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Level 3 spells
Spell lists
| Spell | B | C | S | W | Z | P | R | School | V | S | M | Conc. | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arcane Joust | x | x | x | x | x | Evocation | x | x | |||||
| Bestial Brand | x | Enchantment | x | x | x | ||||||||
| Ghostly Dirk | x | Illusion | x | x | |||||||||
| Grasp of the Wind | x | Evocation | x | x | |||||||||
| Larloch's Hungering Blade | x | x | x | Necromancy | x | x | x | ||||||
| Meteor Drop | x | x | x | Evocation | x | x | |||||||
| Nystal's Crystal Dagger | x | x | Transmutation | x | x | ||||||||
| Projected Attack | x | x | x | x | Evocation | x | x | ||||||
| Splinterburst | x | Evocation | x | x | |||||||||
| Thunderwreathed Blade | x | x | x | x | Evocation | x | x | x | |||||
| Transfixing Daggers | x | x | x | Transmutation | x | 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 | Arcane Joust - Grasp of the Wind | 01/06/17 |
| 2 | Link | Link | Larloch's Hungering Blade - Projected Attack | 01/08/18 |
| 3 | Link | Link | Splinterburst Spines - Transfixing Daggers | 01/10/18 |
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 3 spells
Arcane Joust
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: instantaneous
You take a step back before flashing forward with a blur of speed. All creatures in a 30 feet long and 5 feet wide area emanating from you in a direction you choose must make a Dexterity saving throw. On a fail, they take 3d10 piercing damage, or half as much damage on a success.
Teleport to a location within 5 feet of the creature farthest from you effected by the spell. Make an melee attack roll against the target dealing an additional 3d10 piercing damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attack increases by 1d10 for each slot level above the third. The damage of the area of effect also increases by 1d10.
Bestial Brand
3rd-level enchantment
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Concentration, up to an hour.
You touch a beast of monstrosity at least one size larger than you and bind it to your will as a mount. Roll 5d8. If the creature's remaining hit points are less than this roll, you can clamber onto the creature as part of the action used to cast the spell. As long as you keep one hand on the mount and its hit points are below your roll, it is charmed by you and you can control the creature as your mount which accepts you as a rider.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the roll an additional 1d8 for each slot level above the third.
Grasp of the Wind
3rd-level evocation
- Casting Time: 1 bonus action
- Range: 20 ft.
- Components: V
- Duration: instantaneous
You call upon the wind to aid you. Each creature you choose within range must make a Strength saving throw. On a failure, they take 4d8 bludgeoning damage and are pulled up to 15 feet in a straight line towards you. Your next attack on a creature that fails before the end of your turn is at advantage. On a success, they take half damage and suffer no other effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attack increases by 1d8 for each slot level above the third.
Ghostly Dirk
3rd-level illusion
- Casting Time: 1 action
- Range: 120 feet.
- Components: V
- Duration: Instantaneous
Choose one creature that can see you within range. You teleport within 5 feet of that creature, and make a melee spell attack, dealing 3d10 psychic damage on a hit. Regardless of a hit or miss, the target must succeed on a Wisdom Saving throw or be frightened until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the spell doubles for each slot level above the third.



















Larloch's Fervid Blade
3rd-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (an empty sheath)
- Duration: One minute
You make a silent oath against one creature within 5 feet and draw out a black spectral katana from your sheath. You have advantage on attacks made with this weapon until you miss. Make a melee spell attack against that creature within your reach, dealing 3d10 necrotic damage on a hit. On your turn, you may use your action to make a single attack with this blade.
Until the spell ends, you cannot cast any other spells or attack with anything other than your blade. You can sheath your sword if the creature is reduced to zero hit points, ending the spell. Otherwise, you must use an action to sheath the sword to end the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third.
Meteor Drop
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: instantaneous
You leap 10 feet into the air and slam down in an unoccupied location within range. You don't provoke opportunity attacks with this movement, and you can't use this spell if there isn't at least 10 feet of open space directly above you. Creatures within 10 feet of the target location must make a Dexterity saving throw or take 4d10 bludgeoning damage.
A creature you are grappling when you cast this spell travels with you, making the saving throw at disadvantage .
If you cast this spell while airborne, the radius of the area of effect increases by 5 feet for each 10 feet you are above your target location, up to a maximum of 30 feet. You still take fall damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. At 5th level creatures who fail the saving throw are also knocked prone.
Nystal's Crystal Dagger
3rd-level transmutation
- Casting Time: 1 action
- Range: 90 feet.
- Components: V, M (a small stone)
- Duration: Instantaneous
You conjure a splendid shard of light and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d12 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of level 2 or lower.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third. You can regain a spell slot below the spell slot used to cast it.
Projected Attack
3rd-level evocation
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (any weapon)
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell's range. Depending on the damage the weapon deals, the spell has a different effect:
- Slashing. A crescent of energy races from the attack, and each creature in a 30-foot cone (oriented as you choose) in the direction of the target must make a Dexterity saving throw.
- Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
- Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.
On a failed save, creatures take 2d12 radiant damage, are pushed back 10 feet from the target of your attack, and fall prone. A creature that is hit with your attack has disadvantage on the save, and on fail takes 2d12 radiant damage, is pushed back 10 feet from you and falls prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third.















Splinterburst
3rd-level evocation
- Casting Time: 1 bonus action
- Range: 60 ft.
- Components: V, S
- Duration: instantaneous
You energize a section of once living material and cause it to explode outwards launching splintering shrapnel. Pick one of the following options when you cast the spell:
- You can gesture towards a 5 foot by 5 foot section of wall or flooring, or a nonmagical wooden object, which is destroyed. Each creature within 20 feet of the target must make a dexterity saving throw. A creature standing next to the section of wood, or holding the object makes the save at disadvantage.
- As part of the action used to cast this spell, you lob a pinecone (or similar object) at a location within range. Each creature within 20 feet of the target must make a Dexterity saving throw.
A creature takes 6d6 piercing damage on a failed Dexterity save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you can also target a creature. If you do so, and the target is a plant creature or a creature comprised of wood, the radius of the area of effect increases to 40 feet. The creature makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it is destroyed.
Thunderwreathed Blade
3rd-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: V, M (a weapon)
- Duration: Concentration, up to one minute
You enchant your weapon with the booming energy of the thunder demiplane, and heave a mighty swing at a creature within range. Until the spell ends, you can use your action to make a melee spell attack at the creature, dealing 4d6 thunder damage on a hit. If you lose concentration on the spell, the spell lingers until the end of your next turn, unless you start concentrating on a new spell.
On a hit you can use your bonus action to transfer the enchantment onto the target, ending the spell. The creature must make a Dexterity saving throw or be pushed up to 15 feet away from you in a straight line. Each creature within 10 feet of the target location must make a Dexterity saving throw or take 6d6 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attacks increases by 2d6 for each slot level above the third. The damage of the final attack also increases by 2d6.
Transfixing Daggers
3rd-level transmutation
- Casting Time: 1 action
- Range: 20 feet
- Components: V, M (a belt of at least 6 daggers)
- Duration: Concentration, up to one minute
You cast a flurry of shimmering daggers forward. Each creature in a 20-foot cone must succeed on a Dexterity saving throw. A creature takes 6d4 slashing damage on a failed save, or half damage on a success.
Immediately after casting this spell, you can use your bonus action to call the daggers back. After reaching the end of the range of the spell, the daggers slow to a stop, reverse, and speed back towards you. Creatures in the area of effect who failed the first save must make another Dexterity saving throw or take the damage again.
A creature within 5 feet of you has disadvantage on these saves.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 2d4 for each slot level above the third.















