creature takes require you to use your reaction as well ach time the target takes damage, it makes a new Wisdom saving throw against the spell Ifthe saving throw succeeds, the spell ends. At Higher Levels. When you cast this spel with a spell slot of 4th level or higher, there is no CR limit to the Conk OF FLAME Istlevel evocation Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (15-foot cone) Components: V,S Duration: Instantaneous Burning Hands Flames shoot forth from your fingertips. Each creature in a 15oot cone must make a Dexterity saving throw: A creature takes 3d6 fire damage on failed save, or half as much. damage on a successful one. ‘The flames ignite any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spel using a spell slot of 2nd level or higher, the damage increases by 146 and the range of the cone increases by feet for each slat level above Ist CONFINEMENT 7iblevel evocation Classes: Bard, Warlock, Wizard Casting Time: 1 action ‘Range: 100 feet ‘Components: V, S, M (ruby dust worth 1,500 gp) Duration: | hour Replaces: Forcecage ‘An immobile, invisible, cube-shaped prison composed of ‘magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. ‘Aprison in the shape of a cage can be up to 20 feet on a side and is made from 12-inch diameter bars spaced 1/2 inch apart, and provides half cover. ‘A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area, When you cast the spell any creature that is completely inside the eage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center ofthe area until they are completely outside the area. ‘Accreature inside the cage can't leave it by nonmagical means. Ifthe creature tres to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw: On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and ‘wastes the use of the spell or effect, The cage also extends into the Ethereal Plane, blocking ethereal travel ‘The cage has an AC of 10 + the spell’ level (17) and has 20 hit points per spel level (140) ‘This spell cant be dispelled by dispel magic. Conjure Beast Pack Srd-level conjuration Classes: Druid Ranger Casting Time: 1 minute Range: Self Components: V, S, M (a handful of grain or corn) Duration: Concentration, up to 1 hour Replaces: Conjure Animals You pull together wisps of magical energy and sculpt them into beasts. Choose a Small or Tiny beast of CR 1/4 or lower, and eight creatures of that type appear immediately in tunoceupied spaces around you. Ifyou choose a beast with a flying speed, you summon six creatures instead Each beast is considered fey, and disappears if it drops to 0 hit points or the spell ends. ‘The summoned beasts are friendly to you and your companions, They act on the same initiative, immediately after your turn ends. They obey any verbal commands that you issue to them (no action required by you) Ifyou don't issue any commands to them, they move as a group and take the Dodge action, Ifyou command them to attack, you can direct any number of beasts to attack any number of targets ll creatures attacking a given target make a single attack roll using your spell modifier to hit. If three or more beasts attack together, they have advantage on the roll Ifthe attack hits they deal bludgeoning or piercing damage equal to 1d4 per creature. If six or more beasts attack together, you can add your spelleasting ability modifier to the damage dealt. At Higher Levels, When you cast this spell using a spell slot of 4th level or higher, you summon two more beasts per level above 3rd eh ‘SAMPLE BEASTS. Note that a conjured beast pack does not use the normal atack within their stat blocks, and so does not apply any additional effects, Below are all the eligible beasts in the SRD 5.1 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Eagle, Giant Fire Beetle, Haw, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Weasel, Blood Hawk Flying Snake, Giant Rat, Poisonous Snake, Strge, Badger, Giant Centipede. P?_a_a_—_____ ConJUuRE HERALD 2nd-level conjuration (ritual) Classes: Bard Druid, Wizard Casting Time: I minute Range: 30 feet Components: V, S, M (a small silver horn worth at least 10gp, which is consumed) Duration: Special Replaces: Magic Mouth & Skywrite You create a floating spirit, which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance ‘otherwise. The herald knows a fixed message of up to 25 ‘words. When you cast this spell choose one of the following effects: ‘+ Ward: The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to tha point. tis invisible and motionless until a specific condition is met within 30 fect ofits location. When the condition is met, it appears and recites its message. IF cast on an object, it moves the object's mouth rather than appearing directly. You determine whether it does s0 once, or disappears again and repeats the message every time the condition is met. When cast in this way, it lasts until dispelled + Announcement: The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round It traverses an area up to a S-mile radius around its location, conveying its message to every creature it sees, When cast in this way, it lasts for 1 hour. CURSE OF WEAKNESS 2adt-level necromancy (Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet ‘Components: VS Duration: Concentration, up to 1 minute Replaces: Ray of Enfeeblement Ghastly energy lickers within a 10-footsadius sphere centered on a point you choose within range. When a creature start its turn in the area or moves into the area, daring is tur, it must make a Constitution saving throw. On a failure, a creature is cursed with weakness until the end of its turn: it has disadvantage on Strength checks and Strength saving throws, it deals half damage with weapon attacks that use strength, and its speed is reduced by 10 feet. ‘At Higher Levels. When you cast this spell using a spell sat of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd. DraTH Ray Tevlevel necromancy Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Replaces: Finger of Death You send a blast of negative energy at a creature you can see within range. Make a spell attack roll dealing 8410+30 necrotic damage on hit, or half as much on a miss. Ifthe target is a humanoid and dies within I minute of being damaged by this spell, they rise atthe start of your next turn asa zombie that is permanently under your control ‘At Higher Levels. When you cast this spell using a spell slot of Sth level or higher, the damage increases by 2410 for teach level above 7th. Dertecr Istlevel abjuration Classes: Sorcerer, Wizard Casting Time: 1 reaction, which you take when you are hit byan attack or targeted by the magic missile spell Range: Self Components: V, S Duration: | round Replaces: Shield A tansparent sphere of arcane force appears, averting incoming attacks. Until the start of your next turn, you have a +15 bonus to AC, to a maximum of 21 AC, including against the triggering attack, and you take no damage from magic missile. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC (and the maximum. |AC) increases by 1 for every two slot levels above 1st for example, when cast with a Sth level spel slot, you have a a +7 bonus to AC, toa maximum of 23 AC) Derecr Hazarps 2ndlevel divination Cleric, Druid, Ranger Casting Time: 1 action Range: 120 feet Components: V,S Duration: Concentration, up to 10 minutes Replaces: Find Traps You sense the presence of any trap within range. A trap, for the purpose of this spelh includes any object, terrain, or ‘magic that would inflict a sudden or unexpected effect you ‘consider harmful or undesirable, Thus, the spell would sense ‘an area affected by the alarm spell a glyph of warding, 2 hhidden pit trap, or a natural sinkhole, but not a creature lying in ambush. ‘The spell reveals the general presence and vague direction ‘of a trap within its 120-oot range, but not its specific Iocation. Ifyou come within 15 feet ofthe trap, you detect its presence exactly, and any ability checks you or your ‘companions make to examine it are made with advantage, ‘The spells blocked by 1 foot of stone, 1 inch of common ‘metal a thin sheet of lead, or 3 feet of wood or dirt. DETECT OTHERWORIDLY INFLUENCE Istlevel divination (ritual) Classes: Cleric, Paladin Casting Time: 1 action Range: Self Components: V; S Duration: Concentration, up to 10 minutes Replaces: Detect Evil and Good You sense the presence of unnatural or extraplanar creatures, ‘The spell reveals the existence of any aberrations, celestials, clementals, fey, fends, or undead within 30 feet of you, a8 ‘well as their locations. You also have advantage on any Wisdom (Perception) or Wisdom (Insight) checks against such creatures. The spel is blocked by I foot of stone, 1 inch, ‘of common metal a thin sheet of lead or 3 feet of wood or dir. DRAINING BolT Necromaney cantrip ‘action Range: 30 feet Components: V;S Duration: Instantaneous Replaces: Sapping Sting You sap the vitality of one ereature you can see in range. Make a ranged spell attack against the target. On a hit, it takes 1d8 necrotic damage and has disadvantage on the next ‘weapon attack rol it makes before the end of ts next turn. This spell's damage increases by 1d8 when you reach Sth level (248) 11th lovel (348) and 17th level (448). 10 Denk Lire Suhblevel necromancy Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet ‘Components: VS Duration: Concentration, up to 1 minute Replaces: Enervation You empower yourself with deathly energies, gaining the ability to harvest lfe from your foes. When you cast the spell, ‘you extend a black tendril out to one ereature you can see within range. The target must make a Constitution saving throw: On failure, they take 6d8 necrotic damage and have their movement speed reduced by half unti the start of your next turn. On a success, they suffer half as much damage and no other effects. You regain hit points equal to half the damage dealt. You can repeat this as an action for the spell's duration. At Higher Levels, When you cast this spell using a spell slot of 6th level or highes, che damage increases by 1d8 for each slot level above Sth. Dust Cyclone 2ndlevel conjuration Classes: Druid, Ranger, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet (5 foot radius) Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Replaces: Dust Devil Choose a target point on the ground that you can see within range. A'small eyclone whips up at the target point ‘with a radius of 5 feet and a height of 30 fect ‘Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On 2 failed save, the creature takes 1412 bludgeoning damage and is pushed 8 feet away from the center. On a successful save, the creature takes half as much damage and isn't pushed ‘Asa bonus action, you can move the dust cyclone up to 30 feet in any direction, The first time you pass the dust cyclone's radius through a creature, that creature must make the saving throw against the dust cyclone's damage and is pushed out ofits way on failure. You can continue to move the dust cyclone, butits strength is exhausted until the end of ‘your turn and subsequent creatures are unaffected by it passing through them. Ifthe dust cyclone moves over sand, dust, loose dirt, or ‘smal gravel it sucks up the material and heavily obscures its, radius until the start of your next tur, Earta LEASH 2ndlevel transmutation Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 300 feet Components: V, S, M (a tiny orange flag) Duration: 1 minute Replaces: Earthbind You point at one creature you can see within range, and send, a lashing tentacle of earth to haul them to the ground The target must succeed on a Strength saving throw, or {immediately fall prone. Its Dying speed (ifany) is reduced to 0 feet for the spell’s duration, and a flying creature falls even if ithas hover. An airborne creature takes normal falling damage up to a maximum of 4d6 points of bludgeoning ‘damage. A creature that makes the saving throw suffers no effects. At Higher Levels. When you cast this spel using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd, and the maximum damage increases by 1d6 for each level above 2nd EARTH RUMBLE Istlevel transmutation Classes: Bard, Druid, Sorcerer, Wizard Casting Time: 1 action Range: Self (10-fo0t radius) Components: V, S Duration: Instantaneous Replaces You cause the ground immediately around you to shake and roll Every other creature within 10 feet must make a Dexterity saving throw. On a failure, they take 246 bludgeoning damage and are knocked prone. On a success, they suffer half as much damage and no other effects. I the terrain is dir or stone, it becomes difficult terrain for all other creatures besides you for the next hour. At Higher Levels. When you cast this spel using a spell slot of 2nd level or higher, the damage increases by 146 for ‘each slot level above Ist, and the radius increases by 5 feet