ARMELLO for D&D 5E

by Zrin

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ARMELLO for Fifth Edition


Aflame (druid, paladin, ranger)

1st level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a clump of charred fur)
  • Duration: 1 minute

"Oh, slight side effect, but it's possible the spell MAY burn your paws off. A little. Okay, a lot."


Roll up to two of your total hit dice and take that much in fire damage. For the duration, all of your melee weapon attacks deal additional fire damage equal to the amount rolled.

Banish

2nd level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack roll
  • Range: 60 feet
  • Components: S
  • Duration: Duration

"Just when you think you've escaped, the dark has a way of calling you back home."


A creature that hits you with an attack roll must succeed on a wisdom saving throw or be forcibly teleported 30 feet directly away from you. If they are teleported to a space occupied by another creature or object, both take 4d10 force damage and the teleported creature is shunted to the nearest unoccupied space.

Bark Skin (druid, ranger)

1st level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

"Let the Wyld be your shield - let your enemies dull their blades on wood and earth."


Roll up to two of your total hit dice and gain that much in temporary hit points. For the duration while these temporary hit points hold, you have advantage on all constitution saving throws. If you are wearing armour, this spell fails.


When you cast this spell using a spell slot of 2nd level or higher, you can expend one additional hit die for each spell slot level above 1st.

Blizzard (druid, sorcerer, wizard)

evocation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

"The sharpest blade cannot pierce the northern wind or slay the chill of the mountain."


A target creature you can see within range must succeed on a constitution saving throw or take 1d6 cold damage and be pushed up to 10 feet directly away from you.


The damage of this spell increases by 1d6 and 5 feet when you reach 5th, 11th and 16th level.

Bloodthirst (druid, ranger)

1st level transmutation


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

"Nothing ignites power like a foe's lifeforce upon your fur."


When you successfully hit a creature with an attack roll, you can cast this spell and regain hit points equal to half of the damage you deal. This effect persists until the end of your next turn.

Call of the Worm (sorcerer, warlock, wizard)

3rd level enchantment (ritual)


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

"Invoke the bringer of Black, and it's embrace shall tighten around friend and foe alike. You bring forth an alien strangeness to corrupt yourself or another creature."


A creature you can see within 30 feet of you must succeed on a constitution saving throw or suffer a -1 to all attack rolls they make until they finish a short or long rest. Additionally, a creature affected by this spell deals 1d6 additional necrotic damage when they hit a creature with an attack roll.


When you cast this spell using a spell slot of 2nd level or higher, the penalty increases by 1 and the damage bonus increases by 1d6 for each slot level above 3rd.

Crystallise (druid, ranger)

2nd level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S
  • Duration: Duration

"Perhaps it's no coincidence that the clan most in tune with the Wyld still believe in the Druids."


When you finish casting this spell, a spirit stone is created in your hands. A spirit stone gives the bearer a +1 bonus to all ability checks and saving throws. The bearer of a spirit stone can use it as a reaction to prevent another creature from casting Call of the Worm, or enable a conscious or unconscious creature to expend a hit die to restore hit points. When used in this way, the spirit stone is consumed. You can only have one spirit stone created from your own casting of Crystallise at a time.


If one creature has 4 spirit stones, they can use an action to instantly kill a creature with 5 or more rot( points

Cursed Lands (ranger, arcane trickster)

"A trap is a trap, but curse the lands upon which it lays and you mask its true menace."


Choose a point you can see within range. Any traps, natural or otherwise, that lay within 60 feet of that point have their DC increased by 1.


When you cast this spell using a spell slot of 2nd level or higher, the DC increase rises by 1 for each slot level above 2nd.

Dark Influence (bard, sorcerer, warlock)

3rd level


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

"We have all heard the darkness calling, but too few of us know its embrace."


A willing creature within 60 feet of you is affected by the Call of the Worm spell, but is able to cast the Eldritch Blast cantrip, and one other warlock cantrip that you know.

Divination (druid, sorcerer, wizard)

"To see the unseen is a skill few possess, and those the Wyld deems worthy. "


For the next hour, you have advantage on wisdom, intelligence and initiative ability checks.

Evil Eye (sorcerer, warlock, wizard)

"The cleverest out of you and me is I, for I am the one with the Evil eye.""


For the next hour, you have advantage on charisma (intimidation & deception) ability checks, and you can identify spells of 4th level and lower when you see them being cast without having to make an arcana ability check.

Feral (druid, ranger)

"Deep within us all is a savage, primeval spark; one that can never be tamed.""


Until you finish a short or long rest, your intelligence, wisdom and charisma ability scores all fall by one. Your strength and dexterity ability scores rise by two.

Focus (cleric, druid, sorcerer, warlock, wizard)

"Release your grip on all things tangible in this world. Only then will you see your true strength.""


For the duration, your spellcasting ability is counted as being two higher in combat.

Glamour

"Yep! Glamour'd he was! Saw him empty his entire coin purse, an' with a twinkle in 'is eye too!"


For the next hour, you gain advantage on all dexterity (sleight of hand) ability checks, and you can cast the friends cantrip once.

Leech (sorcerer, warlock)

Life is yours to take. From both the willing and the...not-so-willing.


A creature within 30 feet of you that you can see must succeed on a constitution saving throw or take 1d8 necrotic damage. You regain hit points equal to the amount rolled.


When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 3rd.

Lightning Strike (druid, sorcerer, wizard)

For the strong in Spirit, lightning strikes twice.


