**Notice:** this version of the document is **deprecated**. Please click [here](https://www.gmbinder.com/share/-L7Y2eb8A7ocr_28ySIf) for the most recent version.
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###
**Compendiums:** [Monks](https://www.gmbinder.com/share/-KzLtPs0YuPYX41g_9jL), [Slimes](https://www.gmbinder.com/share/-KzQPa5Fiefkpk7UxVNL), [Spells](https://www.gmbinder.com/share/-L7Y2eb8A7ocr_28ySIf), [Story Mechanics](https://www.gmbinder.com/share/-L2hF2JtkCBpKSdtqEuj)
**Misc:** [Monk Adventure](https://www.gmbinder.com/share/-L-jpIvoneL_70_aootq), [Warlock Tweaks](https://www.gmbinder.com/share/-L-EQOltK1BEOv8ZnNB8),
[Stealth Rules](https://www.gmbinder.com/share/-L-jwukFtIxUYYzcOt_T)
**Fun:** [Goat Background](https://www.gmbinder.com/share/-L0HNxdQGLON53K6oCtB), [Hag Items](https://www.gmbinder.com/share/-L0J5Fu99MIGYopf7XaB), [Mechs](https://www.gmbinder.com/share/-L7ccpctYtIgiE49n8HW)
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## Level 1 spells
##### Spell lists
| Spell | B | C | S | W | Z | P | R || School | V | S | M | Conc.
|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
| Afterimage Strike ||||x|x|x|||Conjuration |x||x|
|Brisk Blades||||||x|x||Transmutation |x||x|x
|Dark Pounce||||x|||x||Conjuration |x|x||
|Fade Assault|x||x||x|x|x||Transmutation ||x||
|Far Reach|||x|x|x||x||Conjuration |x||x|
|Festering Strike||||x|||x||Necromancy ||x|x|x
|Flower Flurry|||||x||x||Conjuration |x|x||x
|Grasp of the Spectre||||x|x||x||Conjuration |x|x||x
|Illusory Feint|x||x|x|x||||Illusion |x||x|x
|Jaunt|x||x|x|x|x|||Evocation |x||x|
|Lashing Bind||||x||x|x||Evocation|x|||x
|Toxic Grip |||||||x||Transmutation ||x|x|x
|Veins of Vigor|||x|x|x||||Transmutation |x||x|x
|Wrought Wound|x||x|x||x|||Necromancy |x||x|x
**Note: B= Bard, C= Cleric, S= Sorcerer, W= Warlock, Z= Wizard, P= Paladin, R= Ranger.*
### Pages
| Page number | Reddit thread | GMBinder link | Spells | Post date
| - | - | - | - | -
| 1 | [Link](https://www.reddit.com/r/UnearthedArcana/comments/7l5p8x/level_1_spells_part_1_metabots_manual_of_magical/) | [Link](https://www.gmbinder.com/share/-L0qMjbHxCC1FTAc_Tnu) | Afterimage Strike - Festering Strike| 12/20/17
| 2 | [link](https://www.reddit.com/r/UnearthedArcana/comments/7lujoj/metabots_gish_spells_level_1_spells_part_2/)] | [Link](https://www.gmbinder.com/share/-L0qNn_4VvTqBWgSmubr) | Flower Flurry - Lashing Bind| 12/24/17
| 3 | [link](https://www.reddit.com/r/UnearthedArcana/comments/7mhprt/metabots_spellsword_gish_spells_level_1_pg_3/) | [Link](https://www.gmbinder.com/share/-L0qNsDsWm2mFH3xeW3l) | Shadow Spines - Wrought Wound| 12/26/17
### Spells of Other Levels (some will be wip)
| [Level 1](https://www.gmbinder.com/share/-L0aT70wQxtSejxpbm1X) |[Level 2](https://www.gmbinder.com/share/-L0arhp6DQyCnslCNum8) | [Level 3](https://www.gmbinder.com/share/-L0atbZhvjh8kXaFZEBx)| [Level 4](https://www.gmbinder.com/share/-L0athLGWsk8ODCt5COw)| [Level 5](https://www.gmbinder.com/share/-L0au0j2MxftZtYplEnR)| [Levels 6-9](https://www.gmbinder.com/share/-L0auAUztNGtt5gyGKkj)| [Cantrips](https://www.gmbinder.com/share/-L0qIVc1sGAPd9YblMb3)
|-|-|-|-|-|-|-|
### Background
I think spell lists are one of the most underutilized tools a homebrewer can use to implement something - most necromancy classes/subclasses would better be solved through having a better necromancy spell list. Same with "demonic summoner", "psionic caster", etc.
