Ravnica: Eldritch Knight Spells

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Ravnica: Eldrtich Knight spells

Cantrips (0 Level)
  • Frostwind Blade
  • Project Object
  • Punishing Strike
1st Level
  • Nystul’s Flash
  • Serpent Missile
  • Protection from Aerial Attack
  • Thundering Armor
2nd Level
3rd Level
4th Level
5th Level

Дисклеймер

Все заклинания являеются пробными. Мастер оставляет за собой право менять или полностью убирать их во время игры.

Cantrip

Frostwind Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell’s range, otherwise the spell fails. Your weapon leaves a frosty trail as it cuts through the air, striking blows that inflict winter’s wrath. On a hit, the target suffers the attack’s normal effects. In addition, the next time the target makes an attack before the end of your next turn, it must choose to either make the attack with disadvantage or take 1d6 cold damage, and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces its speed by half until the end of your next turn.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target, and the damage the target suffers for not taking disadvantage on its next attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Project Object

Conjuration cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Your force of will teleports an object a short distance away. You teleport one object you are holding to an unoccupied space within range. Alternatively, you can teleport the object to a willing creature within range. You can either cause the object to land at the creature’s feet, or you can give the creature the option to grasp it with a free hand, which requires the creature to make a Dexterity (Acrobatics) check with a DC of 11. If the creature succeeds, it is instantly holding the object. If the check fails, the object falls to its feet.


This cantrip can only teleport objects that weigh 25 pounds or less. In addition, it cannot affect objects that you are not already holding when you cast the spell.

Punishing Strike

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 round

As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects. In addition, a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn. If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

1-st level

Nystul’s Flash

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: V, S
  • Duration: Instantaneous

All creatures caught in a 15-foot cone must make a successful Constitution saving throw or be blinded for 1d4 rounds. The affected target must make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Protection from Aerial Attack

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a heavy lead weight shaped like a shield)
  • Duration: Concentration up to 10 minutes

Until the spell ends, one willing creature you touch is protected against flying creatures. A creature with a fly speed has disadvantage on attack rolls against the subject, and when such a creature causes the target to make a Dexterity saving throw, it has advantage on that roll. The target also can’t be charmed or frightened by flying creatures. If the target is already charmed or frightened by such a creature, the target has advantage on any new saving throw against the relevant effect.

Serpent Missile

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snake scale)
  • Duration: Instant

Writhing bolts of energy leap from your hand, and strike a target you can see within range. The target must make a Constitution saving throw. On a failure, the target takes 3d4 poison damage, and is poisoned until the end of its next turn. On a successful save, it only takes half damage and isn’t poisoned.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 poison damage, and the poisoned condition lasts one round longer for each slot level above 1st.

Thundering Armor

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a tunning fork)
  • Duration: Instant

You infuse a creature’s armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed.

You cannot cast this spell on yourself.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8 for each slot level above 1st.

 

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