Introduction
The world of Xotamen is an exotic, high fantasy world with fantastic locals and magic suffusing every nook and cranny a player may find themselves in. Great movers and shakers, such as Archmages, powerful cultists, or the player characters, use their resources to develop new magics to further their personal agendas or outfit themselves with the tools to thrive. In this way, new spells are created and eventually made available to the general spellcasting public.
Whatever their origin, the spells listed within this document have been hand made by loving D&D fans. Each spell has been weighed as mostly balanced and interesting in effect. Any of these spells may be learned during the course of the game in the usual ways, generally by leveling up, finding a scroll, or seeking a tutor.
Where appropriate, I have modified the spells that I felt needed changing. I hope you enjoy them as much as I do!
Spell Lists
Artificer
1st Level
2nd Level
3rd Level
4th Level
5th Level
7th Level
Bard
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
7th Level
9th Level
Cleric
1st Level
2nd Level
3rd Level
4th Level
5th Level
7th Level
8th Level
9th Level
Druid
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Paladin
1st Level
2nd Level
3rd Level
4th Level
Ranger
1st Level
2nd Level
3rd Level
4th Level
5th Level
Sorcerer
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Warlock
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Wizard
Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Spell Descriptions
Accelerated Recovery
2nd-level necromancy (Druid, Ranger)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
All creatures have the ability to heal themselves with time; you draw upon this energy and expedite the process. The target spends one of its hit dice as if it were taking a short rest, gaining additional hit points equal to your spellcasting ability modifier. This spell has no effect on undead, constructs, or targets without unspent hit dice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of hit dice the target spends increases by one for each spell slot above 2nd.
from Goldscale0019 on HomeBrewery
Accursed Bond
3rd-level enchantment (Warlock)
- Casting Time: 1 action
- Range: 60
- Components: V, S
- Duration: Concentration, up to 1 minute
You form a bond between two creatures you can see within range, tying their life forces to each other. Each time one of the creatures takes damage, you may use your reaction to deal 2d8 necrotic damage to all other connected creatures.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target three creatures instead.
Amnesia
9th-level enchantment (Bard, Warlock, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an unmarked slate)
- Duration: Concentration, up to 1 minute
You attempt to wipe the memories from the mind of one creature that you touch. The target must make an Intelligence saving throw or take 12d6 psychic damage and have their mind sent reeling as it attempts to hold on to its memories. On a successful saving throw, the target takes half damage and cannot take reactions until the start of its next turn, but is otherwise unaffected by the spell, and the spell ends.
Creatures whose minds are reeling from this spell are stunned. A creature reeling from this spell must also make another Intelligence saving throw at the end of each of its turns or take 6d6 psychic damage. If it saves against this spell three times, the spell ends. If it fails saves three times, it becomes unconscious until the spell ends and it stops making these saving throws. The successes and failures do not need to be consecutive; keep track of both until the target collects three of a kind.
If you maintain your concentration on this spell for the full duration, the target loses all of its memories and the spell ends. It gains one level of exhaustion, and if it is not already unconscious it becomes unconscious for at least 1 hour after losing its memories, regardless of its hit points.
A creature who has lost its memories knows nothing about themselves or their past, but it remembers most general ideas about the way the world is arranged and how things work. It retains its inclinations, likes, dislikes, and fears (towards food, ideas, people, etc.), but it will not know of these feelings until it encounters them, and these feelings are much more malleable and easier to change than a creature who has memories to ground its feelings. It retains all its skills and abilities, including spellcasting, though it will not initially know that it has many of its skills or abilities.
Once a creature has lost its memories due to this spell, it will develop a new (perhaps similar) identity and begin forming new memories without any issue, but it will not naturally regain the memories it lost. Once a year it must make an Intelligence saving throw with disadvantage. It may also make this saving throw on rare occasions where it encounters something that might spark its memory, at your DM's discretion. On a successful saving throw, it recovers all its lost memories and is stunned until the end of its next turn.
This spell can also be ended by a greater restoration or heal spell cast as an 8th-level spell or higher, or by a wish spell.
from Benevolent Evil DM on D&D Unleashed
Animate Claws
1st-level necromancy (Artificer, Cleric, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, M (a dagger)
- Duration: Until dispelled
This spell animates a creature's hands into undead servants. Choose a corpse or a willing creature within range; you magically sever up to two of their hands and create an equal number of Crawling Claws under your control.
You can use a bonus action to control one or both of the claws while they are within 60 feet of you. Otherwise, it fulfills your last command to the best of its ability, defends you against hostile creatures, or takes the dodge action on its turn.