Xanathar's Guide to Everything is approaching this in the same way, making psionic spells instead of publishing their mystic class, and artificer spells instead of their artificer class. They've also given magic users more melee spells in Steel Wind Strike and Shadow Blade. This expands on that.
A bunch of these spells are Warlock themed since I'm not a fan of having to sink invocations into blade pact invocations - just so that you can keep relevant in DPR. Instead of letting the Warlock step on the fighter's toes, I'd rather have good spell support, giving Warlock brief windows of strength rather than a meh-at will. I've tried to support ranger as well.
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### Author's Notes
I already posted a WIP Gish compendium on the unearthed arcana reddit a while ago. While the response was good, I was only able to get feedback on basically the first couple of spells. I've decided to post 5-6 spells per post over a longer time period so that I can get some better feedback.
If you want this compendium in one document, don't worry- it will be released after I've integrated feedback.
### About GM Binder
I'm moving all my homebrew away from homebrewery to GMBinder. GMB has a (very) active dev and it has now surpassed homebrewery in terms of usability with version control, reverting saves, macros, spell check, etc. I'd encourage anyone still using homebrewery to start making the swap. Its free, they use nearly the same syntax and there is a built in homebrewery to GMB converter.
\pagebreakNum
#### Afterimage Strike
*1st-level conjuration*
___
- **Casting Time:** 1 bonus action.
- **Range:** 5 ft.
- **Components:** V, M (one weapon)
- **Duration:** Concentration, up to 1 minute
___
Your silhouette glows with a silver aura. For the duration of the spell, whenever you hit a creature within range with an melee attack, you can use your bonus action to conjure a silvery image of yourself which repeats the movements of the blow you landed but a moment before. Make an melee spell attack against a creature within range, using the same attack roll as the previous attack and dealing 1d8 force damage on a hit.
#### Brisk Blades
*1st-level transmutation*
___
- **Casting Time:** 1 reaction, when you start your turn
- **Range:** self
- **Components:** V, M (two light melee weapons)
- **Duration:** Concentration, up to a minute.
___
As part of casting this spell, you can unsheathe two light melee weapons. These blades become wreathed in a sharp wind, which extend beyond the end of the blade. The damage die for these weapons become 1d10.
#### Dark Pounce
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** self
- **Components:** V, S
- **Duration:** 1 round
___
The first time before the end of your next turn you make a running jump, you instead teleport to your landing location. If this jump would take you into a large or smaller creature's space, that creature must make a Strength saving throw. On a failure, the creature is pushed 5 feet back, falls prone and you land in its original location. On a success, you appear 5 feet short of your destination.
**At Higher Levels.** When you cast this spell using a 3rd-level slot or higher, you can cast it with a bonus action.
#### Fade Assault
*1st-level illusion*
___
- **Casting Time:** 1 action
- **Range:** self
- **Components:** S
- **Duration:** instantaneous
___
As part of the action used to cast the spell you can take the hide action. Your presence slowly fades from existence as a mirage forms around your body. Creatures have disadvantage on Wisdom (perception) checks to detect you.
Additionally, you are invisible for the duration of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person.
\columnbreak
#### Far Reach
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 20 feet.
- **Components:** V, M (a drop of swamp goo)
- **Duration:** instantaneous
___
Numerous octarine tentacles spring from your hand towards a target within range. Upon impact, they attempt to close the distance between you and your target.
Make a melee spell attack. On a hit, the target takes 2d10 piercing damage and a Large or smaller target is pulled up to 15 feet in a straight line toward you. If the attack misses, the target is huge or larger, or if you intentionally aim at terrain, you move 15 feet in a straight line towards your target.
#### Festering Strike
*1st-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** S, M (a weapon)
- **Duration:** Concentration, up to 1 minute
___
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, a swarm of insects infest the exposed flesh. The target must make a Constitution saving throws at the end of each its turns, ending the effect on a success. When this effect ends, the creature takes 2d6 poison damage for each failed save.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.


style='position: absolute;top:00px; right:-0px; width:55%;
transform:
scaleX(1);
Art by Kseniya Bobolia
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#### Flower Shuriken
*1st-level conjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** 30 ft.