for each two slot levels above Ist. farth Tremor FarTHEN Hanp 2nd-level transmutation Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (30 feet) ‘Components: V, S, M (a tiny porcelain hand) Duration: Concentration up to 1 minute Replaces: Maximilian’s Earthen Grasp You sculpt loose soil and rock into a massive hand creating a Medium hand that occupies a 5-foot space within range. It can immediately reach for a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw or become restrained and suffer 2d6 bludgeoning damage. ‘As long as the hand is within 30 fect of you, you can give it ‘mental commands. As an action, you can cause the hand to crush a restrained target. The target makes a Strength saving throw; taking 246 bludgeoning damage on a failure, or half as, ‘much on a success. Alternately as an action, you can dissolve and seform it anywhere within the spel’s range and attempt tograb a creature within S feet. You can order the hand to let, go of a creature at any time with no action. ‘To break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check. against your spell save DC. On a success, itis free and no longer restrained. ENKINDIE 2nd fevel transmutation Classes: Bard, Druid Casting Time: 1 bonus action Range: 60 feet Components: V; S, M (an unlit candle) Duration: Concentration, up to 1 minute Replaces: Heat Metal ‘You choose a Medium or smaller object not being worn ‘within range, and cause it to rapidly heat to unbearable temperatures. Ifthe object is metal or otherwise not flammable, it glows white-hot; if tis flammable, itis engulfed in lame but not destroyed Ifa creature is holding the object, they make a Constitution saving throw at the start of each of their turns, taking 2d4 fire damage on a failure and suffering disadvantage on any ability checks or attack rolls using the item. Ifthey succeed on the saving throw, they take half as much damage and suffer no other effects Ifyou maintain concentration forthe full Lminute duration, a non-magical item is melted reduced to ash, or otherwise destroyed ‘At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d4 for each slot level above 2nd. Expose WEAKNESS 4idvlevel transmutation Classes: Druid, Warlock, Wizard Casting Time: 1 bonus action Range: 90 feet Components: VS Duration: Concentration, up to 1 minute Replaces: Elemental Bane Select one creature you can sce within range, and one ‘damage type that isnt bludgeoning, piercing, or slashing, The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. Twice per round when the target takes damage of the chosen type, they take 2d6 additional damage of that type. At Higher Levels. When you cast this spel using a spell slot of 6th level or higher, the number of times per round the ‘additional damage can trigger increases by 1 for each two slot levels above Ath, EXPULSION AUdvtevel abjuration + Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard + Casting Time: 1 action + Range: 60 fect ‘+ Components: V, S, M (an item the target abhors) + Duration: Concentration, up to 1 minute + Replaces: Banishment You brandish a repellent item ata creature you can see within ‘ange and attempt to expel them from this plane. The target ‘must make a Charisma saving throw. On a failure, they are partly wrenched off their current plane. For the duration, they ‘become incapacitated and gain resistance to all damage. The target makes another Charisma save at the end of, ‘each of their turns, ending the spell on a success. Creatures ‘on their home plane continue making saves forthe duration, Extraplanar creatures failing their second Charisma save disappear from their current plane entirely. Extraplanar creatures failing the third Charisma save are banished back to their home plane and stop attempting saving throws. Ifyou ‘maintain concentration forthe full duration, this banishment ‘becomes permanent, ‘A target that returns reappears in the space it left or in the nearest unoccupied space if that space is occupied. At Higher Levels. When you cast this spel using a spell slot of Sth level or higher, you can target one additional creature for each slot level above 4th, Fats DraTa Srd.level necromancy Classes: Bard, Cleric, Druid, Wizard Casting Time: 1 action ‘Range: Touch ‘Components: V, S, M (a pinch of graveyard dirt) Duration: 8 hours Replaces: Feign Death You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration ‘Asan action, of as a reaction to being hit with an altack or taking damage, the target can appear dead to all outward inspection and to spells used to determine the target's status. Ifthe target breathes, its respiration is undetectable. While in this false state, the target drops prone, can see and hear normally and has resistance to all damage except psychic damage. The false state ends ifthe target moves or takes an action, bonus action ot reaction ‘The spell ends once the target has left the false state Additionally, you can use an action to touch the target and dismiss the spell I the target is diseased or poisoned when you cast the spell or becomes diseased or poisoned while under the spells effect, the disease and poison have no effect until the spell ends. Fase FOES 3rd-Jevel enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet ‘Components: V, S Duration: Concentration, up to 1 minute Replaces: Enemies Abound You cause a creature to be unable to tell friend from foe. The target must make an Intelligence saving throw, automatically succeeding ifitis immune to the frightened condition, On a failure, ittreats every other creature as its enemy and fights them with its typical tacties, Itmakes opportunity attacks ifany creature provokes one. ‘The target may reattempt the saving throw whenever it takes, damage, ending the spell on a success. ‘Fatep STRIKE Isclevel divination (Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 bonus action Range: Touch ‘Components: V, S Duration: Instantaneous Replaces: Truc Strike You touch a willing creature, foreteling an accurate strike. Its next attack before the end of your next turn is a hit At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of attacks that hit increases by 1 for every 2 spell slots above Ist. ‘Frery BLADE 2ndlevel evocation Classes: Druid Casting Time: 1 bonus action Range: Self Components: V, S, M (one flake of dried chili pepper) Duration: Concentration, up to 1 minute Replaces: Flame Blade You evoke a fiery blade in your free hand The blade is similar in size and shape toa scimitar, and itlasts for the duration. It counts as a simple melee weapon with which you are proficient, and provides bright light in a 20-foot radius and dim light for an additional 20 feet. It deals 246 fire damage on a hit and has the finesse, ight, and thrown properties (range 20/60) Ifyou hit a flammable creature or objec, i ignites, taking 1d6 fire damage at the start of each of its turns until a creature uses its action to douse the flames on itself or another creature. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonts action to cause the blade to reappear in your hand, At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the blade's damage increases by 1146 and the ignite damage by 1d6 for every two slot levels above 2nd Frery Quiver 3rd level Transmutation Classes: Druid, Ranger, Sorcerer, Wizard Casting Time: | action Range: Touch Components: VS Duration: 10 minutes Replaces: Flame Arrows You enchant a quiver of ammunition with a fiery boon. When ‘a creature is damaged by ammunition drawn from the quiver, they take an extra 2d6 fire damage. Only one piece of ammunition can be affected at atime, and the spell ends after 6 pieces of ammunition have been used. The spel also ends if you cast it again while unused ammunition remains At Higher Levels. When you cast this spell using a spell lot of 4th level or higher, the number of pieces of, ammunition you can affect with this spell increases by one for each slot level above 3rd. ‘Fann In NATURE Istlevel divination (ritual) Classes: Bard, Druid, Ranger Casting Time: 1 action Range: Special see below ‘Components: V, S, M (a tuft of hound’ Duration: Instantaneous Replaces: Locate Animals or Plants ‘This spell helps you locate a specific kind of beast or plant, which you can either name or describe. You learn the direction and distance to the closest creature or plant of that kind within 1 mile, ifany are present At Higher Levels. \f you cast this spell using a spell slot of 2nd level, the range ofthe spell increases to 5 miles, Ifyou use a spell slot of 3rd level or higher, the range increases by 5 riles for exch slot level above 2nd. fur) For OF Fir ‘6th-evel transmutation (Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self ‘Components: V; S Duration: Concentration, up to 10 minutes Replaces: Investiture of Flame You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, Until the spell ends, you gain the following benefits: You are immune to fire damage. + You can move through the space of other creatures and ignore difficult terrain, The first time on your tura you ‘enter the space of another creature, it takes 146 fire damage + Ifa creature within § feet hits you with a melee attack, it takes 146 fre damage. » You can use your action to create a ine of fire 30 feet long, and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed ‘save, or half'as much damage on a successful one, + During your turn, if you rol fire damage, you can maximize one die of the fire damage deat, Foro oF Icr ‘6th-evel transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self ‘Components: V, S Duration: Concentration, up to 10 minutes Replaces: Investiture of Ice You freeze over, taking on a form of elemental ice. Until the spell ends, you gain the following benefits: + You are immune to cold damage. * You can move across difficult terrain created by ice or ‘snow without spending extra movement. The ground in a 10-foot radius around you is iey and is difficult terrain for creatures other than you, The radius moves with you. + You can use your action to create a 30-fo0t cone of, freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw: A creature takes 448, ‘cold damage on failed save, or half as much damage on successful one. A creature that fails its save against this ‘effect has its speed halved until the start of your next turn, * During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice). Form OF STONE 6td-fevel transmutation Druid, Sorcerer, Warlock, Wizard ‘action Duration: Concentration, up to 10 minutes Replaces: Investiture of Stone You become made of stone. Until the spell ends, you gain the following benefits: + You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, + You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as ifit was air and without destabilizing it, but you cant end your movement there. If you do s0, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn, + You can use your action to call spikes of stone to raise from the ground All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as, muuch on a successful one. Their space becomes difficult terrain ether way. ForM oF WATER 6th Level transmutation Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You become a surge of elemental water. Until the spell ends, you gain the following benefits: + You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. + You can move through the space of other creatures and, ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone. + You can use your action to unleash a blast of water 15 feet, long and 5 feet wide extending from you in a direction your choice. Each creature in the line must male a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on failed save, or half as muuch and isnt knocked prone on a successful one. Form oF WIND ‘th-evel transmutation (Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self ‘Components: V; S Duration: Concentration, up to 10 minutes Replaces: Investiture of Wind You become a gust of elemental wind Until the spell ends, ‘you gain the following benefits: * You have a fying speed of 60 feet. * You can move through and occupy the space of other creatures, and you ignore difficult terrain, + You are invisible + You can use your action to unleash a powerful blast of ‘wind in a 30 foot cone. Bach creature in the cone must make a Strength saving throw. A creature takes 448 >bludgeoning damage is knocked 15 feet away from you on a failed save, of takes half as much damage and ist knocked backward on a successful one. FORTUNE 2ndevel abjuration Classes: Bard, Sorcerer, Wizard Casting Time: 1 reaction, which you take when a creature ‘you can see within 60 feet fails with an attack roll an ability check, or a saving throw Range: 60 feet ‘Components: V Duration: Instantaneous Replaces: Silvery Barbs (in part) ‘You magically reshape causality forthe triggering creature, positively