As an action, you may hold one or both Crawling Claws against the corpse or creature from which they were severed to magically and seamlessly reattach it and end the spell. The spell also ends if you cast it again, leaving the previous Crawling Claws inanimate.
from Goldscale0019 on HomeBrewery
Animate Familiar
1st-level necromancy (Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (the corpse or skeleton of a tiny beast, or the severed hand of a Small or Medium creature; and 10 gp of charcoal, incense, and herbs that must be consumed by fire in an iron brazier)
- Duration: Instantaneous
You gain the service of a familiar, a spirit that infuses the corpse, skeleton, or hand you touch. If you touch a corpse or skeleton of a tiny beast, the familiar has the statistics of that beast, though it is undead instead of a beast. It gains immunity to poison and the poisoned condition. If you touch a severed hand of a Small or Medium creature, the hand animates as a Crawling Claw.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When your familiar drops to 0 hit points or you permanently dismiss it as an action, the animating spirit leaves the familiar and its inert body falls to the ground. It can be reanimated with another casting of this spell.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell or find familiar while you already have a familiar, your previous familiar is permanently dismissed.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
from Goldscale0019 on HomeBrewery
Annihilation Disk
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
Make a ranged spell attack against one creature you can see within range, as you conjure a swirling disk of malevolent destructive force and hurl it towards them. On a hit, the target takes 12d6 force damage, which ignores the target's force resistance. If a creature is vulnerable to slashing damage it is also vulnerable to the damage caused by this spell.
On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. Make note of the space that your initial target was in when you cast the spell. At the start of your next turn, you must repeat the spell attack, requiring no action on your part, against the creature that is now closest to that space up to a maximum range of 90 feet, possibly attacking even yourself.
If this attack misses or has no available target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round at the start of your turns until the spell ends.
The disk seeks targets on its own as if it has blindsight of 90 feet, so subsequent attack rolls after the first do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks.
Once this spell hits a target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
from Benevolent Evil DM on reddit
Astral Flare
8th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a polished amber sphere worth at least 500 gp)
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You raise your open palm towards it, and shudder with the recoil from an explosive blast of brilliant light that you unleash in their direction.
On a hit, the target takes 9d8 force damage and 9d8 radiant damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the force and radiant damage both increase by 2d8.
from Benevolent Evil DM on reddit
Attract Projectiles
1st-level abjuration (Artificer, Bard, Cleric, Paladin, Ranger)
- Casting Time: 1 reaction, which you take when you or a creature within range is targeted with a ranged weapon attack, but before the attack roll
- Range: 30 feet
- Components: V, S, M (a spiked bracelet)
- Duration: 1 round
You weave warding magic that attracts weapon projectiles such as arrows, javelins, or sling stones to strike at your defenses. The attack that triggered this spell targets you instead of your ally, but you gain 4d6 temporary hit points, and while wielding a shield you gain a +1 bonus to AC. This bonus and temporary hit points only apply to ranged weapon attacks and last until the start of your next turn.
Until the start of your next turn, your magic enables you to continue attracting projectiles. You can choose to make any ranged weapon attacks that target a creature you can see within range target you instead, even if the attacker cannot see you. Projectiles attracted by this spell are pulled toward you around corners and obstacles, avoiding cover if possible.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained increase by 2d6 for each slot level above 1st.
from Benevolent Evil DM on D&D Unleashed
Awaken Undead
7th-level necromancy (Artificer, Wizard)
- Casting Time: 8 hours
- Range: Touch
- Components: V, S, M (the brain of a humanoid that died in the last 24 hours, a diamond worth 500 gp, and special metals, herbs, and inks worth 800 gp, all of which is consumed)
- Duration: Instantaneous
After spending the casting time tracing magical pathways within the humanoid brain, you touch a Huge or smaller undead you control. Make a Medicine check; the target's Intelligence is now equal to half the result of this check, to a minimum of 1 and a maximum of 20. If the undead's Intelligence score is now 8 or greater, it learns one language of your choice that you know and one additional language you know for each 2 points of it's Intelligence score above 8. For example, an undead that now has a 12 Intelligence learns up to three languages you know.
If the target's Wisdom score is less than 10, it becomes 10. You may impart some of your skills into the newly awakened undead. Choose any number of skills you are proficient in; the awakened undead also becomes proficient in those skills if they were not already. They retain fleeting memories of their former life and experiences as the animate dead, so most awakened undead retain their thirst for blood and flesh, hatred of the living, and similar strong personality traits.
You lose control of the awakened undead, but it is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened undead usually turns on its former master and becomes hostile, although some particularly intelligent undead may choose to remain on friendly terms with you if treated well or offered a good deal.
An undead awakened by this spell cannot be affected by this spell again.
from Goldscale0019 on HomeBrewery
Beluud's Bile Blossom
7th-level conjuration (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 200 feet
- Components: V, S, M (an inverted animal stomach)
- Duration: Instantaneous
You blast one creature or object that you can see within range with a spiraling beam of greenish-yellow acidic bile that crashes over the target, bursting and spraying beyond it. Make a ranged spell attack against the target. On a hit, the target takes 12d4 acid damage.
