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##### Predator's Mark *1st level divination spell* **Casting Time:** 1 Bonus Action **Range:** 90 Feet **Components:** V **Duration:** Concentration, up to 1 hour As a bonus action you can mark one creature. As long as you can see the creature, you know if it is Endangered; its hit points are no more than 3 × your ranger level while being fewer than its own maximum hit points. This doesn't reveal the creature's exact hit points. If a creature is Endangered before you hit it with a weapon attack, that attack deals maximum damage.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher you gain advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. > ##### Author's Note > > Predator's Mark is not a spell I made but a class feature made by /u/blueisherp, which I adapted to be a spell. ##### Predator's Insight *1st level enchantment spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Instantaneous As a bonus action, you channel your magical power to enhance your perceptive abilities and better detect your opponents weak points. Your next weapon attack against one foe deals 1d8 extra damage of the same type as that of your weapon.
**At higher levels**
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st (to a maximum of 5d8). > ##### Author's Note > > A frequently asked question I get about Predator's Insight is, "why it's a worse version of smite". > >My answer has always been, "Because it has a range of 120 feet where you do a straight roll and a range of 600 feet where you roll with disadvantage". \columnbreak ##### Ghostly Arrows *1st level enchantment spell* **Casting Time:** 1 Bonus Action **Range:** self **Components:** V, M (one piece of ammunition which the spells consumes, a ranged weapon) **Duration:** 1 minute You attempt to trick a creature into believing your arrows will hit it in a place where you aren't actually aiming. By trying to defend body parts you don't want to hit, the creature exposes the ones you do want to hit. If the target fails a Wisdom saving throw you gain advantage on all ranged weapon attacks you make against it are made with advantage. On a successful save, the spell fizzles. The caster must stay at least 60 feet away from the target in order to maintain the effect of this spell.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, this spell will affect a number of creatures equal to the level of the spell slot used.
When you cast this spell using a spell slot of 3rd level or higher, the duration of this spell is increased to 1 hour. > ##### Author's Note > > You can hold multiple pieces of ammunition while casting this spell as the spell only needs 1 piece. ##### Phantom Arrows *1st level illusion spell* **Casting Time:** 1 Bonus Action **Range:** 120 feet **Components:** V, M (one piece of ammunition which the spells consumes, a ranged weapon) **Duration:** Concentration, up to 1 hour As a bonus action, you can select one arrow you can see that was fired by you and turn it into an illusionary beast of your choice. A enemy creature that is attacked or flanked by this creature must make an Intelligence saving throw. On a failed save the enemy creature will believe the illusionary creature to be real and will focus their attacks upon it. On a successful save, the enemy creatures know that beast is an illusion. The spell fizzles when the illusionary creature takes damage equal to four times your ranger level or when it's true nature is revealed. \pagebreak ##### Hunter's Mark *1st level divination spell* **Casting Time:** 1 Bonus Action **Range:** 90 feet **Components:** V **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
***Casting Phantasmal Force on the caster can reverse the effects of this spell. The caster will read the effects of this spell backwards***
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher choose between Athletics, Acrobatics, Perception or Stealth. The target has disadvantage on ability checks made with the chosen ability against you.
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. ##### Yin Force *1st level abjuration spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 hour You have advantage on stealth checks due to a shadowy ward that obscures your body. Once before the spell ends, when a friendly creature within 90 feet of you would take lighting or thunder damage, you can use your reaction to reduce the damage it would take by 1d4.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, the amount of damage you can reduce is now equal to a 1d6.
When you cast this spell using a spell slot of 3rd or or higher, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 12 hours and you use this spell's secondary effect twice, before the end of the spell. \columnbreak ##### Yang Force *1st level abjuration spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 hour You have advantage on Inteligence Saving Throws against illusions. Once before the spell ends, all creatures within 5 feet of you, must succeed on a Dexterity saving throw or take 1d6 lighting damage. On a failed save they take half damage.
**At higher levels**
When you cast this spell using a spell slot of 2nd level or higher, the amount of lighting damage done by this spell is increased to a 1d8.
When you cast this spell using a spell slot of 3rd or or higher, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 12 hours and you use this spell's secondary effect twice, before the end of the spell. ##### Terran Force *1st level transmutation spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 hour You are strong like the mountains. Whenever you make either a melee weapon attack, a ranged weapon attack using a weapon that has the thrown property or an unarmed melee attack, you may a 1d6 to your roll. Additionally, once, before this spell ends, if you were to fail a saving throw against being knocked prone, entangled or pushed back, you succeed it instead.
**At higher levels**
When you cast this spell using a spell slot of 2nd level, you can maintain your concentration on the spell for up to 4 hours.
When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 4th level or higher, you use this spell's secondary effect twice, before the end of the spell. \pagebreak ##### Zephyr Strike *1st level transmutation spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. **At higher levels** When you cast this spell using a spell slot of 2nd level or higher, it's duration increases by 1 hour up to a maximum of 4 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 4 hours and you use this spell's secondary effect three times, before the end of the spell. ##### Ignis Force *1st level abjuration spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 hour Until the spell ends, you gain resistance to cold damage. Once before the spell ends, when a friendly creature within 90 feet of you would take cold damage, you can use your reaction to reduce the damage it would take by 1d4. **At higher levels** When you cast this spell using a spell slot of 2nd level or higher, the amount of cold damage you can reduce is now equal to a 1d6. When you cast this spell using a spell slot of 3rd or or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 12 hours and you use this spell's secondary effect twice, before the end of the spell. \columnbreak ##### Aqua Force *1st level abjuration spell* **Casting Time:** 1 Bonus Action **Range:** Self **Components:** V **Duration:** Concentration, up to 1 hour Until the spell ends, you gain resistance to fire damage. Once before the spell ends, when a friendly creature within 90 feet of you would take fire damage, you can use your reaction to reduce the damage it would take by 1d4. **At higher levels** When you cast this spell using a spell slot of 2nd level, the amount of fire damage you can reduce is now equal to a 1d6. When you cast this spell using a spell slot of 3rd or or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 12 hours and you use this spell's secondary effect twice, before the end of the spell.