influencing its efforts. The triggering creature must reroll the d20 and use the higher roll Frost SHURIKEN Istievel conjuration Classes: Druid, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet ‘Components: S, M (a palmful of water and a piece of iron) Duration: Instantaneous Replaces: Ice Knife ‘You form a bladed disk of ice and throw it at one creature ‘within range. Make a ranged spell attack against the target. (On a hit the target takes 1d4 piercing damage ~ 2d8 cold damage. The shuriken then explodes (whether you hit or miss) Each other creature within 5 feet ofthe target must succeed on a Dexterity saving throw or take 248 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d8 for each slot level above 1st. Guost LicHts Evocation cantrip Bard, Sorcerer, Wizard Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of tungsten or hickory, or a firefly) Duration: 10 minutes Replaces: Dancing Lights ‘You create up to four small lights within range that hover in the air for the duration. Each light may appear as you wish (orch, lantern, glowing orb, etc.) and can be colored as you like. Whichever form you choose, each light sheds dim light ina 15-foot radius. ction on your turn, you can move any or all of. the lights up to 60 feet within range, or extinguish any or all ‘of them. A light must be within 30 feet of another light created by this spel, and a light winks out ifit exceeds the spell's range. Ifyou east this spell again, any current lights you created with this spell instantly wink out Guost ToucH: Necromaney cantrip ‘As a bonus Classes: Sorcerer, Warlock, Wizard Casting Tim Range: 120 feet Components: V, S Duration: 1 round Replaces: Chill Touch ‘You create an intangible, cadaverous hand that latches onto a creature within range, assaling its life force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn Ifyou hit an undead target, it has disadvantage on attack rolls against you until the end of your next turn. This spells damage increases by 1d8 when you reach Sth level (248) 11th level (348) and 17th level (448). Grave CALL Necromaney cantrip ‘action Classes: Cleric, Warlock, Wizard Casting Time: 1 action Range: 60 feet V,S, M (a small bell or chime) Replaces: Toll the Dead You gesture at one creature within range while ringing a chime to announce their doom. The target must make a Wisdom saving throw or suffer 1d8 necrotic damage. If they are below half their maximum hit points, the damage increases to 1d12. This spell's damage increases by one die when you reach Sth lovel (248 or 2412} 11th level (8 or 3412) and 17th level (4d8 or 4412) Great WAVE Su-level conjuration (Classes: Druid Casting Time: Atleast 1 action (see below) Range: Sight ‘Components: V;S Duration: Concentration, up to 6 rounds Replaces: Tsunami You create a giant, overwhelming wave at a point you choose within range, summoning a $0 foot Iong, 50 foot high, 10 foot thick wall of water. You can increase the casting time when casting the spell up to a maximum of 6 rounds; each round increases the wall’ size by 50 feet in length and height, and 10 feet in thickness (up to a maximum of 300 feet ong, 300 feet high, and 50 fect thick). ‘The wal lasts for the duration When the wall appears, each cresture within its area must make a Strength saving throw. On a failed save, a creature takes 6410 bludgeoning damage, or half as much damage on a successful save At the start of each of your turns after the wall appears, the ‘wall along with any creatures init, moves 50 feet along the ground in a direction of your choice. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take S5d10 bludgeoning damage. A creature ean take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1410, When the ‘wall reaches 0 feet in height, the spell ends ‘Accreature caught in the wall can move by swimming. Because of the force of the wave, though, the eresture must make a successful Strength (Athletics) check against your spell save DC in order to move at all If it fails the check, it can't move. A creature that moves out ofthe area falls to the round. Harstomw Attrlevel conjuration Classes: Druid, Sorcerer, Wizard Casting Tim Range: 300 feet (a piece of onion and a droplet of round Replaces: Ice Storm Balls of ice slam to the ground in a 20ootradius, 40-foot high cylinder centered on a point within range forthe duration. The balls of ice turn the storm's area of effect into dificult terrain, Creatures starting their turnin the eylind must make a Dexterity saving throw: They take 5d4 bludgeoning damage and 5d4 cold damage on a failed save, or half as much damage on a successful one At Higher Levels, When you cast this spell using a spell slot of Sth level or higher, the bludgeoning and cold damage each increase by Idd for each slot level above 4th ‘Additionally, the radius and height increase by 5 feet for each slot level above 4th. HArrucINaTION 2ndevel ilusion Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a smal glass bottle) Duration: Concentration, up to 1 minute Replaces: Phantasmal Force You aflict a creature you can see within range with an illusory phantasm. The target immediately perceives an, object, creature, or other phenomenon which you specify. The phantasm lasts for the duration, must be smaller than a 10- foot cube, and is imperceptible except to the target. It seems real including sound, smell and any other properties as needed. The spell has no effect on undead or constructs. It ‘cant cause damage or inflict conditions. The target behaves asf the phantasm is real and ean inspect the phantasm as ‘an action, making an Intelligence (Investigation) check ‘against your spell save DC. Ifit is close enough to touch the phantasm, it has advantage on this check. On a success, the spell ends. ‘Asa bonus action while you are within range, you can adjust the phantasm (for instance, moving a creature up to 30 feet, opening a door, or shattering a window) Hoty Fre Stbvlevel evocation Classes: Cleric Casting Time: | action Range: 60 feet Components: V, S, M (a pinch of ash from burnt incense) Duration: Instantaneous Replaces: Flame Strike column of holy fire roars down from the heavens to smite your foes, striking all creatures within a 40-foot high, 10-foot radius cylinder. When you cast this spell, choose ift deals radiant damage, fire damage, or both. Ail erestures within the cylinder must make a Dexterity saving throw. A creature takes