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# Collected Homebrew Material
##### Ron Lugge's collection of approved homebrew material
\pagebreakNum # Homebrew Material It happens to every DM, inevitably. A player comes up, and asks if they can pretty please use this thing they found online. Maybe it's a spell. Maybe a race. Or a class. Even feats and background features come up. Hopefully, you're the type of DM who doesn't automatically say 'no' -- if you or your DM fall into that category, this material may not be for you! But if you're the type of DM, or are lucky enough to play under such a DM, who prefers to say 'yes' when possible, a world of possibilities open up. The base classes and archetypes do a pretty good job at covering a lot of ideas, but the very fact that there's a clamor for homebrew suggests they don't... quite... fit every niche. Inside this documention is a collection of original (and not-so-original) content I've approved for use in my games. Most of this is my own creation. Some parts are inspired by players bringing me homebrew content I couldn't approve. I've tried to give credit where credit is due, but over 4 years of DMing it's possible to lose track. I never intended to make this document, it just became necessary when I realized how much material was building up between Homebrewery and GM Binder. DMs, while looking over the material here, remember that I tuned it to what _I_ consider balanced. Much of it is something a player handed me and I bashed into better shape. If you don't like what you see, feel free to do the same. ## Table of Contents ### Races * [Humunculi](#homebrew-material-races-humunculi) ### Class Archetypes * Cleric: [Justice Domain](#class-archetypes-justice-domain) * Cleric: [Plague Domain](#class-archetypes-plague-domain) * Fighter: [Crusader](#class-archetypes-crusader) * Paladin: [Tenents of Personal Freedom](#class-archetypes-tenants-of-personal-freedom) * Sorcerer: [Illusory Soul](#class-archetypes-illusory-soul) * Wizard: [Wild Wizard](#class-archetypes-wild-wizard) ### Extras * [Warlock Invocations](#extras-warlock-invocations) ### Spells * [Spell Lists](#spells-spell-lists) * [Spells](#spells-spells) \pagebreakNum ## Humunculi Pending approval from creator \pagebreakNum # Class Archetypes \pagebreakNum ## Justice Domain *A Cleric Domain* Justice stands as the beating heart of many a civilization. Some social orders are built on power, some on divine worship, others on wealth, but even there some element of 'justice' is seen as necessary. Gods of Justice, of Law and Order, are often invoked in courtrooms, but can just as easily invoke riots, conflicts, and wars. Often flavored as 'truth', 'mercy', 'vengeance', the core concept runs through the beating heart of the human psyche: some things are just *wrong*, and others are just *unfair*. The Justice Cleric is equal parts peacekeeper, investigator, judge, jury, and executioner, and may be called upon in many of those roles in many jurisdictions. ### Justice Domain Spells | Cleric Level | Spells | |:------------:|:-------------| | 1st | Comprehend Languages, Expeditious Retreat | | 3rd | Detect Thoughts, Zone of Truth | | 5th | Tongues, Clairvoyance | | 7th | Arcane Eye, Freedom of Movement | | 9th | Geas, Passwall | ### Bonus Proficiency At 1st level, you gain proficiency in heavy armor and martial weapons. ### Eye for an Eye At 1st level, you can call upon your god to rebuke attacks. When a creature you can see strikes you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2D6 damage of a type matching what it harmed you with on a failed saving throw, and half as much damage on a success. This damage cannot be modified by resistances, immunities, or vulnerabilities. You may use this feature a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. ### Merciful Death At first level, you gain the ability to deaden pain, both physical and emotional. When presented with someone both condemned to die and physically unable to oppose your actions, you may touch them to numb away their pain. For one day after this touch, you grant any or all of the following to a willing target: * Death's Calming Embrace: the target's anxiety and concerns over their impending demise are numbed away, allowing them to focus on closing their life cleanely. This numbing effect cannot aid in efforts to avoid their fate, temporarily fading away. * Death's Unsoiled Visage: the target is immediately cleaned and made immaculate. Any filth or bodily fluids that would demean their final moments fades away, damage to their clothes or body is instantly repaired. This will not restore missing body parts. * Death's Clean Edge: the target will feel no pain for the duration of the effects. * Reaper's Scythe: the target dies, instantly and painlessly. You may