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#### Shadow Clone *4th-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 1 minute ___ You disappear from the path of an imminent attack, leaving behind a wispy shadow, before launching a powerful counterattack. Choose a prepared spell of 3rd level or lower, that targets only one creature, and doesn’t have a range of self. This is your counterattack spell. The next time you are targeted by a melee attack, you teleport away, leaving a shadowy clone to take the blunt of the blow. The attack automatically misses you and you teleport to a location within line of sight of that creature and within range of your couterattack spell. You cast that spell at the lowest level it can be cast, without expending a Spell Slot, targeting the triggering creature. If that spell requires an attack roll, you have advantage on the first attack. **At Higher Levels.** When you cast this spell using a spell slot of 5th or higher, your counterattack spell can be of a level lower than that used to cast Shadow Clone. #### Spell Flux *4th-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (a vial of ink) - **Duration:** Concentration, up to 1 minute ___ You start projecting a protective magical force which emanates from your hand. You have half cover from ranged effects you can see and three quarters cover from melee attacks, but cannot use your hand in any other way, except for somatic components of spells you cast. You also gain no benefit from a shield. If an attack hits the spell flux (the attack would have hit your original AC but misses your AC with the +5 bonus from cover) you can choose for the blow to be deflected. Make a spell attack on a creature of your choice within 30 feet, dealing the damage and effect of the original attack on a hit. This protective force manifests itself differently depending on the nature of your magic: it can appear as a hovering impervious glyph, a floating piece of cloth, or even a knotted wooden shield that weaves itself out of thin air. #### Spike of Dis *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, M (any piercing weapon) - **Duration:** Instantaneous ___ You imbue your weapon with the curse of Dis's kiss and make an overhead strike with it. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit. On a hit or a miss, you can use your bonus action to summon thin barbed spikes that rupture from the 5-foot square attacked. The creature must succeed on a Dexterity saving throw or take 2d12 piercing damage and be restrained until it uses its action to free itself. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack and area of effect increases by 1d12 for each slot level above the third.
Art by Mike Lee
\pagebreak \columnbreak #### Temporal Thrust *4th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 15 feet. - **Components:** V, S - **Duration:** Instantaneous ___ You brace yourself and briefly thrust yourself through the ethereal plane, teleporting to a location within range. Immediately after this teleport, you can attempt to shove a creature through time as part of the spell. The creature must instead make a Charisma saving throw. On a failed save one of the effects below occurs (your choice): - **Temporal Jump.** The target is banished to a harmless demiplane until the end of its next turn. While there, the target is Incapacitated. No time passes for the target while it is banished. - **Temporal Acceleration.** The target is banished to a harmless demiplane until the start of its next turn. Any spells affecting the target with a duration less than one hour end, as well as any such spells the target is concentrating on. After the effect, the target appears 15 feet away from the location you teleported to, in a straight line. If there isn't a clear path to the destination, the creature appears in front of the obstruction. #### Umbral Assault *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet. - **Components:** V, M (any weapon) - **Duration:** Concentration, up to 1 minute ___ When you cast this spell, you separate your shadow from your body. Until the spell ends, you can control your shadow and cause it to move by expending your own movement. You can also cause it to make up to three melee spell attacks (no action required). These attacks target one creature within 5 feet of the shadow, dealing 3d6 necrotic damage on a hit. If your shadow reduces a creature to 0 hit points their body is hidden in magical darkness until dispelled. Your shadow does not provoke opportunity attacks and can pass through small holes, narrow openings, and even mere cracks, though it must remain within 5 feet of a solid surface at any time. Your shadow is silent, and invisible in darkness. The spell ends once your shadow makes its 3 attacks or takes any damage. While you are concentrating on this spell you are blinded and you see through your shadow, which has darkvision for 120 feet and can also see through magical darkness. **At Higher Levels.** When you cast this spell using a spell slot of 5th-level or higher, the shadow makes an additional attack for each slot level above the fourth.
Art by Mike Lee