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#### Splinterburst *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 ft. - **Components:** V, S - **Duration:** instantaneous ___ You energize a section of living material and cause it to explode outwards launching splintering shrapnel. Pick one of the following options when you cast the spell: - You can gesture towards a 5 foot by 5 foot section of wall or flooring, or a nonmagical wooden object, which is destroyed. Each creature within 20 feet of the target must make a dexterity saving throw. A creature standing next to the section of wood, or holding the object makes the save at disadvantage. - As part of the action used to cast this spell, you lob a pinecone (or similar object) at a location within range. Each creature within 20 feet of the target must make a Dexterity saving throw. A creature takes 6d6 piercing damage on a failed Dexterity save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 5th or higher, you can also target a creature. If you do so, and the target is a plant creature or a creature comprised of wood, the radius of the area of effect increases to 40 feet. The creature makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it is destroyed. #### Thunderwreathed Blade *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, M (a weapon) - **Duration:** Concentration, up to one minute ___ You enchant your weapon with the booming energy of the thunder demiplane, and heave a mighty swing at a creature within range. Until the spell ends, you can use your action to make a melee spell attack at the creature, dealing 4d6 thunder damage on a hit. If you lose concentration on the spell, the spell lingers until the end of your next turn, unless you start concentrating on a new spell. On a hit you can use your bonus action to transfer the enchantment onto the target, ending the spell. The creature must make a Dexterity saving throw or be pushed up to 15 feet away from you in a straight line. Each creature within 10 feet of the target location must make a Dexterity saving throw or take 6d6 thunder damage. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attacks increases by 2d6 for each slot level above the third. The damage of the final attack also increases by 2d6. \columnbreak #### Transfixing Daggers *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V, M (a belt of at least 6 daggers) - **Duration:** Concentration, up to one minute ___ You cast a flurry of shimmering daggers forward. Each creature in a 20-foot cone must succeed on a Dexterity saving throw. A creature takes 6d4 slashing damage on a failed save, or half damage on a success. Immediately after casting this spell, you can use your bonus action to call the daggers back. After reaching the end of the range of the spell, the daggers slow to a stop, reverse, and speed back towards you. Creatures in the area of effect who failed the first save must make another Dexterity saving throw or take the damage again. A creature within 5 feet of you has disadvantage on these saves. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 2d4 for each slot level above the third.