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# Combat Spells There once was a soldier named Gregor Ilmont who focused his training on the arcane arts. However he came to realize that there was little in the way of melee options for those on the front lines. So he set out to create new options for those who need to be up in the battle. He started with the spells he knew, and learned how to focus them into new forms. The later developed a combat style based on these spells that empowers otherwise frail casters to be face to face with their enemy. *Unless otherwise stated, weapons and effects created by these spells (such as Ice Daggers) disperse at the end of th casting.* ## Cantrips #### Arcane Lance *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 Feet - **Components:** V,S - **Duration:** Instantaneous A spear of pure arcane energy impales your foe. Make a melee spell attack against the target. On a hit, the target takes 1d8 piercing damage. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Boulderfist *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5ft. - **Components:** V,S - **Duration:** Instantaneous You surround your fist with elemental earth and slam it into your foe with great force. Make a melee spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage, and must succeed on a Strength saving throw against your spell save DC or it is pushed 5 feet away from you. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Fey Sting *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 ft. - **Components:** V,S - **Duration:** Instantaneous You prick your foe with a poisoned sting that disorients the target. Make a melee spell attack against a target within range. On a hit, the target takes 1d4 poison damage and the next attack you make against the target has Advantage. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \columnbreak #### Ice Daggers *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 ft. - **Components:** V,S - **Duration:** Instantaneous Encasing your hands in ice, you slash your foe. Make two melee spell attacks against any two targets within range. On a hit, the target takes 1d4 cold damage and their speed is reduced by 5 feet until the start of your next turn. The reduction in speed can happen twice per turn for a total of 10 feet reduced. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Overgrowth *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 ft. - **Components:** V,S - **Duration:** Instantaneous Thorns pierce your foes, as they fill the space around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d4 piercing damage. Until the start of your next turn, all terrain within 5 feet of you is considered difficult terrain. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Razorwind *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 ft. - **Components:** V,S - **Duration:** Instantaneous You slash at your enemy with a burst of air then slip away. Make a melee spell attack a target within range. On a hit, the target takes 1d6 slashing damage, and you can move 5 feet without provoking opprotunity attacks as a bonus action. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Strike True *Divination cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** 30 ft. - **Components:** S - **Duration:** Concentration, 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. You gain a +1 bonus to your next melee attack roll against the target, provided that this spell hasn't ended. The bonus increases by 1 when you reach 5th level (+2), 11th level (+3), and 17th level (+4). \pagebreakNum ## Level 1 #### Cavalcade of Blades *1st-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (10 ft.) - **Components:** V, S, M (a silver spear tip) - **Duration:** Instantaneous You focus arcane energy to explode forth from you, this energy coalesces into the shape of daggers, swords, spears, and glass shards that pierce your foes. Each creature within 10 feet of you must make a dexterity saving throw. On a failure they take 2d8 damage or half as much on a successful save. Roll a d4 to determine the type of damage this spell does when cast. | d4 | damage | |:---:|:-----------:| | 1 | piercing | | 2 | slashing | | 3 | lightning | | 4 | force | **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, targets take 1d8 additional damage for each slot level above 1st. #### Chromatic Sword *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 5 ft. - **Components:** V, S, M (a diamond worth at least 50 gp) - **Duration:** Instantaneous You form a spectral sword of light, and strike at your foe. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against a target within range. If the attack hits, the creature takes 3d10 damage of the type you chose. Hit or miss the sword dissipates. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \columnbreak #### Searing Battleaxe *1st-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a scrap of burnt iron) - **Duration:** Concentration, up to 1 minute You conjure a greataxe of flames that strikes at your target. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d12 fire damage, the axe shatters, causing the target to ignite in flames. On a miss the axe remains and you may attempt the attack again on each of your turns until you hit the target or the spell ends. While on fire; At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d12 for each slot. #### Venom Dagger *1st-level Necromancy* ___ - **Casting Time:** 1 Action - **Range:** 5 ft. - **Components:** V, S, M (the fang of a snake) - **Duration:** Instantaneous You summon a small blade made of sickening magic out of thin air and thrust it at your foe. Make a melee spell attack against a target within range. On hit, the target takes 3d8 poison damage and must make a Constitution save. On a fail, it's poisoned until the end of your next turn. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, targets take 1d8 additional poison damage for each slot level above 1st. ## Level 2 #### Dancing Iciciles *2nd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (A few needles from a coniferous tree) - **Duration:** 1 minute You create four icicles that dance around you pointing in the direction you face. For the duration of the spell you may, as a bonus action, make a melee spell attack against one creature, on hit the target takes 1d8 cold damage and the icicle is expended reducing the creatures speed by 5 until the start of your next turn. When a creature makes a melee weapon attack against you you may use your reaction to expend up to as many icicles as you have remaining to gain +1 to your ac for each icicle expended against that attack. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you create one additional icicle for each slot level above 2nd. \pagebreakNum #### Sorching Blades *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 5 ft. - **Components:** V, S - **Duration:** Instantaneous You create three fire blades around you as your arms fly through the air. You can swing them them at one target or several. Make a melee spell attack for each blade. On a hit, the target takes 2d8 fire damage. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you create one additional blade for each slot level above 2nd. #### Soul Scythe *2nd-level Necromancy* ___ - **Casting Time:** 1 Action - **Range:** Self (5 foot) - **Components:** V, S, M (A bell made of crystal) - **Duration:** Instantaneous You swing a white ghostly scythe in a wide arc in front of you covering an area of 3 contiguous tiles within 5 feet of you. Make a single melee spell attack against all enemies in the effected area. On a hit the target takes 1d10 necrotic damage plus 1d10 cold damage, and you regain health equal to the sum of the necrotic damage done by this spell. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher the necrotic and ice damage both increases by 1d10 for each slot level above 2nd. ## Level 3 #### Acid Glaive *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (15 ft. cone) - **Components:** V, S - **Duration:** Instantaneous You launch a barrage of attacks with a leaf-bladed glave made entirely of acid. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 acid damage and has its AC reduced by 2 until the end of your next turn on a failed save, or half as much with a successful one and does not have its AC reduced. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, targets take an additional 1d8 of acid damage for each slot level above 4th. \columnbreak #### Tar Wave *3rd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (10 ft.) - **Components:** V, S - **Duration:** Concentration, Up to 1 minute A wave of molten tar surges up around you. Each other creature in a 10-foot sphere centered on you must make a Constitution saving throw. On a failed save, a creature takes 5d6 fire damage and is restrained for the duration. On a successful save, the creature takes half as much damage. Creatures may make a strength check against your spell save DC to break free of the tar on their turn. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, targets take an additional 1d6 of fire damage for each slot level above 3rd. ## Level 4 #### Arcane Bolster *4th-level Abjuration* ___ - **Casting Time:** Reaction, which you take in response to being damaged by an attack that you can see. - **Range:** Self - **Components:** V, S - **Duration:** Concentration, Up to 1 minute You brace yourself as you see a damaging blow incoming and don ghostly blue translucent plates. For the duration you gain 20 temp HP, this applies before the triggering damage. While you have any remaining temp HP from this effect, you are resistant to slashing, bludgeoning, and piercing damage. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you gain 5 additional temp HP per slot level above 4th. #### Aura of Spears *4th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (10 ft.) - **Components:** V, S - **Duration:** Concentration, Up to 10 minutes Ethereal spears jut up from the ground 10-foot-radius sphere centered on you and skewers enemies as they pass through. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d10 piercing damage, or half as much on a successful save. \pagebreakNum ## Level 5 #### Bestow Jeopardy *5th-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (Small black mirror) - **Duration:** Concentration, up to 1 minute You touch a willing creature within range and they become the focus of your enemies attacks. Until the spell ends, any hostile creature who is aware of your target, and who targets any creature other than your target with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose your target or lose the attack or spell. For area effects the save does not need to be made if your target is in the effected area. The spell ends if the target becomes unconscious, or the target does not make an attack during their turn. The target may also end this spell at will. #### Eviscerate *5th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (10 ft. Cube) - **Components:** V, S - **Duration:** Instantaneous You create