Notice: this version of the document is deprecated. Please click here for the most recent version.
Reddit Profile: /u/_metaBot
GMBinder: Metabot on GMB
Discord: metaBot#7435 on DoMt
Compendiums: Monks, Slimes, Spells, Story Mechanics
Misc: Monk Adventure, Warlock Tweaks,
Stealth Rules
Fun: Goat Background, Hag Items, Mechs
Level 2 spells
Spell lists
| Spell | B | C | S | W | Z | P | R | School | V | S | M | Conc. | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Blood Barrier | x | x | x | Necromancy | x | x | |||||||
| Claws of Velsharoon | x | x | Transmutation | x | x | x | |||||||
| Dark Javelin | x | x | x | Conjuration | x | x | x | ||||||
| Dissociative Strike | x | x | x | x | Evocation | x | x | ||||||
| Ether Vault | x | x | x | Transmutation | x | x | |||||||
| Feral Rage | x | Transmutation | x | x | |||||||||
| Honed Edge | x | x | x | Transmutation | x | x | x | ||||||
| Sinister Blade | x | x | Enchantment | x | x | x | |||||||
| Psi Blade | x | x | Evocation | x | |||||||||
| Stun Seed | x | Transmutation | x | x | |||||||||
| Strikethrough | x | x | x | Transmutation | x | x | |||||||
| Spellsword's Incantation | x | x | x | x | Evocation | x | x | ||||||
| Windward Blade | x | x | x | Evocation | x | x |
*Note: B= Bard, C= Cleric,S= Sorcerer, W= Warlock, Z= Wizard, P= Paladin, R= Ranger.
Pages
| Page number | Reddit thread | GM Binder link | Spells | Post date |
|---|---|---|---|---|
| 1 | Link | Link | Afterimage Strike - Festering Strike | 12/28/17 |
| 2 | Link | Link | Flower Flurry - Lashing Bind | 01/03/18 |
| 3 | Link | Link | Shadow Spines - Wrought Wound | 01/03/18 |
Spells of Other Levels (some will be wip)
| Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Levels 6-9 | Cantrips |
|---|
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.
About GM Binder
In addition, 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.
Level 2 spells
Blood Barrier
2nd-level necromancy
- Casting Time: 1 bonus action
- Range: Self (15 foot cube)
- Components: V, S
- Duration: Up to 1 minute.
You sacrifice some of your life essence and evoke a shimmering sanguine shield. Roll 3d6. Your maximum hit points and current hit points are reduced by up to this number (you choose). You gain a barrier that has hit points equal to this number. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. The barrier counts as a separate creature for the purpose of maintaining concentration.
Additionally, a tide of crimson blood streaks outwards, transfixing creatures in your proximity. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 3d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d6 for the barrier and damage of the spell for each slot level above second.
Dark Javelin
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (at least 5 pounds of nonmagical raw material, which is consumed by the spell)
- Duration: Concentration, up to 10 minutes.
You gesture to a nearby supply of material and shape it into 3 barbed harpoons, constructed from intricate wood or steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 3d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them.
A creature's speed is reduced by half if a harpoon is lodged in them. The target can use its action to pull any number of harpoons out, taking an additional 3d6 necrotic damage for each harpoon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second.
Dissociative Strike
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: S, M (any weapon)
- Duration: Instantaneous
The next time you make a melee weapon attack you can instead swing into the air in front of you and project the attack forward.
Each creature within a 5-foot-wide 30-foot-long line, emanating from you, must make a Dexterity saving throw starting from the creature closest to you. The first creature that fails takes 2d10 force damage and the damage of your attack as if you had hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above second.
Ether Vault
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: self
- Components: V
- Duration: up to 1 minute.
Ethereal light emanates from limbs and you are granted some control of your body while airborne. Opportunity attacks provoked by your movement are at disadvantage and you have advantage on Dexterity (Acrobatics) checks.
Once before the spell ends, you can make an maneuver that propels you 30 feet through the air (no action required). You can make attacks during this movement, which do not provoke opportunity attacks. Any attacks you make are at advantage.
At the end of this movement, the spell ends, and if you were in the air you land safely back on the ground in the an unoccupied space within 15 feet of the location directly beneath you.
























Feral Rage
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 ft.
- Components: V, S
- Duration: Concentration, up to 1 minute.
You choose one beast within range, which turns feral. The beast gains advantage on Strength Checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and gains a +2 bonus to the damage rolls.