Sd8 damage of the chosen type (4d8 of each type if both were selected) om a failed save, or half as much on a success. ‘Targets gain no benefit from cover for this saving throw. At Higher Levels. When you cast this spel using a spell slot of 7th level or higher, the damage increases by 248 (or 148 of each type) for each two slot levels above Sth ‘Tweve ELEMENT Srd-level transmutation (Classes: Druid, Ranger, Paladin Casting Time: 1 action Range: Touch ‘Components: VS Duration: Concentration, up to 1 hour Replaces: Elemental Weapon You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold. fire, or lightning. For the duration, the weapon deals 1d6 bonus damage per hit, and the weapon's base damage is of the chosen type. In addition, once per round after a ereature takes damage from the weapon, they suffer an effect based on the damage type chosen: Acid: The target takes 2d4 acid damage at the end of their ‘next tur, *# Cold: The target's movement speed is reduced by hal, + Fire: The target takes 1d6 additional fre damage, + Lightning: The target can't take reactions until the end of their next tur, At Higher Levels, When you cast this spell using a spell slat of Sth level or higher, che bonus damage increases by 146 for each two slot levels above 3rd INCINERATE Sublevel evocation Classes: Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V; S Duration: Concentration, up to 1 minute Replaces: Immolation You channel agonizing flames, wreathing a creature you can see within range. At the start of each of ts turns, the target must make a Dexterity saving throw, suffering 10d6 fire damage on a failure. On a success, it takes half as much damage and the spell ends for that creature. While a target is fn fre, it casts bright light for 30 feet and dim light for an additional 30 feet. ‘As a bonus action, you can spread the flames from any targeted creature to another within 10 feet of it, making that creature an additional target. If'damage from this spell reduces a target to 0 hit points, the target is turned to ash. INFLICT DISEASE Sus-level necromancy Classes: Cleric, Druid Casting Time: 1 action Range: Touch Components: V; S Duration: Instantancous Replaces: Contagion ‘Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is aflicted ‘with one of the diseases listed below (your choice). The spell has no effect on constructs, undead, or creatures immune to disease. The disease is magical and can only be cured by the ‘heal spel or equivalent magic. At the end of each ofthe target's turns, they must make another Constitution saving throw. If they succeed on the saving throw, they suffer no effects from the disease until the cend of their next turn. When the target has succeeded on three of these saving throws, they are no longer diseased. ‘When they have failed on three of these saving throws, the disease sets in, and lasts for 7 days unless treated by an. appropriate means. Once the target has either three successes or three failures on these saving throws, they stop ‘making saves for this spell ‘+ Muscle Weakness. The creature's arms become ‘unbearably weak. They have disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Their attacks using Strength deal half damage. ‘+ Trembling Spaams. The creature is overcome with terrible tremors. They have disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Their attacks using Dexterity do half damage. ‘+ Skinslough. The creature's skin becomes paperthin and, causes agonizing pain when it tears. They have disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell In addition, when the creature takes damage, its movement speed is reduced to 10 feet until the end of its nex¢ turn, + Mindrot. The creature becomes disoriented and confused. ‘The creature has disadvantage on Intelligence checks and, Intelligence saving throws, and cannot tell friend from foe in combat. + Fire-eyea Fever. The creature's eyes turn milky white and are searingly painful They have disadvantage on Wisdom checks and Wisdom saving throws, and are blinded + Flesh Rot. The creature's flesh decays. They have disadvantage on Charisma checks and Charisma saving throws, and take 5 additional points of damage when they sulfer bludgeoning, piercing, or slashing damage. LasHING VINE 2nd level conjuration Classes: Druid, Ranger Casting Time: 1 bonus action Range: 30 fect ‘You case a magical vine to burst forth from the groune, wall, ‘or ceiling in an unoccupied space of your choice that you can see within range. The vine has an AC and hit points equal to your spell save DC, and the spell ends if you cast it again while a vine remains. When you east this spell, and then as a bonus action on each of your turns until the spell ends, you can direct the vine to pull a large or smaller creature within 30 feet oft that you can see. That creature must succeed on ‘a Dexterity saving throw or be pulled 20 feet directly toward the vine At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range and distance the vine can pull a creature increases hy 10 feet for each slot level above 2nd Ifyou cast this spell using a spell slot of 4th level or hhigher, the vine can attempt to pull huge or smaller creatures. Lire Drain Srd.level necromancy Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Replaces: Vampiric Touch You send tendrils of necrotic energy out, sucking the life essence from your foes. Select up to three creatures within range that arenit constructs or undead Make a ranged spell attack against each of them, dealing 346 necrotic damage on shit. You regain hit points equal to half the damage dealt. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each two slot levels above 3rd LicHTNING LzasH Evocation cantrip Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self (30 feet) ‘Components: VS Duration: 1 round, Replaces: Lightning Lure You create a whip of crackling electricity, and are it outwards ata creature of your choice that you can see within 30 feet. Make a melee spell attack. fit hits, the target takes 146 lightning damage, and is ensnared by the lightning leash. Until the start of your next turn, asa reaction ifthe enemy ‘moves outside this spells range, vou can yank on the leash, ‘The target must make a Strength saving throw or take 146 lightning damage and have their movement reduced by half. Once they are outside of the spell’s range, the leash dissipates. Both damage rolls increase by 1d6 when you reach Sth level (246) 11th level (346) and 17th level (446) LIGHTNING TeNDRIL. Istlevel evocation Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 bonus action Range: Self (20 feet) ‘Components: V, S, M (a twig from a tree that has been struck, by lightning) Duration: Concentration, up to 1 minute Replaces: Witch Bolt Crackling beams of blue energy leap from your hands. For the duration of the spell as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature. At Higher Levels. When you cast this spell using a 3ré-or ‘4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a Sth- or 6th-Jevel spell slot, the damage increases to 3d12 and the range increases (o 60 feet. When you cast it using a spell slot, of 7th level or higher, the damage increases to 4d12 and the range increases to 120 feet. Lunar Bram 2ndlevel evocation action Range: 120 feet Components: V, S, M (a small pearl or quartz disc) Duration: Concentration, up to 1 minute Replaces: Moonbeam You call down a beam of shimmering moonlight at a point within range, The beam takes the shape of a 5foot-radius, 40- the beam during its turn, tis seared by the pale light. It must ‘make a Constitution saving throw, taking 2d10 radiant ‘damage (3410 for shapeshifters) on a failure, or half as much ‘on a success. Shapeshifters and other creatures susceptible to silver have disadvantage on this saving throw, take an additional 1410 damage on a failure, and cannot change their form while within the beam, On each of your turns after you cast this spell, you ean use an action to move the beam up to 60 feet in any direction within the spells range. At Higher Levels. When you cast this spel using a spell slot of 3rd level or higher, the damage increases by 1410 for ‘each slot level above 2nd Mare Frurr Istlevel transmutation Classes: Druid, Ranger Casting Time: | action Range: Touch Components: V, Duration: 24 hours Replaces: Goodberry You infuse the components used in the spel’s casting with ‘magic. The fruit gains minor healing properties for the duration. creature can use its action to eat one fruit and restore 1 hit point. Ifa creature eats 10 infused fruits, ‘magic combines to provide enough nourishme1 creature for one day. M (up to 10 pieces of freshly-picked fruit) MANIPULATE EARTH Transmutation cantrip (Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Replaces: Mold Earth You mold earth you can see within range, causing itto twist and buckle to your command, selecting one of the following effects: + You can move a Soot cube of loose dirt or soil, excavate and move it along the ground to another unoccupied space within 5 feet. + You can carve small, simple shapes into dirt or stone, change its color, or similar minor effects. = You can turn a S-foot square of earth or stone into difficult terrain for 1 hour: You can create up to three patches of difficult terrain this way; if you create additional patches, the first created patch returns to normal terrain ‘MANIPULATE FIRE Transmutation cantrip Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Components: V; S Duration: I round Replaces: You control fire you ean see within range, causing i to bend toyour command, selecting one of the following effects: ‘ontrol Flames + One creature of your choice within range has resistance to fire damage until the start of your next tue, * You can sparks, douse, or spread fire in a 5 footcube, so long ss there is fuel that ean be ignited within the area. * You can control the brightness (halving or doubling it ‘color ((urning the flames to any color of your choice) or ‘shape of fire (forming simple shapes or forms) within a5. foot cube for 10 minutes. ‘MANIPULATE WATER ‘Transmutation cantrip Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Replaces: Shape Water ‘You shape water you can see within range, causing it to move and shape at to your command, selecting one of the following effects: + You can move or direct the flow of a Sfoot cube of water in direction, but the water will collapse back to following. the flow of gravity atthe start of your next urn unless you concentrate on keeping it in place * You can form the water into shapes or cause it to animate, This change lasts for 1 minute. = You can change the color or opacity of water in a Soot ‘cube. This change lasts for 1 hour. + You can freeze up to a Soot cube of water or thaw up toa S\foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to melt or freeze, unless in extreme conditions) ‘MANIPULATE WinD ‘Transmutation canttip Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round Replaces: You produce a gust of wind within range, causing it to surge ‘and swirl at your command, selecting one of the following effects: ‘+ The next ranged weapon attack against a creature of your choice within range has disadvantage. + One ereature of your choice within range must succeed on 1 Strength saving throw or be pushed 5 feet or knocked prone (your choice) + You can increase the next jump made by a creature of your choice within range by 5 feet. * You manipulate the wind in a minor way, such as pushing alight object up to 10 feet, rustling plants, slamming doors, or similar effects. These aren't powerful enough to move creatures or deal damage. ‘MARTIAL STEEL Wind STRIKE Sth-level conjuration Classes: Ranger, Wizard Casting Time: 1 action Range: Self (30-fo0t radius) Components: V, S, M (a melee weapon you are proficient ‘with worth at least 1 ep) Duration: Instantaneous Replaces: Stee! Wind Strike You flourish a weapon you are proficient with used in the casting and then vanish to strike like the wind Choose up to five creatures you can see within range, Make a melee ‘weapon attack against each target. On a hit, target takes {6410 damage of the weapon's damage type. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. ‘MarTiaL TRANSFORMATION ‘6th-evel transmutation (Classes: Wizard Casting Time: 1 action Range: Self ‘Components: V, S, M (afew hairs from a bull) Duration: 10 minutes Replaces: Tenser's Transformation You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits: + You gain 50 temporary hit points. I any of these remain ‘when the spell ends, they are lost. You have advantage on attack rolls that you make with simple and martial weapons. + When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. * You have proficiency with all armor, shields, simple ‘weapons, and martial weapons, + You have proficiency in Strength and Constitution saving throws, + You can attack twice, instead of once, when you take the Attack action on your turn, You ignore this benefit if you already have a feature, like Extra Attack, that gives you cextra attacks. * You can conjure and equip (as part ofthe action used to cast the spell) any set of heavy or medium armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature ‘though have the same properties as their nonmagical ‘counterparts, vanishing when the spell ends. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion, ‘Minor Dray Istlevel necromancy Classes: Sorcerer, Wizard Casting Time: 1 action Range: 30 feet ‘Components: V, S Duration: Instantaneous Replaces: Ray of Sickness (in part) You send a pulse of necrotic energy towards a target, sucking its lfe essence away. Make a ranged spell attack. On a hit, the target takes 346 necrotic damage, and you gain half the damage dealt as temporary hit points. These temporary hit points fade atthe end of your next turn, At Higher Levels, When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above Ist MISDIRECTION Sidvlevel ilasion ‘action or I reaction, which you take when you are hit by an attack Range: Self Components: S Duration: Concentration, up to 10 minutes Replaces: Mislead ‘Asan action, or as a reaction when you are hit by an attack, you become invisible and hidden and create an illusory double of yourself in your space. The double can move at your speed, can gesture or speak as you choose, and mimics any action you take (your attacks or spells appear to originate from the double) The double has the same armor class as you. ‘Any time a eresture would damage the double, or perceives the double making an attack or casting a spell they may ‘make an Intelligence (Investigation) check against your spell save DC. Ifthe check succeeds, they realize the double is an illusion and you are no longer invisible to that creature. Asan action, you can use the doubles senses instead of your own until you use your action to return to your normal ‘senses. While you do so, you are blinded and deafened to your own surroundings. ‘MISFORTUNE 2ndlevel abjuration Classes: Bard, Sorcerer, Wizard Casting Time: I reaction, which you take when a creature ‘you can see within 60 fect succeeds with an attack roll an ability check, ora saving throw Range: 60 feet very Barbs (in part) ‘You magically reshape causality forthe triggering creature, negatively influencing its efforts. The triggering creature ‘must reroll the d20 and use the lower roll ‘Nature's Fury Sthlevel evocation Classes: Druid, Ranger Casting Time: 1 action Range: Self ‘Components: V; S Duration: Concentration, up to 1 minute Replaces: Wrath of Nature You summon the power of the natural world to assault your foes. For the duration ofthe spell all terrain within 60 feet of, you is dificult terrain except for creatures you specify. When ‘you cast the spell and as a bonus action on subsequent turns, Yyou can create one of the following effects, targeted anywhere {you can see within 60 feet of you. + Trees: A tree erupts from the ground and reaches out to rake your enemies with its branches, Each creature of your choice within 10 feet must succeed on a Dexterity ‘saving throw of take 6d6 slashing damage, + Roots: Roots erupt from the ground, seizing creatures ‘within a 10oot radius. Bach creature must make a Strength saving throw or become restrained, Any creature ‘within 5 feet of a restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on a success. + Rocks: You conjure a boulder and hurl it ata creature. Make a ranged spell attack. On a hit the target takes 6410 bludgeoning damage and is knocked prone ifthey are Large or smaller. * Wind: You summon a mighty gust. The gust takes the shape of a line 60 feet long and 20 feet wide, originating at a location you can see and traveling in a dicection of your choice, All Large or smaller creatures within the area ‘must make a Strength saving throw, or be swept 25 feet in the direction of the gust and knocked prone NECROMANTIO INFUSION Srd-level necromancy Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet ‘Components: V; M (a handful of bone chips) Duration: Instantaneous Replaces: Negative Energy Flood (in part) ‘You open a conduit toa plane of death, infusing one creature ‘you can sce within range with a jolt of negative energy. A living target must make a Constitution saving throw, suffering 58 necrotic damage on a failure or half as much on a success. An undead target receives S48 temporary hit points. While it has these temporary bit points all its attacks have advantage. NEGROMANTIC STORM Sidvlevel necromancy Range: 60 feet Components: V,M (a piece of tatered black sik) Replaces: You tear a sift to plane of death, summoning forth a flood of negative energy. Choose a point within 60 feet to open the rift All nonundead creatures within 10 feet must make & Constitution saving throw, taking 648 necrotic damage on a failure or half as much on a success. Ifa creature is killed by this spel the blast spreads, affecting a 10-foot radius around that creature as well A creature cannot be damaged twice by the spell and the spell ends after damaging 10 creatures If humanoid dies from this spel they rise as a zombie at the start of your next turn and attack the closest living creature. You can assert control aver the zombies by casting animate dead as if you were reasserting control over zombies created with that spell Statistics for a zombie are in the ‘Monster Manual At the DM's discretion, other ereature types ‘may rise as different undead. ‘At Higher Levels, When you cast this spell with a spell slot of 6th level or higher, the maximum number of creatures affected increases by 2 for each slot level above Sth. Negative Energy Flood (in part) OAKENHIDE 2nd level transmutation Classes: Druid, Ranger Casting Time: 1 action Range: Seif ‘Component Duration: 1 minute Replaces: Barkskin ‘You magically encase your body ina hard shell of bark. You gain 6 temporary hit points at the start each of your turns, and while you have these temporary hit points, you can calculate your armor class a8 15 + your Dexterity modifier (maximum 2) At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, our AC increases by 1 for each, two slot levels above 2nd The temporary hit points increase by 3 for each slot level above 2nd

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