a storm of dark glass like blades. Creatures in a 10 foot cube originating from you must make a Dexterity saving throw or take 5d10 slashing damage, they take half as much on a successful save. Creatures who fail the Dexterity save must also make a Constitution saving throw or take 4d4 necrotic damage as they are wounded by the blades, they take half as much on a successful save. At the start of each of the wounded creature’s turns, it takes necrotic damage equal to the initial necrotic damage, and it can then make a Constitution saving throw, ending the effect of the wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check against your spell save DC, ending the effect of the wounds on it on a success. Hit Points lost to this spell's necrotic damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, enemies take an additional 1d4 extra necrotic damage per slot level above 4th. \columnbreak ## Level 6 #### Fiery Speed *6th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a burnt horseshoe) - **Duration:** Concentration, up to 1 minute You imbue yourself with a fury that transforms you into a fiery version of yourself and propels you forward with great speed. You move 30 feet in a straight line without provoking opportunity attacks. When you move you leave a flaming trail 5 feet wide and 10 feet tall, in each square you moved through. At the end of this movement you change back to your normal self. When the fire appears, each creature within its area (other than yourself) must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. For the remainder of this spell, a creature takes 5d8 fire damage the first time it enters the are on it's turn or ends its turn within the trail. **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. ## Level 7 #### Iron Maiden *7th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 10 ft. - **Components:** V, S, M (a rusty nail stained with blood) - **Duration:** Concentration, up to 1 minute You trace a symbol of pain in the air and point at a target within range. For the duration the target is surrounded in an ethereal iron maiden. At the start of each turn until the spell ends they must make a Charisma saving throw against your spell save DC. On a failure they take 2d10 piercing damage and 2d10 force damage. On a successful save, the spell ends. On each of your turns while you are concentrating on this spell, you can use your bonus action to force the damage to happen again without a save. **At Higher Levels:** When you cast this spell using a spell slot of 8th level or higher, enemies take an additional 1d10 piercing and force damage per slot level above 7th. \pagebreakNum ## Level 8 #### Skin to Glass *8th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 15 ft. Cone. - **Components:** V, S, M (a vial of ooze) - **Duration:** Concentration, up to 1 minute You sprays bright red acid in a 15 foot cone. Each creature in that cone must make a Dexterity saving throw. On a failure, the creature takes 10d10 acid damage and is restrained as its flesh begins to turn into a translucent glass-like crystal. On a success, the creature takes half the damage and isn’t restrained. Restrained creatures must make a Constitution saving throw at the end of its next turn, taking another 10d10 acid damage and becoming permanent petrified on a failure or ending the effect on a success. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed. ## Level 9 #### Ghostly Barrage *9th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (20 ft. cube) - **Components:** V, S, M (a ghostly arrow) - **Duration:** Instantaneous You raise one hand to the sky as if commanding an army to hold as a ghostly army of archers appears behind you. You point at an area within range then close your raised hand into a fist, the archers take aim at the area in front of you and fire. Creatures in a 20 foot cube originating from the point you designate must make a Dexterity saving throw or take 20d8 force damage and 20d8 piercing damage and have their speed reduced to 0 until the end of your next turn or take half as much damage and their speed is not reduced on a successful save. This spell does not require a clear shot from the archers whose ghostly arrows pass through objects with ease. \columnbreak ## Feats ### Melee Caster *Prerequisite: The ability to cast at least one spell* You have become accustomed to being up in the front of the fight despite you being a magic caster. This has afforded you more survivability than normal, and more potency up close. * You learn one cantrip that requires a melee spell attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. * When a spell requires you to make a ranged spell attack you may instead make a melee spell attack if your target is within 5ft of you. * If the result of a melee spell attack at a range of no more than 10 feet would result in damage, you may add your spell casting modifier to the damage, if you wouldn't already add your spell casting modifier. ### Melee Casting Mastery *Prerequisite: Melee Caster feat and War Caster feat* You have mastered being in the fray as a melee caster. This offers you an awareness on the battle field and a heartiness not known to most casters. * Increase your Dexterity or Constitution score by 1 up to a max of 20 * Your max health increases by 1 each time you gain a level, and when you take this feat your max health increases by an amount equal to your level. * While not wielding a weapon, other creatures provoke an opportunity attack from you when they move within 5 feet of you.