In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in the area. Each creature in the area must make a Dexterity saving throw or take 12d4 acid damage. On a successful saving throw, a creature takes half damage.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the initial and secondary acid damage both increase by 2d4 for each slot level above 7th.
from Benevolent Evil DM on D&D Unleashed
Blackout
1st-level illusion (Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a small glass marble)
- Duration: 1 minute
Until the spell ends, nonmagical sources of light are suppressed while you are within 20 feet of them, causing them to generate no light. This spell does not block light that originates from sources outside the range of its effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the effect increases by 10 feet for each slot level above 1st, and this spell suppresses light from spells cast using slots two levels lower that it; light from cantrips are suppressed at 2nd level, light from 1st level spells are suppressed at 3rd level, etc.
from Benevolent Evil DM on D&D Unleashed
Blazing Eagle
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
Make a ranged spell attack against one creature you can see within range, as you conjure a firey eagle of malevolent destructive force and hurl it towards them. On a hit, the target takes 12d6 fire damage, which ignores the target's fire resistance.
On a miss, the eagle flies past the target and begins flying through the air on its own, seeking out another target. Make note of the space that your initial target was in when you cast the spell. At the start of your next turn, you must repeat the spell attack, requiring no action on your part, against the creature that is now closest to that space up to a maximum range of 90 feet, possibly attacking even yourself.
If this attack misses or has no available target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round at the start of your turns until the spell ends.
The eagle seeks targets on its own as if it has blindsight of 90 feet, so subsequent attack rolls after the first do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the eagle when you repeat the attack, you choose which one the eagle attacks.
Once this spell hits a target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
from Benevolent Evil DM on reddit
Blood Extraction
3rd-level necromancy (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a vial of blood mixed from 10 people)
- Duration: Concentration, up to 1 minute
You conjure a pulsating orb of red energy floating in the air at a point you can see within range. At the end of each of your turns for the duration, each creature with blood other than you within 20 feet of the orb must make a Constitution saving throw. On a failed saving throw, they take 3d6 necrotic damage or 3d10 necrotic damage if their hit points are less than or equal to half their maximum hit points. On a successful saving throw, a creature takes half damage.
If a creature is reduced to 0 hit points by this spell, the orb collects some of its spilled blood. It cannot collect blood from the same creature more than once. When the duration of this spell expires or you stop concentrating on it, you are strengthened by the accumulated blood and gain 1d4 temporary hit points for each creature the orb collected blood from.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d6 and 1d10 respectively for each spell slot above 3rd.
from BenevolentEvilDM on reddit
Blood to Flame
9th-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood mixed with pitch)
- Duration: Concentration, up to 1 minute
You point at one creature that you can see within range and attempt to transform the blood inside their body into searing flame. Creatures that do not have blood are immune to this spell. The target must make a Constitution saving throw or take 8d6 fire damage and 8d6 necrotic damage and become set internally ablaze until the spell ends. On a successful saving throw, the target takes half damage and is not set internally ablaze.
At the start of each of its turns while internally ablaze, the target takes 8d6 fire damage and 8d6 necrotic damage and becomes poisoned until the end of its next turn. If it has fewer than five levels of exhaustion, it also gains one level of exhaustion. While poisoned in this way, it cannot take bonus actions or reactions, cannot make more than one attack per turn, and must succeed a concentration check against your spellcasting DC to be able to expend spell slots during its current turn.
A target set internally ablaze by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails three times, it instantly takes 8d6 necrotic damage, the spell ends, but the transformation becomes permanent - a magical effect lingers inside the target's body. It will be incurably poisoned and take 8d6 fire damage at the start of each of its turns until it dies. The successes and failures do not need to be consecutive; keep track of both until the target collects three of a kind. A dispel magic can end this permanent effect only if it is cast as a 9th-level spell.
A creature who dies while affected by this spell or the permanent magical effect burns to ash.
from Benevolent Evil DM on reddit
Blood to Ice
9th-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood mixed with pitch)
- Duration: Concentration, up to 1 minute
You point at one creature that you can see within range and attempt to transform the blood inside their body into freezing ice. Creatures that do not have blood are immune to this spell. The target must make a Constitution saving throw or take 8d6 cold damage and 8d6 necrotic damage and become frozen internally until the spell ends. On a successful saving throw, the target takes half damage and is not frozen internally.
At the start of each of its turns while frozen internally, the target takes 8d6 cold damage and 8d6 necrotic damage and becomes poisoned until the end of its next turn. If it has fewer than five levels of exhaustion, it also gains one level of exhaustion. While poisoned in this way, it cannot take bonus actions or reactions, cannot make more than one attack per turn, and must succeed a concentration check against your spellcasting DC to be able to expend spell slots during its current turn.
A target frozen internally by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails three times, it instantly takes 8d6 necrotic damage, the spell ends, but the transformation becomes permanent - a magical effect lingers inside the target's body. It will be incurably poisoned and take 8d6 cold damage at the start of each of its turns until it dies. The successes and failures do not need to be consecutive; keep track of both until the target collects three of a kind. A dispel magic can end this permanent effect only if it is cast as a 9th-level spell.
