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level 5 spells
Agonizing Whip
5th-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: 1 round
You coalesce an whip out of pure coalesced pain that hums with the faint screams of horrors inflicted past. When you cast this spell, you make 3 melee spell attacks at creatures within range. You treat your target as having AC of 10+their Dexterity modifier. On a hit you deal 2d8 psychic damage.
If at least two of your attacks hit the same creature, the creature must make a Constitution saving throw or be incapacitated until the end of their next turn. If three hit, the creature is stunned for the same duration.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you make an additional attack for each slot level above 5th.
Blade Wings
5th-level transmutation
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to a minute
You summon 8 glowing hilt-less blades that fan out behind your back. Until the spell ends you can use these blades in magical maneuvers:
- You use your action to throw out 4 of your blades. Creatures in 5 foot wide 30 foot line must make a Dexterity saving throw or take 4d10 slashing damage on a failed save and half damage on a successful one.
- You can use your bonus action to throw out one of the blades. Make a ranged spell attack, dealing 3d10 piercing damage on a hit.
- You can use your action to sweep the blades forward. Creatures in 15 foot cone must succeed on a Dexterity saving throw or take 2d10 slashing damage and half damage on a successful save.
While you have at least 4 of these blades you gain a flying speed of 30 feet.
Chromatic Blast
5th-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to a minute.
You gather up elemental energy in one of your hands and prepare to expel it into an enemy. Choose acid, cold, fire, lightning, poison, or thunder for the type of energy. If you lose concentration on this spell, you can reweave the lingering magical energies on a subsequent turn using your bonus action.
You can use your spellcasting modifier for attack and damage rolls for unarmed strikes. On a hit, you deal 3d10 damage of the type you chose. Additionally, you can choose to use your bonus action to transfer the enchantment onto the target, ending the spell. A Large or smaller creature is pushed up to 15 feet away from you in a straight line. At the end of your turn, each creature within 20 feet of the target location must make a Dexterity saving throw or take 8d10 damage of the type you chose.
Earth shatter
5th-level evocation
- Casting Time: 1 action
- Range: 40 feet
- Components: V, M (any weapon)
- Duration: one round
You slam your weapon into the ground, releasing a torrent of energy at a location within range. Creatures within a 5 by 5 cube at the target location must make a Dexterity saving throw or take 4d10 thunder damage and be flung 20 feet into the air. On a success they take half damage and aren't flung.
Each creature within a 15 feet wide line emanating from you towards the target location must make a Dexterity saving throw. On a failure they take 2d10 bludgeoning damage and fall prone. On a success they take half damage and don't fall prone.


















Flashing Blade
5th-level necromancy
- Casting Time: 1 action
- Range: 15 feet
- Components: S, M (a sheathed melee weapon)
- Duration: Concentration, up to 1 minute
Whenever you make an attack on your turn, you can draw the weapon you use to cast this spell and move up to 15 feet without provoking opportunity attacks prior to the attack. Immediately after that attack, you return to your original position and sheathe your weapon.
When a creature within the range of your spell uses an action, you can use your reaction to make a melee weapon attack. If you hit the target, the target must make a Concentration check or the target's action fails (a spell fails to cast and the spell slot is expended, an attack misses). Additionally, once per turn, you can make a melee attack against any creature that moves more than 5 feet while within the range of your spell.
Larloch's Fervid Blade
5th-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: S, M (an empty sheath)
- Duration: Concentration, up to 1 minute
You make a silent oath against one creature within 5 feet and draw out a black spectral katana from your sheath. Make a melee spell attack against that creature within your reach, dealing 5d12 necrotic damage on a hit. You can repeat this action on a subsequent turn, targeting the same creature. If you have advantage on this attack the attack instead scores a critical hit if it hits, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d12 for each slot level above the third.
Nature's Golem
5th-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Vines and stone wreath themselves to form a Large golem underneath you, which is under your control until the spell ends or until it is reduced to 0 hit points.
