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Level 6

Aganazzar's Fiery Boomerang

6th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M (any bladed weapon)
  • Duration: Concentration, up to one minute

A weapon you are holding levitates, starts to spin at incredible speeds and ignites with a hellish blue flame. When you cast the spell and as a bonus action on your subsequent turns, the weapon moves up to 30 feet and then causes one of the following effects with it:

Direct. All creatures in a line 5 feet wide and length equal to the distance moved must make a Dexterity saving throw or take 4d10 fire damage.

Deflecting Stance. The spinning weapon interposes itself between you and a creature of your choice until you give the weapon a different command. The weapon moves to stay between you and the target, providing you with half cover against the target. The target can attempt to move through the Boomerang, but must succeed on a Dexterity saving throw or take 4d10 fire damage, be pushed 5 feet back and land prone.

Spin. The weapon spins more vigorously and lets out gouts of spiraling flame. Creatures within 15 feet of the weapon, must make a Dexterity saving throw or take 4d10 fire damage.

Afterimage Strike

6th-level Illusion


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Concentration, up to a minute

Until the spell ends, as a reaction to being targeted by an attack, you can make that take to be made at disadvantage. On a miss, you teleport 5 feet and can make a melee attack against a creature within 5 feet of you after your teleport. If you attack the creature was the one that triggered the spell, your attack is at advantage.

 

Level 7

Dimensional Binding

7th-level evocation


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

You summon a thin flanged needle with a trailing evanescent thread. While you are holding this weapon, you can use a bonus action to teleport back to the location you were when you cast the spell.

When you cast the spell, or as an action on a subsequent turn you can stab the needle into a creature within 5 feet of you. Make a melee spell attack at the target, dealing 6d12 psychic damage on a hit.

On a hit, you can fix a target to that location. You leave the weapon in them, and at the end of each of the target's turns, it must make a Wisdom saving throw or be teleported back to this location.

Titan's Impact

7th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: One minute.

You imbue your weapon with the calling of the Titans. Make a melee spell attack against a creature within range, dealing 8d6 bludgeoning damage on a hit. On a hit, the creature is thrown in an arc 20 feet high and 40 feet back.

You can repeat this attack on a subsequent turn using your action.

On a miss, or if you chose to stab your weapon into the ground, a titanic version of your weapon materializes in the sky. At the start of your next turn, it crashes downward. Creatures in an 15ft by 15ft area in front of you must succeed on a Dexterity saving throw or take 8d6 bludgeoning damage, and the spell ends.

Divine Interdiction

The weight of the creatue's past actions are brought against it. Choose a Humanoid within range. The target goes prone and its speed drops to zero.

It must succeed a Strength saving throw or fall prone and have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution until the end of its next turn.

The target must make a Charisma saving throw. On a failure, it is incapacitated and starts to suffocate. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.

Level 8

Karsus's Rift Slicer

8rd-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, M (any bladed weapon)
  • Duration: Concentration, up to a minute

You slide two fingers across the blade of your weapon, tinting the edge with a purple hue and magically sharpening it to cut through realities. You spend your next contiguous 20 feet of movement making a long gash through the space you moved through. Make a melee spell attack at each creature you passed within 5 feet of, dealing 3d6 necrotic damage on a hit. At the end of your turn, the gash becomes a rift into the negative plane.

Creatures who are within 5 feet of the rift when it opens must succeed on a Strength saving throw or be pulled into its area. When a creature enters the rift's area for the first time on a turn, it must make a Strength saving throw, or take 10d6 necrotic damage and are restrained. A creature restrained by the rift can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

A creature within 5 feet of the rift can take an action to pull a creature out of the rift. Doing so requires a successful Strength check against your spell save DC, and the creature making the attempt takes 3d6 necrotic damage.

Agnanazzar's Instant Battalion

8th-level necromancy


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: S, M (any weapon)
  • Duration: Concentration, up to 1 hour.

You call forth the spectral warriors of past to fight for your stead. At the start of each turn, 8 spectral humanoids appear, each in an unoccupied space 5ft by 5ft space adjacent to you. As a bonus action, you can mentally command them, directing each one to move to a location within range. After moving to a location, you can choose for it to make a melee attack against a target within 5 feet of it using your spell attack modifier. On a hit, it deals 2d8 necrotic damage and disappears.

These ethereal humanoids have the same ability scores as you, and they disappear when they fail a saving throw, are attacked, or are beyond the radius of this spell. You can only have a maximum of 8 at a time. When one hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

 

Level 9

Bladeform

9th-level transmutation


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

As part of the action casting this spell, you cast a spell using a spell slot level 5th or lower that damages on a failed save. You sculpt the dissipating energies of the spell to craft a blade for yourself.

On an action on a subsequent turn, you can target a creature within 5 feet of you. The creature must make a Dexterity saving throw. On a failure it suffers the same effect as failing the saving throw of the triggering spell.

Kyuss' Sinew Bow

9th-level necromancy


  • Casting Time: 1 action
  • Range: self
  • Components: V, M (a worm)
  • Duration: 24 hours.

You grant a worm Kyuss' curse, and allow it to burrow into your arm. Your bow arm explodes outwards rearranging muscle, bone, and sinew into a longbow. Drawing your other hand near the bow causes a thin bone arrow fletched with cartilage to extrude from your wrist. You can accelerate arrows by flexing muscles in your new arm. You are considered proficient in this bow, and can use your spellcasting modifier on attack and damage rolls.

You attack 4 times, instead of once, when you take the Attack action on your turn and attack with this weapon. Each attack with this bow deals 10+2d10 necrotic damage on a hit.

Upon exiting combat, your arm rearranges back into its normal form, with hairline cracks where the skin reconnects. You can now undergo the same transformation at will using a bonus action.

Dark Tempest

9th-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, M (a thorn)
  • Duration: 1 minute

You hurl shards of shadow at nearby enemies. When you cast this spell, and as a bonus action on a subsequent turn, you make a ranged attack roll at each creature you choose within range. On a hit, you deal 8d10 necrotic damage and if the target was within 5 feet of you, they are pushed back 15 feet. When a creature enters the range of this spell for the first time, they are also subject to this attack.

If you are holding a weapon that does a damage type that isn't bludgeoning, piercing, slashing, or necrotic, the damage this spell deals is instead that type.

Investiture of Swords

Power word dismember

  • withdraw