- **Components:** V, S
- **Duration:** 1 minute
___
You conjure three bladed flowers in the spaces between your fingers. Until the spell ends, you can use a bonus action on each of your subsequent turns to cast one at a creature within range, which hits and deals 1d8 slashing damage.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage per flower increases by 1d8 for each slot level above second.
#### Grasp of the Spectre
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
___
The weapons in your hands glow with an ethereal light, which persist briefly even when they leave your hands. At the end of your turn, you can choose for any weapons you have thrown in the last turn to teleport to your hands.
If you hit with a weapon it stays transfixed in the target until the end of your next turn. You can use your action to wrench all such weapons back, dealing 2d8 force damage for each weapon.
**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 second.
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#### Illusory feint
*1st-level illusion*
___
- **Casting Time:** 1 action.
- **Range:** self
- **Components:** V, M (a weapon)
- **Duration:** up to 1 minute
___
Once a turn you can conjure a fleeting Illusion of an attack or movement; a feint. When you cast this spell, and as a bonus action on a subsequent turn, you can gain advantage on one attack each turn. Alternatively, you can use your bonus action to prevent a creature within 5 feet of you from taking reactions until the end of your next turn.
After a creature is affected by this spell, they make an Intelligence saving throw. On a success, they discern the Illusion for what it is. They can see through the image, and its other sensory qualities become faint to the creature. The spell no longer has any effect on the creature. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or if it can perceive Illusions as false, as with true sight.
#### Jaunt
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** V, M (a weapon)
- **Duration:** Instantaneous
___
You move in a flash of movement, appearing to have teleported to the untrained eye. You can move up to 15 feet with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and a Large or smaller creature is pushed away the same distance (the distance you moved).
If the creature is pushed into a place already occupied by an object or a creature, it and the target takes an additional 1d6 bludgeoning damage and stops.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd or higher the distance you move increases by 15 feet for each spell level above 1st.
#### Lashing Bind
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
Make a melee spell attack at a creature in range, dealing 3d6 slashing damage on a hit. IF you hit, the creature must make a Strength saving throw the first time each round that it tries to move away from you. On a fail, its speed is reduced to zero until the start of its next turn. Additionally, you can cast touch spells targeting the creature without being within 5 feet.
The spell ends when the creature moves out of the range of your spell.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.
Art by Jung Wook Choi
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#### Toxic Grip
*1st-level transmutation (ritual)*
___
- **Casting Time:** 1 action
- **Range:** self
- **Components:** S, M (one basic poison worth 100 gold)
- **Duration:** Concentration, up to a minute.
___
You harness your spellcasting to magically sequester poison into your hands. Until the spell ends, you can use your bonus action to have poison flow onto any melee weapons you are holding. A creature you hit with a poisoned slashing or piercing weapon takes an additional 1d4 poison damage.
The poison lasts for the duration of the spell. If this spell is cast as a ritual its duration is concentration, up to an hour.
#### Veins of Vigor
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** self
- **Components:** V, M (a vial of the spellcaster's blood)
- **Duration:** Concentration, up to 1 minute.
___
Dark fluid runs through your body, which becomes supernaturally enhanced. You use your spellcasting ability modifier for the attack and damage rolls of unarmed strikes. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
**At Higher Levels.** When you cast this spell using a spell slot 2nd or higher, you can roll a 1d4 in place of the normal damage of your unarmed strike. You use your spellcasting ability modifier in place of Strength or Dexterity for checks you make. When you cast this spell using a 3rd-level slot or higher, it is no longer concentration.
#### Wrought Wound
*1st-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 5 feet
- **Components:** V, M (any weapon)
- **Duration:** Concentration, up to a minute
___
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you remain concentrating on this spell, that creature takes 1d8 psychic damage at the end of its turns. This effect ends immediately if the creature receives magical healing.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd or higher, the effect ends when the creature receives magical healing cast at a level equal to or higher than that used to cast Wrought Wound. In addition, roll an additional 1d8 for each slot level above 1st.
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> #### Ranger Rituals
> Toxic Grip, despite being a ranger only spell has the ritual tag. The intention is that it will be used alongside homebrew such as [YARV](https://drive.google.com/file/d/0B9DFWcC7deE5Qkc2ZGFDVzlnaUk/view). If you don't allow such homebrew, replace the last paragraph with the following, and change the duration to an hour: "Once applied, the poison retains potency for 1 minute before drying."
Art by Mike Lee