A creature who dies while affected by this spell or the permanent magical effect freezes in place.
from Benevolent Evil DM on reddit
Bloody Mist
2nd-level necromancy (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You painfully exhale 15 foot radius of crimson mist centered on you, and you take 1d6 necrotic damage that cannot be reduced or prevented in any way. The mist spreads around corners, but not through solid obstructions. The area covered by the mist is heavily obscured, but you can see through it normally. If you move, the mist attempts to remain centered on you, moving up to 15 feet towards you at the end of your turn.
You may cast touch range spells against creatures within the mist as long as you are also within the mist. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
from Goldscale0019 on HomeBrewery
Boulder Shot
4th-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, like a floor, wall, or ceiling. The surface need not be made of a single contiguous material, but it must be mostly made of earth, rock, sand, stone, metal, ash, or other suitable earth-like material, and it must be at least 1 foot deep or the spell fails.
When the boulder appears, you hurl it at one creature or object within 120 feet of the boulder that you can see. Make a ranged spell attack against the target. On a hit, the target takes 9d6 nonmagical bludgeoning damage and must make a Strength saving throw or be pushed 15 feet and knocked prone. On a miss, the target takes half damage and is not pushed or knocked prone.
The ranged spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it were made from the location where the boulder was summoned rather than your location, and it ignores the normal disadvantage that ranged attacks suffer against prone targets.
This spell deals double damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
from Benevolent Evil DM on D&D Unleashed
Carnage Blast
2nd-level necromancy (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose one creature that you can see within range which has blood. That creature must make a Constitution saving throw or take 3d8 necrotic damage, or half on a successful save.
If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby creatures with gore and spikes of enchanted blood. Each creature within 10 feet of the target must make a Dexterity saving throw or take 3d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the initial and secondary effect both increase by 1d8 for each spell slot above 2nd.
from Benevolent Evil DM on reddit
Corpse Explosion
1st-level necromancy (Sorcerer, Wizard)
- Casting Time: 1 action or 1 reaction, which you take when an undead you control falls to 0 hit points
- Range: 60 feet
- Components: S
- Duration: Instantaneous
If cast using an action, you detonate a pile of bones or the corpse of a Small or Medium creature within range. If cast using a reaction, you detonate your controlled undead within range.
Regardless, the target explodes in a shower of bone or gore. Every creature within 10 feet of the target must make a Dexterity saving throw. Creatures take 3d6 necrotic damage on a failed save, or half as much on a successful one.
from Goldscale0019 on HomeBrewery
Corpse Servant
1st-level necromancy (Artificer, Bard, Cleric, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Choose a pile of bones or a corpse of a Small or Medium humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you may use a bonus action to mentally command the creature you created with this spell if they are within 60 feet. Otherwise, it fulfills your last command to the best of its limited ability or waits patiently until commanded again. The creature is animate and under your control until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature gains a +1 bonus to attack and damage rolls, and 4 temporary hit points, for each spell slot above 1st.
from Goldscale0019 on HomeBrewery
Corpse Swap
2nd-level conjuration (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose the corpse of a Small or larger creature you can see within range. You and the corpse teleport, swapping places. With a burst of power, the corpse then explodes in a violent manner and each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much on a successful one.
from NotTheSmoooze on reddit
Death's Door
7th-level necromancy (Cleric, Sorcerer, Warlock, Wizard)
- Casting Time: 1 reaction, which you take when you are reduced to 0 hit points
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Just as you slip between the realm of souls and out of consciousness, you shout a call that is something between a new word, an old name, and a primal roar, which echoes with soundless din in your soul and the souls of those around you.
You are reduced to 1 hit point instead of 0. In addition, you gain temporary hit points equal to half your maximum hit points which disappear when the spell ends. While the spell lasts, you appear translucent, flickering with spectral energy, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage dealt from nonmagical weapons.
- You have a flying speed equal to your speed and you can hover.
- You can use a bonus action on your turn to teleport up to 30 feet to an unoccupied space you can see.
- You grant enemies disadvantage on weapon attacks made against you.
- You make all saving throws with advantage except Charisma saving throws, which you make with disadvantage.
- On your turn, you may use your action to strike a target with soul energy. Make a melee spell attack with a range of touch against one creature you can see to deal 8d6 damage.
- On your turn, you may use your action to burst with the energy from within your soul, forcing all creatures within 15 feet of you to make a Charisma saving throw or take 5d6 damage.
The type of damage this spell deals is determined by your alignment: if you are Good, it deals radiant damage; if you are Evil, it deals necrotic damage; and if you are Neutral, you may choose either necrotic or radiant when you cast this spell.
from Benevolent Evil DM on D&D Unleashed
Delude
1st-level enchantment (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of glitter)
- Duration: Concentration, up to 1 minute
You attempt to enchant the senses of one creature you can see within range. The target must make a Wisdom saving throw or their senses are magically altered until the spell ends. One creature or object of your choice that the target can see when the spell is cast appears to be different to all its senses and the target does not notice the transformation, only that things have changed.