use this feature a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. ### Channel Divinity: Echoes of the Past Starting as 2nd level, you can use your Channel Divinity to view into the recent past. You may send your awareness back in time one hour and rapidly experience, but not interfere or change in any way, the duration between that moment and the present in an instant. Your point of view is locked to your present location, but you can view in any direction. You may only experience a set of events once, if you have already been involved in a series of events -- either by being present, however briefely, or by use of this ability -- you can see only a gray fog for the portion of the events you were involved in. If you were involved for the full duration, the Channel Divinity fails. ### Channel Divinity: Object Reading Starting at 6th level, you can use your Channel Divinity to read the history of an object. When people handle objects, they leave traces of themselves behind. Those traces are strongest when the person is highly emotional or when the object is particularly important to the person carrying it. You see and hear events of particular importance to the bearer of the object from within the past week. Your perception is from the perspective of the person who was holding the object during the event. If the object is lost during the event, or the person bearing it slain, you may be able to gain a dim awareness of events directly from the object. ### Divine Strike Starting at 8th level, you add 1D8 weapon damage when you hit with a weapon attack. This increases to 2D8 at level 14. ### Honest Truth At level 17, you gain the ability to detect falsehoods. When you take an action and spend your concentration to invoke the power of your diety, no lie can escape your detection. A lie or falsely sworn oath rings false to your ears, and documents that are forged or deceitful glow with unholy light. Additionally, while you may not know the exact truth, you know the general shape of the lie you are faced with. You can infallibly tell the difference between an outright lie and a subtle evasion, between a deceptive phrase and an incomplete answer, between a reluctant white lie to protect someone and a blackhearted deception. With the written word, you know if the document itself was falsified, or if it doesn't set out the true statement and intent of the authors. \pagebreakNum ## Plague Domain *A Cleric Domain* Some few who worship the gods delight in the study of disease and plagues. Whether seeking to unleash this raw force of nature upon their foes, or striving to tame it's touch upon the innocent, they delve deep into secrets many find twisted, cruel, or even outright wrong. #### Domain Spells | Cleric Level| Spells | |:--:|:--:| | 1 | False Life, Ray of Sickness | | 3 | Lesser Restoration, Ray of Enfeeblement | | 5 | Aura of Vitality, Stinking Cloud | | 7 | Blight, Aura of Life | | 9 | Contagion, Dawn | #### Bonus Proficiencies At 1st level, you gain proficiency with Heavy Armor, Medicine and Alchemist Tools. You also gain the cantrips *Spare the Dying* and *Poison Spray*. #### Channel Divinity ##### Induce Dyscrasia Starting at 2nd level, you can use Channel Divinity to manipulate foul humours through a target within 30 feet. The target must make a constitution saving throw equal to your spell save DC or become poisoned for 10 minutes. ##### Siphon Temperament Starting at 2nd level, you can use Channel divinity to siphon foul humours from a creature you can touch into yourself. If a target you touch is afflicted by the Poisoned condition or a disease, they are cured. You must then make a saving throw against the affliction the target was cured of, with advantage. If you fail, you gain the affliction and are subject to all of its effects for the remainder of its duration or until it is cured. #### Totentanz Beginning at 6th level, your exposure to death and decay has strengthened you. You gain immunity to disease and resistance to poison damage. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the decaying power of the plague. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### Pox Infused Spells TO DO: Rewrite this At 17th level, you learn how to spread pestilence through the spells you cast. When you cast a harmful spell that targets only one creature and you deal damage to it, each hostile creature you deal damage within 20 feet of the target must make a Constitution saving throw against your spell save DC. On a failure, creatures take nerotic damage equal to your Wisdom modifier plus poison damage equal to your Wisdom modifier (minimum 1) at the start of their turns. This effect lasts 1 minute, or until the affected creatures succeed on the saving throw, which they make at the end of each of their turns. You can use this feature a number of times per day equal to your Wisdom modifier. You regain all expended uses of this when you finish a long rest. \pagebreakNum ## Crusader *A Fighter Archetype* ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric spell list. #### Cantrips You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level. #### Spell Slots The Crusader Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot. #### Spells Known of 1st-Level and Higher You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the Cleric spell list. The Spells Known column of the Crusader Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. #### Spellcasting Ability Wisdom is your spellcasting ability for your Cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier \columnbreak #### Crusader Spellcasting | Fighter Level | Cantrips Known | Spells Known | 1st| 2nd| 3rd| 4th| |:----:|:-------------:|:-------------:|:--------------:|:-----------:|:----:|:-----:| | 3rd | 2 | 3 | 2 | - | - | - | | 4th | 2 | 4 | 3 | - | - | - | | 5th | 2 | 4 | 3 | - | - | - | | 6th | 2 | 4 | 3 | - | - | - | | 7th | 2 | 5 | 4 | 2 | - | - | | 8th | 2 | 6 | 4 | 2 | - | - | | 9th | 2 | 6 | 4 | 2 | - | - | | 10th| 3 | 7 | 4 | 3 | - | - | | 11th| 3 | 8 | 4 | 3 | - | - | | 12th| 3 | 8 | 4 | 3 | - | - | | 13th| 3 | 9 | 4 | 3 | 2 | - | | 14th| 3 | 10| 4 | 3 | 2 | - | | 15th| 3 | 10| 4 | 3 | 2 | - | | 16th| 3 | 11| 4 | 3 | 3 | - | | 17th| 3 | 11| 4 | 3 | 3 | - | | 18th| 3 | 11| 4 | 3 | 3 | - | | 19th| 3 | 12| 4 | 3 | 3 | 1 | | 20th| 3 | 13| 4 | 3 | 3 | 1 | ## Divine Shelter Your faith in your god shelters you. You learn a ritual magically bond a suit of armor to yourself. The ritual takes one hour, and the armor must remain in reach for the entire hour. Once bonded, you can conjure the armor forth when it's not worn. So long as it is on the same plane of existence as you, you may spend an action to begin conjuring it forth, with the armor being fully formed and worn as if normally doffed at the start of your next turn. The process requires concentration, and if your concentration is broken the armor drops at your feet, unworn. ## Channel Divinity At 7th level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and Divine Aegis. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Crusader spell save DC. Beginning at 15th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses. \pagebreakNum ## Divine Aegis Starting at 7th level, you may seek shelter under the protective aegis of your god. You may use your action to spend your channel divinity and add your wisdom modifier to your AC (minimum +1). This effect is considered a spell that requires concentration, and lasts for one minute. ### Divine Ward At level 10, your faith forms a bulwark to shield you and your allies against harm. When you cast a spell effecting a single creature, you may grant that creature a defensive ward. Once during the next minute, after the creature rolls a save but before it knows the result, it may roll a 1D4 and add that to the result. ### Channel Divinity Level 15: Channel Divinity 2/short rest ### Miracle of Battle Starting at 18th level, whenever you use your action to cast a spell, you can make one weapon attack as a bonus action. \pagebreakNum ## Oath of Personal Freedom *A Paladin Oath* *Inspired by a fire-knight archetype provided by a player; source didn't include accreditation for original author* The Oath of Personal Freedom binds paladins to the ideals of personal choice, responsibility, and freedom to act. The Oath values neutrality, as all to often extremes of goood and evil simply set limits on their followers. This freedom is dangerous, giving people the power to do equal harm and good, and so paladins following this oath find resonance in fire, whose power is also equally destructive and creative. ### Tenets of Personal Freedom The exact tenets and their expression vary from Paladin to Paladin, but they all revolve around certain core concepts. **Personal Choice** Unless their decision would harm another, everyone should be free to make their own choices. Any force or power inhibiting that must be cast down. **Personal Responsibility** The power of Free Will is an incredible and deep one. It's important and vital that people step up and take responsibility for their actions. Someone who acts, and then refuses to acknowledge the consequences of their actions sets loose a flame without control upon the world, and must be reigned in by whatever means necessary. **Protection** The one limit of freedom is choices that bring harm to another, and choosing inaction is also a choice. One you are denied. You must shield those who cannot shield themselves, protect the innocent and help them find the fires of their own freedoms. **Rebirth** Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). To be able to plant the seeds of life in the world it is also important to take ownership of yourself and change, arising like a phoenix from emotional or physical wounds. ### Oath Spells You gain Oath spells at the Paladin Levels listed: |Paladin Level | Spells| |:----:|:-------------| | 3rd | Longstrider, Armor of Othrys | | 5th | Continual Flame, Misty Step| | 9th | Flight, Beacon of Hope | | 13th | Fire Shield, Freedom of Action | | 17th | Passwall, Reincarnate | ### Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options. **Fiery Weapon.