An unwilling creature that succeeds on a Wisdom saving throw is unaffected. On a failure, on each of it's turns it must move towards and attack the closest creature. The target can repeat the Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
This spell has no effect on a creature with intelligence higher than 5.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage bonus increases by 1 for each spell level above second.
Honed Edge
2nd-level transmutation
- Casting Time: 1 action
- Range: self
- Components: V, S, M (a weapon)
- Duration: Concentration, up to 1 hour
You magically hone your blade to the point that it passes through bone and sinew as if through thin air. Your attacks with that weapon within the spells duration deal an additional 2d8 force damage. If you rolled a one on any of these d8s, the magic preserving the edge fails, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell does an additional 1d8 force damage for each spell level above second.
Spell Flux
2nd-level abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a vial of ink)
- Duration: Concentration, up to 1 minute
You start projecting a protective magical force which emanates from your hand. You have half cover from attacks and damaging effects you can see, but cannot use your hand in any other way, except for somatic components of spells you cast. You also gain no benefit from a shield.
If an attack hits the spell flux (the attack would have hit your original AC but misses your AC with the +2 bonus from cover) you can choose for the blow to be deflected. Make a spell attack on a creature of your choice within 30 feet, dealing the damage and effect of the original attack on a hit.
If you lose concentration on this spell, you can reweave the lingering magical energies on a subsequent turn using your bonus action.
Sinister Blade
2nd-level enchantment
- Casting Time: 1 reaction
- Range: 15 feet
- Components: S, M (any weapon)
- Duration: Concentration, up to a minute
As a reaction to a hostile creature coming into range, or a creature in range becoming hostile, you unsheathe part of your blade. You imbue this simple implication with a magically binding threat. That creature can choose to end its turn immediately and be charmed by you and your allies until the spell ends or until you or your companions do something harmful to it.
If it isn't charmed, it must make a Wisdom saving throw. On a failed save, the creature is frightened of you and you have advantage on melee attack rolls against it. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell does not require concentration.


















Psi Blade
2nd-level evocation
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: instantaneous
You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. When you cast this spell, you make a melee spell attack at a creature within range. You treat your target as having AC of 10+their Dexterity modifier. On a hit you deal 2d12 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d12 damage for each slot level above second.
Stun seed
2nd-level transmutation
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: instantaneous
You touch one nut and infuse it with crackling energy. As part of the bonus action used to cast the spell, you can make a ranged attack with one of the nuts by by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 2d8 + your spellcasting ability modifier.
Regardless if the nut hit or miss, the nut explodes and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage and be pushed 5 feet back from origin of the explosion. If the target fails, it is stunned until the beginning of its next turn.
Strikethrough
2nd-level Conjuration
- Casting Time: 1 bonus action
- Range: self
- Components: V, S
- Duration: Concentration, up to 1 minute.
Until the spell ends, when you make an melee attack on a target, your attack deals an additional 1d8 force damage. Additionally, on a hit, you can teleport to an unoccupied space within 5 feet of your target. This effect only only occurs on the first attack against the target during that turn.
If you teleport at least 10 feet, you discombubulate the target, who isn't able to make an opportunity attack against you until the start of its next turn.
Tensor's Spellsword Incantation
2nd-level evocation
- Casting Time: 1 action
- Range: self
- Components: V
- Duration: Concentration, up to 1 minute.
Your hands exhume magical vapors, which coat any weapons you are holding and flare up when you attack. Until the spell ends, you deal an extra 1d4 damage whenever you hit a creature with a melee attack, and your melee weapon attacks gain a reach of 10 feet.
If you have a free hand, you can expel this force outwards with a gesture. When you take the Attack action and attack with a melee weapon held in one hand, you can use a bonus action to attack with an unarmed strike with a reach of 10 feet. You use your spellcasting modifier for attack and damage rolls for this attack.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d6 damage for each slot level above second.
Windward Blade
2nd-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, M (any bladed weapon)
- Duration: 1 round
You imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. A creature within range must make a Dexterity saving throw. On a failure it is suspended several inches off the floor. Until the end of its next turn it can't take reactions and is restrained.
As a bonus action you can make a melee spell attack against the same target if you are within 5 feet of it, dealing 4d6 damage on a hit and ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 2d6 damage for each slot level above second.




















