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#### Toxic Grip (ritual) *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** S, M (one basic poison worth 100 gold) - **Duration:** Concentration, up to a minute. ___ You harness your spellcasting to magically sequester poison into your hands. Until the spell ends, you can use your bonus action to have poison flow onto any melee weapons you are holding. A creature you hit with a poisoned slashing or piercing weapon takes an additional 1d4 poison damage. The poison lasts for the duration of the spell. If this spell is cast as a ritual, the basic poison is consumed and its duration is concentration, up to 8 hours. #### Veins of Vigor *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, M (a vial of the spellcaster's blood) - **Duration:** Concentration, up to 1 minute. ___ Dark fluid runs through your arms, which become supernaturally enhanced. You can use your spellcasting ability modifier in place of Strength or Dexterity for checks you make and for the attack and damage rolls of unarmed strikes. You can roll a 1d6 in place of the normal damage of your unarmed strike. When you use the Attack action with an unarmed strike on Your Turn, you can make one unarmed strike as a Bonus Action. **At Higher Levels.** When you cast this spell using a 3rd-level slot or higher, it is no longer concentration. #### Wrought Wound *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (any weapon) - **Duration:** Concentration, up to a minute ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you remain concentrating on this spell, that creature takes 1d8 psychic damage at the end of its turns. This effect ends immediately if the creature receives magical healing. **At Higher Levels.** When you cast this spell using a spell slot of 2nd or higher, the effect ends when the creature receives magical healing cast at a level equal to or higher than that used to cast Wrought Wound. In addition, roll an additional 1d8 for each slot level above 1st. \columnbreak > #### Ranger Rituals > Toxic Grip, despite being a ranger only spell has the ritual tag. The intention is that it will be used alongside homebrew such as [YARV](https://drive.google.com/file/d/0B9DFWcC7deE5Qkc2ZGFDVzlnaUk/view). If you don't allow such homebrew, replace the last paragraph with the following, and change the duration to an hour: "Once applied, the poison retains potency for 1 minute before drying."
Art by Mike Lee