A creature you can see must succeed on a constitution saving throw. The creature takes 4d6 lightning damage on a failed save and has their movement halved until the end of their next turn, or half as much damage on a successful one and does not having their movement halved.


When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.

Malice Rising (warlock, sorcerer)

In the darkness it festers: a beast of loathsome terror, awakened by hate and anguish.


You imbue yourself with dark powers, changing all of the damage you deal to necrotic, and gaining advantage on all charisma (intimidation) ability checks as faint pulses of evil energy flow around you.

Plague (warlock only, concentration)

"The land dried up, the air got thick. Folks started dyin' off left an' right."


You summon a cloud of putrid sickness on a space within 30 feet of you that you can see. The cloud is 15 feet in diameter, can be controlled by you and lasts for up to one minute. At the start of each of your turns, you choose the direction the cloud travels, and it moves 10 feet in that direction. Any creature that moves into the cloud or starts its turn there must succeed on a constitution saving throw. On a failed save, the creature takes 2d10 poison damage and is poisoned. On a successful save, a creature takes half damage and is not poisoned.


This spell has no effect on constructs or undead.

Rite of Wyld (cleric, paladin)

"And the Rot shall feel the Wyld's embrace, not as warmth, but the wrath of a thousand suns."


A target creature must succeed on a Consitution saving throw or take 4d6 radiant damage. If the creature is a devil, demon or has an evil alignment it makes this saving throw with disadvantage. A creature with one or more points of Rot takes 1d6 additional damage equal for each point of Rot it has.

Rotten Fog (druid, sorcerer, warlock)

"The Wyld longs to claim life, as it does nurture it."


Choose a location you can see within range. A 10 foot sphere of filth and corruption is created there. Any creature that ends its turn within it or moves within it for the first time on their turn to make a Constitution saving throw, taking 4d10 poison damage and becoming poisoned until the end of their next turn.

Shimmer Shield (bard, sorcerer, warlock, wizard)

"The Wyld preserves just as it extinguishes. Trust in it and bear the mightiest of shields."


You summon two floating spectral shields around a target creature you can see within range. The creature can use its reaction when hit by a ranged weapon or spell attack roll to consume one of the shields to gain +3 AC until the start of its next turn.

Spirit Seeds (druid, ranger)

"Where death dwells, life persists."


You grow a tree, shrubbery or patch of foliage (your choice) in a 10 foot square centered on a point you can see within range. Any creature friendly to you can enter that space and benefit from half cover. Any friendly creature within that area may expend a hit die when they enter it, but a creature can only benefit from this effect once per casting of spirit seeds.

Spirit Strike (cleric, druid, paladin, ranger)

"The Wyld has no limits. Lift those that we impose upon oneself and the Wyld shall follow."


Make a ranged spell attack against a creature you can see within range. On a hit, it takes 1d8 radiant or lightning damage (your choice)

For each spell slot you expend after 1st, the damage increases by 1d8.

Syphon (sorcerer, warlock, wizard)

"From below this vilesome city, the Bane of Brimwatch nourishes my dark descent."


You gain 3 points of rot. These points disappear when you finish a long rest.

Tanglevine (druid, ranger)

"Perilous is the Wyld, merciless is its wrath."


A creature you can see within range must succeed on a dexterity saving throw or take 4d10 piercing damage and be restrained by a sudden, violent eruption of thorns and vines from the ground beneath it. A creature restrained in this way can use its action to make a strength ability check against your spell save DC to break free at the start of its turn. If a creature is restrained by tanglevine at the end of its turn, it takes 2d10 piercing damage. A creature that succeeds on its dexterity saving throw against this spell takes half damage and suffers no other effects.

Wake the Trees (druid)

"The trees care naught for the follies of others, but should the Wyld inspire them..."


Choose a point on the ground you can see within range where there are one or more trees. The chosen trees become an amount of treants equal to up to half of your druid level, provided there are enough trees to transform. These treants last for 24 hours and will follow any order you give them, provided it is not harmful to nature.

Wall of Thorns (druid, ranger)

Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a thistle)
  • Duration: 1 hour

"A whole village of 'em, trapped! Thorns as high as the clouds."


Choose a point on the ground you can see within range. A 20 foot ring of thorny whips and vines bursts from the ground. Any hostile creature that attempts to pass through the ring must succeed on a dexterity saving throw or take 2d10 bludgeoning damage and 2d10 piercing damage as the wall strikes out at them. Creatures friendly to you can pass throuh it safely, but must treat it as difficult terrain.

Wyld Born (druid, ranger, sorcerer)

5th level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tiny piece of quartz)
  • Duration: 1 minute

"These circles weren't built by chance. These doorways to the Wyld will open should you dare."


You draw energy from the Wyld itself. For the duration, you add 5 to every damage die you roll.

Wyld Teleport (bard, druid, sorcerer, wizard)

2nd level evocation


  • Casting Time: Casting Time
  • Range: 60 feet
  • Components: V, S
  • Duration: Duration

"What's next? Pigs teleporting in and out of the folks' pantries!? Nothing funny abou that!"


Choose a creature or object you can see within range. It is teleported to a different location you can see within 30 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid being teleported. For well-secured objects, roll 1d20. On a 10 minus your spellcasting ability or lower, it is not teleported.

Wyld's Warning (bard, cleric, druid, ranger, sorcerer, wizard)

3rd level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shoelace)
  • Duration: 1 minute

"The Wyld has much to say, for those who are willing to listen."


For the duration, a creature you can see within range can take the dodge action as a bonus action.

 

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