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~Metabot

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Compendiums: Monks, Slimes, Spells, Story Mechanics
Misc: Monk Adventure, Warlock Tweaks, Stealth Rules
Fun: Goat Background, Hag Items, Mechs

Level 4 spells

Spell lists
Spell School Conc. 
Acidwrought Glaive x x x Evocation x x x
Attractor Pulse x x x Evocation x x
Fangs of the Storm Serpent x x Transmutation x x
Haunt x x x Conjuration x x x
Gleam x x x Divination x x x
Phasewalk x x x x Evocation x x
Sacrificial Dagger x x Necromancy x x
Shadow Clone x x Illusion x
Spell Flux x x x Abjuration x x x
Spike of Dis x x Conjuration x x
Temporal Thrust x x x Evocation x x
Umbral Assault 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 GM Binder link Spells Post date
1 Link Link Acidwrought Glaive - Haunt 01/12/17
2 Link Link Gleam - Sacrificial Dagger 01/14/18
3-4 Link Link Shadow Clone - Umbral Assault 01/16/18

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.

 

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 3-6 spells per post over a longer time period so that I can get some better feedback.

If you want this compendium in one put-together document, without the annoying title pages, don't worry- one will be released after I've had time to integrate feedback.

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 4 spells

Acidwrought Glaive

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, M (any weapon)
  • Duration: Concentration, up to one minute

You slam your hands into the ground, and draw out a demonic emerald blade. The weapon is similar in size and shape as a glaive, which lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

While you are wielding this weapon with both hands, you can use your action to make a melee spell attack at a creature in range, dealing 2d10 acid damage on a hit. On a hit, choose another creature within 5 feet of the original target and within range. Both must make a Dexterity saving throw, taking 2d10 acid damage on a failure or half on a success.

Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d10 damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above the fourth.

Attractor Pulse

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: instantaneous

You throw an orb of dark energy out to a location within range. A line of lightning streaks out, pulling creatures towards it before a thunderous boom sounds forth. Each creature you choose within 30 feet of a point within range must make a Dexterity saving throw. On a failure, it takes 4d10 lightning damage and be pulled 20 feet in a straight line towards the origin of the area of effect. On a success, it takes half damage and is not pulled.

An 10 foot radius area centered at that point crackles with latent magical energy. Until the start of your next turn, the area is considered dimly lit and difficult terrain. At the start of your next turn, creatures other than you in the area must make a Dexterity saving throw, taking 4d10 thunder damage and falling prone on a failure, or half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d10 for each slot level above the fourth.

Fangs of the Storm Serpent

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: self.
  • Components: V, M (two light melee weapons)
  • Duration: One minute
 

Electricity pulses from your hands and envelopes your blades in bright sparking energy. You can use your spellcasting ability instead of strength or dexterity for the attack and damage rolls of attacks with these weapons, which each deal an additional 2d6 damage lightning damage the first time you hit with the weapon each turn.

Additionally, a magical connection is forged between each weapon and the hand that holds it. After using an action or bonus action to make an attack with one of these weapons, you can teleport the blade back into your hand or, teleport up to 30 feet to where the blade struck a creature.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack increases by 1d6 for each slot level above the fourth.

Haunt

4rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 10 ft.
  • Components: V, S
  • Duration: concentration, up to an hour.

You mark a hostile creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target's line of sight. On a subsequent turn, you can use your bonus action to teleport within 30 feet of the target as long as the location isn't in the target's line of sight. This teleportation only works if you and the creature are on the same plane.

Art from Hicham Hibachi

Art from Al Jerek Torrijas

Gleam

4th-level divination


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You peer into the machinations of an enemy's mind, and use this information against them. A creature in range that you can see must make a Charisma saving throw. On a failure, you have advantage on all attacks against them and they have disadvantage on all attacks against you until the end of their next turn.

You automatically know the target’s location. The target can never be hidden from you. You can see through any illusions conjured by the target, or of the target. Any time that creature would need to guess your location (for example, if there are multiple images of you because you are hidden), it guesses wrong.

You can subject another creature to this effect as a bonus action on a subsequent turn. A creature who succeeds on the Charisma saving throw is immune to the effects of this spell from you for the next 24 hours.