** As an action, you can imbue one weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 fire damage, emits dim light in a 20-foot radius, and is considered magical for the duration. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately. The extra damage increases to 2d6 at 10th level. **Turn the Outsiders.** Creatures from the outer planes are elemental in nature, lacking in any form of free will. As such the fire of your freedom grants you have special power over them. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of fiends and celestials. Each fiend or celestial that can see the holy symbol must make a Wisdom saving throw against your spellsave DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move within 30 feet of you . It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. ## Red Knight's Blessing Starting at 7th level, you create an aura of warding against beeings from other planes arround you and your fellows. You are always under the "protection from evil and good" spell. Additionally, you may chose one of the creature types as mentioned in the spell. As long as you are not incapacitated, all allies gain the benefit of "Protection of Evil And Good" as long as they are within 10 feet of you. You may change your selection of creature type after finishing a long rest. At 18th Level, this aura will affect all allies within 30 feet of you. ## Out of the Ashes Starting at 15th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of fire. This consumes your action. You immediately stand up (if you so choose) with 1 HP, and you may spend any number of hit dice available (as if you had completed a short rest) as a bonus action to regain hitpoints. All hostile creatures within 15 feet of you have to succeed a Constitution saving throw against your spellsave DC or take 3D8 fire damage and become blinded until the end of your next turn. A creature that succeeds the saving throw takes half of the damage and is not blinded. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ## Phoenix Knight At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation, and you may spend this reaction even if paralyzed or charmed. For 1 minute you gain the following benefits: * You gain a fly speed of 60 feet. * You are immune to fire damage * You emanate an aura in a 30-foot radius, granting the fluidity and freeom of flickering flame to those who follow the tenants of freedom. All friendly creatures inside this radius are immune to paralysis, charm, grappled, restrained, and prone. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ## Illusory Soul *A Sorcerer Origin* Perhaps you were a born liar, a bit more literal than usual. Maybe you got a little too close to the feywild at some point. Whatever the reason, the power of trickery and illusion runs bone-deep in you, soaking into your heart, mind, and soul. Your power expresses itself most readily in illusion and trickery, lies and deceit. ### Bonus Proficiencies At 1st level, you gain proficiency in the Deception and Persuasion skills, if you aren't already proficient. ### Beguiling Prodigy Starting at 1st level, you have an innate knack for deception that goes above and beyond the talents of most sorcerers. When you have the opportunity to learn a new sorcerer spell (or replace one you already know) you can instead choose an illusion spell from any class spell list. You must otherwise obey the normal restrictions on choosing spells. ### Illusory Touch At 1st level, you know the Minor Illusion cantrip. Starting at 2nd level, you also learn the silent image spell, and may cast it without components by spending 2 sorcery points. These spells don't count against your normal limit of spells known. Additionally, when you cast a spell gained from this feature, other creatures have disadvantage on Intelligence (Investigation) checks to inspect your illusions. ### Reflexive Mirroring Starting at 6th level, you may spend 2 sorcery points to cast Mirror Image as a reaction to you taking damage. You add Mirror Image to your list of known spells, if you didn't already know it, and it doesn't count against your limit of spells known. ### Instinctive Illusion Starting at 14th level, when you spend a spell slot of 1st level or higher to cast an illusion