If you choose a creature, then that creature - including its clothing, armor, weapons, and other belongings on its person - can be made to appear different to the target's senses. You can have it seem 1 foot shorter or taller and have it appear thin, fat, or in between. You cannot change its body type, so you must choose a form that has the same basic arrangement of limbs. This does not alter what the chosen creature appears to do or say, but does change how it looks and sounds.
If you choose an object, you may have it appear as any creature or object of the same size category, but it will not appear to move or act as a living creature unless the object itself already does so.
The target makes an Intelligence saving throw at the end of each of its turns to realize its senses have been deceived, ending the effect for it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you cast the spell, and they all perceive the same alterations to the same subject.
from Benevolent Evil DM on D&D Unleashed
Disguise Other
3rd-level illusion (Artificer, Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You make one creature you touch, including their clothing, armor, weapons, and other belongings on their person, look different until the spell ends or until you use your action to dismiss it. You may target a hostile creature with this spell; make a melee spell attack against the target. On a hit, they must succeed on a Charisma saving throw or be disguised.
They can seem 1 foot shorter or taller and can appear thin, fat, or in between. You cannot change their body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to their outfit, objects pass through the hat, and anyone touching the hat would feel nothing or would feel your head and hair. If you use this spell to make the creature appear thinner than they are, the hand of someone who reaches out to touch them would bump into them while it was seemingly still in midair.
To discern that the target is disguised, a creature can use their action to inspect their appearance and must succeed on an Investigation check against your spell DC.
from Benevolent Evil DM on D&D Unleashed
Dive
2nd-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a handful of fish scales)
- Duration: Concentration, up to 10 minutes
You imbue one creature that you touch with magic that surrounds them with breathable air and allows them to traverse water and aquatic environments with ease. Until the spell ends, the target gains a swimming speed of 60 feet, the amount of time it can hold its breath is tripled, and it does not suffer disadvantage on attack rolls for being underwater. It also ignores difficult terrain and light obscurement caused by the presence of water (such as when wading in still water), though it does not ignore the effects of water currents.
In addition, the target has advantage on saving throws made to resist the drown, scalding sphere, and watery sphere spells for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
from Benevolent Evil DM on D&D Unleashed
Doom Wail
3rd-level necromancy (Cleric, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (40 foot cone)
- Components: V, S
- Duration: 1 hour
You spread your arms and release a piercing wail, a sound visibly laced with necrotic energy. A target must succeed on Constitution saving throw or take 5d4 necrotic damage and gain one level of temporary exhaustion for the duration. On a successful saving throw, the target takes half damage and does not suffer from exhaustion.
A creature can only suffer from one level of exhaustion provided by this spell; failing a saving throw against another casting of this spell refreshes the duration of the existing temporary exhaustion rather than adding another level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an additional 2d4 necrotic damage for each spell slot above 3rd.
from Goldscale0019 on HomeBrewery
Draining Touch
Necromancy cantrip (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Dark energy comes to your hand to drain the life from a creature you try to touch. Make a melee spell attack against the target. On a hit, they take 1d8 necrotic damage and you gain temporary hit points equal to half the amount of necrotic damage dealt that lasts for 1 minute. This spell has no effect on undead or constructs.
This spell's damage increases by 1d8 when you reach 5th level (d28), 11th level (3d8), and 17th level (4d8).
Drown
2nd-level conjuration (Druid, Ranger, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a waterskin containing teeth and seawater)
- Duration: Concentration, up to 1 minute
You conjure a swirling globe of magical water around an enemy's head to drown them where they stand. Choose one creature in range that you can see. The target must make a Strength saving throw or cannot speak, have disadvantage on attack rolls and Perception checks that rely on sight or hearing, and takes 2d8 bludgeoning damage at the start of each of its turns for the duration.
At the end of each of its turns, the creature can repeat the saving throw to break free and end the spell. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d8 for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, the duration increases to up to 10 minutes, and the target can only hold their breath for up to 30 seconds before the spell forces them to start suffocating.
from Benevolent Evil DM on D&D Unleashed
Dynamism
2nd-level enchantment (Ranger)
- Casting Time: 1 reaction you take immediately before initiative is rolled
- Range: 30 feet
- Components: V, S, M (a coffee bean)
- Duration: Instantaneous
Choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate and adrenaline floods its body. The target gains advantage on the initiative roll that prompted this spell.
At Higher Levels. When cast using a spell slot of 3rd level or higher you may target one additional creature for each spell slot above 2nd.
from HumperdinkTheWarlock on reddit
Encore
3rd-level enchantment (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: 1 round
Choose a creature you can see within range that can hear you and choose one action, bonus action, or movement they performed during their last turn. The target must make a Charisma saving throw or they are goaded into repeating that action, bonus action, or movement on their following turn. They choose when to do the action during their turn, but must perform it whether they like it or not.
