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Afterimage Strike

1st-level conjuration


  • Casting Time: 1 reaction, which you take after you land an attack.
  • Range: 5 ft.
  • Components: V, M (one weapon)
  • Duration: instantaneous

An silvery image of you appears and repeats the movements of a blow you landed but a moment before. You make an attack against a creature within range, using the same attack roll as the triggering attack and dealing 2d8 force damage on a hit.

Brisk Blades

1st-level transmutation


  • Casting Time: 1 reaction, when you start your turn
  • Range: self
  • Components: V, M (two light melee weapons)
  • Duration: Concentration, up to a minute.

As part of casting this spell, you can unsheathe two light melee weapons. These blades become wreathed in a sharp wind, which extend beyond the end of the blade. The damage die for these weapons become 1d10.

Dark Pounce

1st-level conjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 round

The first time before the end of your next turn you make a running jump, you instead teleport to your landing location. If this jump would take you into a large or smaller creature's space, that creature must make a Strength saving throw. On a failure, the creature is pushed 5 feet back, falls prone and you land in its original location. If it fails the saving throw by 5 or more, the creature is also grappled. On a success, you appear within 5 feet of your landing location.

At Higher Levels. When you cast this spell using a 3rd-level slot or higher, you can cast it with a bonus action.

Fade Assault

1st-level illusion


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: instantaneous

As part of the action used to cast the spell you can take the hide action. Your presence slowly fades from existence as a mirage forms around your body. Creatures have disadvantage on Wisdom (perception) checks to detect you. Additionally, you are invisible for the duration of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person.

 

Far Reach

1st-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet.
  • Components: V, M (a drop of swamp goo)
  • Duration: instantaneous

Numerous octarine tentacles spring from your hand towards a target within range. Upon impact, they attempt to close the distance between you and your target.

Make a ranged spell attack. On a hit a Large or smaller target is pulled up to 15 feet in a straight line toward you. If the attack misses, the target is huge or larger, or if you intentionally aim at terrain, you move 15 feet in a straight line towards your target.

Festering Strike

1st-level necromancy


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

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, a swarm of insects infest the exposed flesh. The target must make a Constitution saving throws at the end of each its turns, ending the effect on a success. When this effect ends, the creature takes 2d6 necrotic damage for each failed save.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.

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Art by Kseniya Bobolia