An Nature Golem is a construct with AC of 15, 50 hit points, and a Strength and Dexterity of 18. Its Constitution is 10 and its Intelligence, Wisdom, and Charisma are 3. Its speed is 40 feet and it has blindsight with a radius of 30 feet and is blind beyond that distance. While mounted on the creature, you can command it to attack using a bonus action. (Attack: +8 to hit, 2d12 + 4 bludgeoning damage).
Alternatively, you can merge with the Golem using a bonus action to assume direct control. You gain 50 temporary hit points, you have advantage on Athletics checks and Concentration checks, your speed is doubled, and your size becomes Large. The spell ends when you run out of these temporary hit points. The golem extrudes oversized rock imitations of your weapons which you use to deal twice your weapon damage on a hit.
Prognosticated Blow
5th-level divination
- Casting Time: 1 bonus action
- Range: 30 ft.
- Components: V, M (a weapon)
- Duration: Concentration, up to a minute.
You invoke a causality-reserving effect on a weapon and curse a creature within range to realize their inevitable impending pain. The target must make a Wisdom saving throw. On a failure, it takes 2d12 psychic damage and your next attack on the creature is "foretold"- it automatically hits and deals the psychic damage again.



















Rimestrike
5th-level evocation
- Casting Time: 1 bonus action
- Range: self
- Components: V, M (an empty two-handed hilt)
- Duration: Concentration, up to one minute
You evoke the chill of the demiplane of ice blade in your hilt. The blade that extrudes from it is similar in size and shape to a greatsword, and it lasts for the Duration.
While you are wielding this blade you can use an action to make a melee spell attack at a creature within 5 feet, dealing 6d6 damage on a hit and chilling them. Until the spell ends their speed is halved. If you miss or aim at the area in front of you, you cause ice to splay outwards. Each creature in a 15 feet long 5 feet wide line emanating from make a Dexterity saving throw. On a failed save, they take 4d6 cold damage, or half on a success.
When the spell ends, a chilled creature starts to freeze over. The creature takes an additional 4d6 cold damage and must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
Shade Splice
5th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: one round
You summon a sliver of shadow essence from the shadowfell and exchange part of your soul with it, gaining the ability to manifest 3 shades. Shades are invulnerable to damage, but can interact physically with the world and have your stats. Each shade moves up to 30 feet and can touch a creature within 5 feet of them. Make a melee spell attack, dealing 3d10 necrotic damage on a hit.
Each shade has a reaction, which it can use to repeat its attack as an opportunity attack. At the beginning of your next turn, you can teleport to the location of one of your shades.
Slice World
5th-level transmutation
- Casting Time: 1 action
- Range: self
- Components: V, M ( a weapon)
- Duration: Instantaneous
You draw upon the destructive energies from the shadowfell and imbue them in your blade. Your next attack splays out whisps of shadow and transport the material it contacts to the shadowfell.
You are able to cut through a flat plane with an area no larger than 20 5-by-5 square feet sections. The area you cut through must be contiguous and fall within a 30 foot cone. Alternatively, you can make several quick slashes that completely disintegrate material in a 10 foot cube area in front of you.
This spell works on any non-magical material that is made of stone or weaker. This spell also is able to cut through any medium or smaller nonmagical object in the area of effect, such as a sword, shield, or chain.
Spectral Stampede
5th-level conjuration
- Casting Time: 1 action
- Range: 30 feet.
- Components: V, M (honeycomb)
- Duration: Concentration, up to a minute.
A stampede of spectral wildlife charges forth in a line 30 feet long and 15 feet wide emanating from you in a direction you choose. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 8d6 psychic damage and falls prone. On a success, it takes half as much damage and doesn't fall prone. A creature has disadvantage on the save if it was already prone.
A hostile creature treats the area of the spell as difficult terrain. Hostile creatures in the area of effect can't take reactions.