spell, regain a number of sorcery points equal to the level of the spell slot expended. ### Subjective Reality Starting at 18th level, you are able to interact with an illusion you created as if it were real. For example, you could cross an illusory bridge, or pass through an illusory door, or ride on the back of an illusory dragon, and so on. This benefit applies only to you. You can't use this feature to interact with other elements of the environment that are not part of the illusion. For instance, you couldn't pry open a real door with an illusory crowbar, etc. \pagebreakNum ## Wild Wizard *A Wizard School, created in conjunction with /u/violet_rags* Perhaps you made too close a study of wild magic, or had a small accident in the lab, or otherwise were exposed to wild magic. Whatever the cause, your magic has been tainted by the touch of wild magic, by the essence of raw, unpredictability. Rather than give into despair, you've found a way to channel and control the taint, binding it into your wizardry rather than allowing it to burst forth in sorcery. ### Runic Shield Your work in controlling the taint of wild magic has caused you to bind several magic energies into permanent patterns around yourself. In addition to controlling wild magical surges, these patterns protect you, granting you an armor class of 13 + dex when not wearing armor. ### Reckless Dweomer The taint of wild magic allows you the potential to form raw magical energy into desired patterns. When you scribe a spell into your spellbook, you also scribe a Reckless Dweomer pattern, and may attempt to cast the spell without having it prepared by referencing the pattern. You must have a spell slot available to fuel the spell as normal, and must make an Intelligence (Arcana) check equal to 10 + the spell's level. On a successful check, you cast the spell and trigger a wild magic surge as per the Sorcerer class feature. You may use this feature a number of times equal to your Intelligence modifier, regaining uses on a long rest. ### Chaotic Alteration Increased experience with the reckless, on the fly alteration of magical energies, you've learned to manipulate the energies of spells as you cast them. When you cast a spell of first level or higher that does damage found in the Chaotic Alteration chart, you may roll on the chart to alter the damage type on the fly. There is a 10% chance, plus 10% per level of the spell, that you will trigger a wild magic surge. You may use this feature a number of times equal to your intelligence modifier, regaining uses on short or long rests. ### Arcane Insight Simple survival has forced a level of mastery of arcane lore onto you that few ever achieve. If you are not already proficient in Arcana, you gain proficiency. If you are, you gain proficiency in one of History, Insight, Investigation, Medicine, Religion, or Nature. Additionally, your proficiency bonus is doubled for Arcana check you make. You receive this benefit regardless of the skill proficiency you choose from this feature. ### Reckless Replication Your studies of wild magic have lead you to great insights into how the words and gestures of a spell combine to create a desired pattern in the Weave. If you see another spellcaster cast a spell on the wizard spell list, you may attempt to cast that spell using Reckless Dweomer without needing the pattern in your spell book for the next minute. If you successfully cast the spell, you may also scribe it into your spellbook as long as you complete the process before your next long rest or use of this feature. \pagebreakNum # Extras ## Warlock Invocations #### Agonizing Blade (requires Firebrand cantrip) You may add your charisma modifier to attacks made with the Firebrand spell #### Confident Strikes **Prerequisite: Pact of the Blade** You may use your charisma modifier for attack and damage when wielding your pact weapon. *Reasoning:* While the Hexblade patron almost -- almost! -- makes this pointless, I still feel that someone who wants the other patrons should have the option of getting decent use out of the Pact of the Blade. You still have to make trade-offs to be a melee combatant as a warlock, since this invocation doesn't give you any defensive capability. It won't improve your defenses, but will help improve your offensive capacity while maintaining your spellcasting ability. *Further Note:* I want a better name for this one. Look at the flavorful yet often descriptive names given to the standard Warlock invocations; there's a feel there I really want to reproduce. Free inspiration people! #### The Shedding of Pain **Prerequisite: Pact of the Blade** Gain a bonus equal to your charisma modifier to concentration saving throws. *Reasoning:* Even with the Hexblade patron option, concentration remains a weak spot for melee