If you chose movement, the target repeats their previous movement to the best of their ability regardless of environment, enemies, and the like. They choose which direction to start moving, but repeat their movement thereafter to the best of their ability. This may cause them to encounter difficult terrain, leave a hostile creature's reach, or fall into an open pit. Should this movement be blocked by an object, wall, or creature they cannot pass through, they push themselves against the obstacle for their movement. For example, if a bugbear moved 10 feet, turned around a corner, and moved 20 feet, they must move 10 feet, turn, and move 20 feet again on their following turn, perhaps spending part of their movement walking harmlessly into a dungeon wall.
If you chose an action or bonus action, the target may choose new targets for their repeated action or bonus action. For example, a repeated multiattack or casting of a spell may target new creatures within range. A wizard who cast fireball on the previous turn may choose a new point within range for their next fireball.
However, if you chose an action or bonus action the target can no longer perform, such as casting a spell they no longer have spell slots for, the target must spend their action or bonus action uselessly acting as if they were performing the ability. For example, a red dragon who breathed fire on the previous turn, but hasn't recharged its breath weapon, must spend their next action with its mouth open exhaling harmless air.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose an additional action, bonus action, or movement the target performed during their last turn for the target to repeat.
Encroaching Blizzard
6th-level conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of ice-cold snow and mist in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured, lasts until the spell ends, and it must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts each creature in the area must make a Constitution saving throw or take 3d8 cold damage, or 6d8 cold damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Fist of Flame
8th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You raise your fist towards it, and shudder with the recoil from an explosive blast of concussive flame that you unleash in their direction.
On a hit, the target takes 9d8 fire damage and 9d8 force damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell and ignite if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the fire and force damage both increase by 2d8.
from Benevolent Evil DM on reddit
Foul Blood
Necromancy cantrip (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 round
This spell attempts to foul the blood in a foe's body. Choose one creature that you can see within range that has blood. The target must make a Constitution saving throw or take 1d4 poison damage and become poisoned for the duration.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
from Benevolent Evil DM on reddit
Fulmination
8th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You point your index finger towards it, and shudder with the recoil from an explosive blast of crackling energy that you unleash in their direction.
On a hit, the target takes 9d8 lightning damage and 9d8 thunder damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the lightning and thunder damage both increase by 2d8.
from Benevolent Evil DM on reddit
Geode Gauntlet
8th-level transmutation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You raise your fist towards it, and shudder with the recoil from an explosive blast of gem encrusted bedrock that you unleash in their direction.
On a hit, the target takes 9d8 bludgeoning damage and 9d8 force damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the bludgeoning and force damage both increase by 2d8.
from Benevolent Evil DM on reddit
Glide
1st-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard)
- Casting Time: 1 reaction, which you take when you fall
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You weave magic in a swirl as you fall, creating an invisible sheet of force much like a glider or parachute in one or two of your hands that allows you to slow your descent and convert it to horizontal movement.
Until the spell ends, you fall no faster than 100 feet per round and you do not take falling damage. while you are holding the glider with two hands, you can move up to 2 feet horizontally for every 1 foot you descend while falling.
Your flying movement using this spell is highly affected by air currents, and you can be blown off-course if the wind around you is significantly unfavorable. If you are no longer holding the glider at any time, the spell ends. When the spell ends, you fall if you are still aloft, unless you can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 2nd level, the duration increases to up to 10 minutes. When you cast this spell using a slot of 3rd level or higher, the duration increases to up to 1 hour.
from Benevolent Evil DM on D&D Unleashed
Glistening Acid Slick
4th-level conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (60 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When it appears, each creature standing in the area takes 2d4 acid damage and must make a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed a Dexterity saving throw or fall prone.
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that are permanently immune to being prone as if they were always prone instead.
This spell only affects creatures that are on the ground.
from Benevolent Evil DM on D&D Unleashed
Gravelslide
4th-level transmutation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (60 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You manipulate a 60-foot cone before you into broken gravel that roils fiercely. Until the spell ends, ground in the area is difficult terrain. When it appears, each creature standing in the area takes 2d4 bludgeoning damage and must make a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 bludgeoning damage and must also succeed a Dexterity saving throw or fall prone.
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 bludgeoning damage. This spell treats creatures that are permanently immune to being prone as if they were always prone instead.
This spell only affects creatures that are on the ground.
from Benevolent Evil DM on D&D Unleashed
Gravity Well
9th-level transmutation (Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a chunk of meteor)
- Duration: Concentration, up to 1 minute
You summon a melon-sized orb of pitch black gravitic magic that emanates an incredibly powerful attracting force into an unoccupied space within range. The area within 100 feet of the orb is difficult terrain that costs 2 feet of speed for every 1 foot of movement, and the area within 40 feet of the orb is difficult terrain that costs 3 feet of speed for every 1 foot of movement.
Creatures can enter the orb's space and end their turn there, as the orb does not occupy the space that it exists in, but creatures that enter the orb's space instantly have their speed reduced to 0 until they leave. Any creature or object that enters the orb's space or ends its turn there takes 30d6 force damage. This damage ignores resistance, and any creature killed or object destroyed by this damage is reduced to dust.