Phasewalk

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (A coiled wire)
  • Duration: Concentration, up to a minute

Once per turn, one uninterrupted segment of movement counts as magical teleportation for you. Each 5 feet of Phasewalk costs 10 feet of movement. You don't provoke opportunity attacks, you aren't considered to have entered in an spell or effect's area unless you end your movement there, and traps based on location don't go off.



You can enter a creature's space with this movement, and the first time each turn you do so the creature must make succeed on a Dexterity saving throw or take 2d6 electric damage. If you make an attack at the end of this movement, it is at advantage as your weapon teleports directly into the creatures space.

You emit an audible hum and bright afterimage lasts throughout the teleported movement, illuminating areas within 10 feet of your path until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage spell increases by 1d6 for each slot level above the third

Sacrificial Dagger

4th-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any bladed weapon)
  • Duration: Instantaneous

You imbue a blade with a sacrificial curse and plunge it into an enemy. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit. If it hits, every creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, a ghostly specter appears within 5 feet of that creature and stabs them as well, dealing 4d12 necrotic damage.

Alternatively, you can stab yourself or a willing ally with the blade, which automatically hits causing irreducible damage, and causes creature other than the target within 30 feet to make the save at disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the area of effect increases by 1d12 for each slot level above the third

Shadow Clone

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

You disappear from the path of an imminent attack, leaving behind a wispy shadow, before launching a powerful counterattack. Choose a prepared spell of 3rd level or lower, that targets only one creature, and doesn’t have a range of self. This is your counterattack spell.

The next time you are targeted by a melee attack, you teleport away, leaving a shadowy clone to take the blunt of the blow. The attack automatically misses you and you teleport to a location within line of sight of that creature and within range of your couterattack spell. You cast that spell at the lowest level it can be cast, without expending a Spell Slot, targeting the triggering creature. If that spell requires an attack roll, you have advantage on the first attack.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, your counterattack spell can be of a level lower than that used to cast Shadow Clone.

Spell Flux

4th-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 ranged effects you can see and three quarters cover from melee attacks, 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 +5 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.

This protective force manifests itself differently depending on the nature of your magic: it can appear as a hovering impervious glyph, a floating piece of cloth, or even a knotted wooden shield that weaves itself out of thin air.

Spike of Dis

4th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any piercing weapon)
  • Duration: Instantaneous

You imbue your weapon with the curse of Dis's kiss and make an overhead strike with it. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit.

On a hit or a miss, you can use your bonus action to summon thin barbed spikes that rupture from the 5-foot square attacked. The creature must succeed on a Dexterity saving throw or take 2d12 piercing damage and be restrained until it uses its action to free itself.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack and area of effect increases by 1d12 for each slot level above the third.

Art by Mike Lee
 

Temporal Thrust

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 15 feet.
  • Components: V, S
  • Duration: Instantaneous

You brace yourself and briefly thrust yourself through the ethereal plane, teleporting to a location within range. Immediately after this teleport, you can attempt to shove a creature through time as part of the spell. The creature must instead make a Charisma saving throw.

On a failed save one of the effects below occurs (your choice):

  • Temporal Jump. The target is banished to a harmless demiplane until the end of its next turn. While there, the target is Incapacitated. No time passes for the target while it is banished.
  • Temporal Acceleration. The target is banished to a harmless demiplane until the start of its next turn. Any spells affecting the target with a duration less than one hour end, as well as any such spells the target is concentrating on.

After the effect, the target appears 15 feet away from the location you teleported to, in a straight line. If there isn't a clear path to the destination, the creature appears in front of the obstruction.

Umbral Assault

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet.
  • Components: V, M (any weapon)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you separate your shadow from your body. Until the spell ends, you can control your shadow and cause it to move by expending your own movement. You can also cause it to make up to three melee spell attacks (no action required). These attacks target one creature within 5 feet of the shadow, dealing 3d6 necrotic damage on a hit. If your shadow reduces a creature to 0 hit points their body is hidden in magical darkness until dispelled.

Your shadow does not provoke opportunity attacks and can pass through small holes, narrow openings, and even mere cracks, though it must remain within 5 feet of a solid surface at any time. Your shadow is silent, and invisible in darkness.

The spell ends once your shadow makes its 3 attacks or takes any damage. While you are concentrating on this spell you are blinded and you see through your shadow, which has darkvision for 120 feet and can also see through magical darkness.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the shadow makes an additional attack for each slot level above the fourth.

Art by Mike Lee