warlocks. This can help fill the gap. It's explicitly limited to Pact of the Blade because otherwise it would be too 'obvious' an auto-choice for most warlocks, and even so it may be too heavily weighted. I'd rather not see warlocks go Pact of the Blade *just* to pick this up. #### Arcane Strikes **Prerequisite: Pact of the Blade, Warlock Level 11** When you complete a long rest, you may spend one use of your mystic arcanum to gain two points of damage to any melee attack that hits until you complete another long rest. You may also spend additional arcanum when using this invocation, gaining an additional one point of damage for each arcanum so spent. You may not use this invocation again until you complete a long rest. *Reasoning:* Going back to the basic theme of a warrior whose martial skills come from a dark gift or mystic power, this lets a Blade Pact Warlock trade off (powerful) spellcasting power for a relatively minor melee damage boost. May be subject to revision if playtesting shows it proves unbalanced. Was originally aimed at T4, but the abrupt distortion of combat capability -- going from more spell-focused to more weapon-focused -- harkened back to the issues with archetypes references in the character generation section of this document. \pagebreakNum # Spells ## Spell Lists
# Wizard Spells ##### Cantrips (0 Level) - Burning Grasp - Electric Spike - Thundering Touch ##### 1st Level ##### 2nd Level - Acid Blast - Light Brand - Flaming Brand \columnbreak ##### 3rd Level - Frostball - Acidic Bloom ##### 4th Level ##### 5th Level \columnbreak ##### 6th Level ##### 7th Level ##### 8th Level \columnbreak ##### 9th Level
# Cleric Spells
##### Cantrips (0 Level) ##### 1st Level - Hateful Word ##### 2nd Level \columnbreak ##### 3rd Level ##### 4th Level ##### 5th Level \columnbreak ##### 6th Level ##### 7th Level ##### 8th Level \columnbreak ##### 9th Level
# Sorcerer Spells
##### Cantrips (0 Level) - Burning Grasp - Electric Spike - Thundering Touch ##### 1st Level ##### 2nd Level - Acid Blast - Light Brand - Flaming Brand \columnbreak ##### 3rd Level - Frostball - Acidic Bloom ##### 4th Level ##### 5th Level \columnbreak ##### 6th Level ##### 7th Level ##### 8th Level \columnbreak ##### 9th Level
\pagebreakNum ## Spells #### Acid Blast *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** Verbal, Somatic - **Duration:** Instantanteous You create three globs of acid and propel them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each glob. On a hit, the target takes 2d6 acid damage. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you create one additional glob for each slot level above 2nd. #### Acidic Bloom *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** Verbal, Somatic, Material (a drop of acid from a black pudding) - **Duration:** Instantanteous A dim light flashes from your pointing finger to a point you choose within range. Upon arrival it rapidly expands, then converts a portion of the surrounding material floating clouds of acid. Each creature within a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 acid damage on a failed save, or half as much damage on a successful one. The acidic conversion spreads around corners, and may disolve objects that aren't being worn or carried. **At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Armor of Othrys *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (A single torch) - **Duration:** 1 hour A protective magical force surrounds you, manifesting as a spectral magma shield that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the fire damage increase by 5 for each slot level above 1st. #### Burning Grasp *evocation cantrip* ____ - **Casting Time:** 1 action - **Range:** Touch - **Components:** Verbal, Somatic Your hand momentarily transforms into fire, burning a creature you try to touch. Make a melee spell attack against the target. You have advantage against unarmored targets. On a hit, the target takes 1D10 fire damage. This spell's damage increases by 1D10 when you reach 5th level (2D10), 11th level (3d10), and 17th level (4d10). *Notes:* The original, shocking grasp, denied reactions. In this case, that doesn't really make thematic sense, so I upped the damage slightly. I'd also be approving of a 1D12 version that drops the advantage. #### Electric Spike *evocation cantrip* ____ - **Casting Time:** 1 action - **Range:** 120 Feet - **Components:** Verbal, Somatic You hurl a spike of electrical energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1D10 lightning damage. This spell's damage increases by 1D10 when you reach 5th level (2D10), 11th level (3d10), and 17th level (4d10). #### Firebrand *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ A short-lived blade of fire forms in your hands, and as if guided by it's own will lashes out against nearby foes. Make a melee spell attack against a creature in range, and on hit you deal 1D10 fire damage to them. You gain an additional attack at level 5, two at 11, and three attacks at level 17. You may move between the individual attacks as if this were the Extra Attack feature (the features do not stack). #### Fire Aura *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** self - **Components:** V, S, M (a square half-inch piece of black silk) - **Duration:** 10 Minutes (Concentration) ___ You conjure up an aura of flame that sears anything around you for a 15 foot radius. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 fire damage. On a successful save, the creature takes half as much damage. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. \pagebreakNum #### Flame Lick *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 10 Feet - **Components:** V, S - **Duration:** Instantaneous ___ With a gesture and a word, you conjure a short-lived lick of flame that strikes out at your foes. Make a melee spell attack against a creature within range. If you hit, you deal 1D12 fire damage to them. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Flaming Brand *2nd Level Evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Up to 1 Minute (Concentration) ___ You call forth heat to create a sword of flame in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2D10 fire damage on a hit, and has the finesse, light, and thrown properties (range 20/60). It sheds bright light in a 20 foot radius, and dim light in a further 20 foot radius. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d10. #### Frostball *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** Verbal, Somatic, Material (a drop of water mixed with powedered silver) - **Duration:** Instantanteous Cold energy flashes from your pointing finger to a point you choose within range. Upon arrival it detonates, freezing the area. Each creature within a 20 foot radius sphere centered on that point must make a Constitution saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The chill spreads around corners, and will cause liquids to frost over. **At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Flame Burst *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, S - **Duration:** Instantaneous ___ A quick wash of fire and heat erupts uncontrolably from you, searing nearby foes and setting the surroundings on fire. Creatures within 5 feet of you must make a dexterity saving throw. On a failure, they take 1D6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Hateful Word *1st Level Enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous ___ You spit a hate-filled word of pure venom at a target. If the target can hear you (it need not understand you), it must make a wisdom save. If it fails the save the target reels in horror, shame, and self-loathing. This causes the creature to have disadvantage on all attacks, and grants other creatures advantages to attack it. These sensations finish at the end of your next turn. #### Light Brand *2nd Level Evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Up to 1 Minute (Concentration) ___ You call forth pure, radiant power to create a sword of glowing light in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2D8 radiant damage on a hit, and has the finesse, light, and thrown properties (range 20/60). It sheds bright light in a 20 foot radius, and dim light in a further 20 foot radius. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Night Whip *Necromancy Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You send a whip of smokey, primordial night lashing out at a foe. Make a melee spell attack against a creature within range. If the attack hits, the creature takes 1d6 necrotic damage, and if the creature is Large or smaller, you may pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \pagebreakNum #### Shadow Skin *Necromancy Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, S, M (a square half-inch piece of black silk) - **Duration:** Instantaneous ___ You conjure up a viscous layer of flowing shadow that covers you from head to toe. You gain 5 temporary hit points. If struck by a melee attack with these hit points up, you do five damage to the attacker. **At higher spell levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot. #### Shadow's Kiss *Necromancy Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 5 feet - **Components:** V, S - **Duration:** Instantaneous ___ Shadows seep out of you and briefly flow over the surrounding area. Creatures within 5 feet of you must make a constitution saving throw. On a failure, they take 1D6 necrotic damage. This aura may also blight plants and cause rot in unattended objects. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).