At the beginning of each of your turns while the spell persists, every creature within 100 feet of the orb must make a Strength saving throw. Creatures that are within 40 feet of the orb have disadvantage on this saving throw. On a failed saving throw, a creature takes 3d10 force damage and is pulled 20 feet toward the orb. On a successful saving throw, a creature takes half damage and is not pulled.
The orb can pull creatures up into the air, although if it does, the creature is pulled exactly 10 feet up regardless of whether they failed their saving throw or not, unless they have something to grab which is firmly rooted in the ground. When a creature that cannot fly is pulled into the air by this spell, it remains suspended there until it can make it back to the ground or the spell ends, at which point it falls if it still cannot fly. A suspended creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows it to move as if it were climbing.
When you cast this spell, you may designate up to 10 other creatures that you can see within range as being protected from it. Those creatures automatically succeed on their saving throws against this spell. You are totally immune to this spell's effects, except that you will still take damage if you enter the orb's space or end your turn there.
The spell also affects and damages objects in the area that are not being worn or carried, and they automatically fail their saving throws against this spell.
from Benevolent Evil DM on D&D Unleashed
Green Hand
Transmutation cantrip (Druid)
- Casting Time: 1 action
- Range: Self
- Components: V, M (the seed of a woody vine)
- Duration: Concentration, up to 1 minute
The seed quickly germinates and grows to cover your hand and entire arm with a plant that ends in five finger-like extensions. When you cast this spell and as an action on subsequent turns, you can use the green hand to manipulate small objects or otherwise perform tasks achievable with a single hand, though it cannot directly harm a creature. You can extend or retract the hand up to 30 feet each time you use it, though it cannot be extended farther than 30 feet away from you. You receive tactile information through the green hand as you use it.
The green hand is an object that can be targeted by attacks, spells, and effects. It has 2 hit points, an AC of 10, vulnerability to fire and slashing damage, and immunity to psychic damage. It can carry up to 30 pounds and provokes opportunity attacks if it leaves a hostile creature's reach.
For the duration, you cannot attack, wield weapons or shields, or use magical foci with the green hand or the arm that anchors it. When you lose concentration on the spell, the duration expires, or the green hand is reduced to 0 hit points, it shrivels up and disappears, dropping whatever it was holding.
from VampireSquid8 on reddit
Grievous Star
9th-level evocation (Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a chunk of meteor)
- Duration: Concentration, up to 1 minute
You summon a melon-sized orb of brilliantly shining gravitic magic that emanates an incredibly powerful attracting force into an unoccupied space within range. The area within 100 feet of the orb is difficult terrain that costs 2 feet of speed for every 1 foot of movement, and the area within 40 feet of the orb is difficult terrain that costs 3 feet of speed for every 1 foot of movement.
Creatures can enter the orb's space and end their turn there, as the orb does not occupy the space that it exists in, but creatures that enter the orb's space instantly have their speed reduced to 0 until they leave. Any creature or object that enters the orb's space or ends its turn there takes 30d6 radiant damage. Any creature killed or object destroyed by this damage is reduced to dust.
At the beginning of each of your turns while the spell persists, every creature within 100 feet of the orb must make a Strength saving throw. Creatures that are within 40 feet of the orb have disadvantage on this saving throw. On a failed saving throw, a creature takes 3d10 force damage and is pulled 20 feet toward the orb. On a successful saving throw, a creature takes half damage and is not pulled.
The orb can pull creatures up into the air, although if it does, the creature is pulled exactly 10 feet up regardless of whether they failed their saving throw or not, unless they have something to grab which is firmly rooted in the ground. When a creature that cannot fly is pulled into the air by this spell, it remains suspended there until it can make it back to the ground or the spell ends, at which point it falls if it still cannot fly. A suspended creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows it to move as if it were climbing.
When you cast this spell, you may designate up to 10 other creatures that you can see within range as being protected from it. Those creatures automatically succeed on their saving throws against this spell. You are totally immune to this spell's effects, except that you will still take damage if you enter the orb's space or end your turn there.
The spell also affects and damages objects in the area that are not being worn or carried, and they automatically fail their saving throws against this spell. The orb gives off bright light for 100 feet and dim light for an additional 100 feet, which counts as both sunlight and moonlight, and the orb can be clearly seen as a strange twinkling star for 10 miles in all directions.
from Benevolent Evil DM on D&D Unleashed
Hemorrhage
4th-level necromancy (Cleric, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a clove of garlic)
- Duration: Concentration, up to 1 minute
You thin, agitate, and accelerate the blood of one creature that you can see within range that has blood, using dark, forbidden magic. The target must make a Constitution saving throw or take 4d8 necrotic damage and its blood becomes magically easy to spill. Until the spell ends, whenever the target takes bludgeoning, piercing, or slashing damage, that damage is increased by 1d8. On a successful saving throw, the target takes half damage and is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each spell slot above 4th.
from Benevolent Evil DM on reddit
Hoodwink
4th-level illusion (Artificer, Bard, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You wrap a creature, object, or point you can see within range in an outward-facing illusion. You decide the radius of the sphere of visibility around the target. You may choose any distance between 1 foot and 15 feet. Creatures within the area perceive things as they actually are and do not see or hear the illusion, but creatures outside the area of visibility see and hear the illusion while they remain outside.
The illusion can create sound and can appear as large as the area of visibility you chose for the spell. You decide what the illusion looks and sounds like, and it stays centered on the target even if the target moves, along with the sphere of visibility. This spell cannot create a sound loud enough to deafen a creature or deal thunder damage.
The illusion that you create fools the senses of sight and hearing, but it does not fool touch, smell, or any other senses. Physical interactions with the image reveals it to be an illusion, because things can pass through it. A creature can use its action to examine the image and determine it is an illusion with a successful Investigation check against your spell DC. If a creature discerns the illusion for what it is, the creature can see through the image and the sound it makes becomes faint to them.
As long as you are within range of the illusion, you may use your action to cause the image to alter its appearance and sound to continue your charade. The illusion lasts until the spell ends, at which point it vanishes.
from Benevolent Evil DM on D&D Unleashed
Illusion Bolt
Illusion cantrip (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You infuse an illusory projectile you create with shadow energy to launch a quasi-real attack at a creature you can see within range. The illusion bolt incorporates any visual and auditory effects you choose, such as a javelin of lightning, a spectral blade, or a screaming skull wreathed in flame.
It unerringly strikes the target, who must succeed on a Wisdom saving throw or take 1d6 psychic damage. Targets have advantage on this save if the visual and auditory effect you chose is one to which they are normally resistant or immune. On a failed save, the projectile leaves an illusory wound that seems real to the target and is proportionate to the effects you chose. Illusory wounds from this spell disappear at the beginning of your next turn. On a successful save, the illusion bolt vanishes harmlessly upon impact.
If an illusion bolt reduces a creature's hit points to 0, the creature is stable but unconscious until it regains hit points.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
from VampireSquid8 on reddit
Illusory Reversal
2nd-level illusion (Bard, Wizard)
- Casting Time: 1 reaction, which you take when you or an ally in range is hit by an attack
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You weave a clever illusion at the right time, confusing the attacker as they strike. The attacker must make an Intelligence saving throw, which it automatically succeeds if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
On a failed saving throw, the attack does not hit the original target. You may choose one creature within 5 feet of the original target other than the attacker, forcing the attacker to reroll the attack against that creature. If it is a melee attack, the new target must be within reach of the attacker.
On a successful saving throw, the attack still hits the original target, but the damage is reduced by an amount equal to your spellcasting ability modifier.
from Benevolent Evil DM on D&D Unleashed
Infuse Blood
2nd-level abjuration (Cleric, Paladin)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You touch a willing creature with blood and infuse its blood with magic and vitality. The target has advantage on saving throws against nonmagical disease until the spell ends.
In addition, the first time the target takes damage that reduces its hit points to less than half of its maximum, it bursts with light and energy, ending the spell early. It gains 4d6 temporary hit points that last for 1 minute, and each creature of the target's choice within 10 feet must make a Constitution saving throw or take 2d6 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 2d6 and the radiant damage increases by 1d6 for each spell slot above 2nd.
from Benevolent Evil DM on reddit
Incite Self-Harm
3rd-level enchantment (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a double-edged razor)
- Duration: Instantaneous
You beckon with magic toward one creature who can hear you within range, attempting to control its mind and force it to strike itself with its own weapon. The target must make a Charisma saving throw or take 2d8 psychic damage, not be able to take reactions until the end of your next turn, and it immediately makes one weapon attack with advantage against itself. You choose which weapon the target uses for its attack.
On a successful saving throw, the target immediately makes one weapon attack with disadvantage against itself, but suffers no other effects from the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d8 for each slot level above 3rd.
from Benevolent Evil DM on D&D Unleashed
Isolate Soul
9th-level necromancy (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pair of mythril scissors worth at least 1,000 gp)
- Duration: Concentration, up to 24 hours
You attempt to sever the connection between a creature's soul and the divinity or powers that claim dominion over it. A creature you can see must make a Wisdom saving throw or they can not regain hit points and have disadvantage on all ability checks, saving throws, and attack rolls for the duration.
If the target is a cleric, druid, paladin, ranger, warlock, or similar spellcaster that receives their power from a being or force, they can not regain spell slots or use abilities that call upon their patron for the duration.
from Goldscale0019 on HomeBrewery
Kamehameha
5th-level evocation (Sorcerer)
- Casting Time: 1 action
- Range: Self (up to 150 feet line)
- Components: V, S
- Duration: Instantaneous
You form a shining sphere of power between your hands before unleashing it as a devastating beam.
The beam travels in a line that is 5 feet wide and up to 150 feet long, moving in a direction of your choice and stopping early if it impacts an object or creature it cannot destroy. If the beam would strike a creature, they must make a Dexterity saving throw or take 4d10+10 force damage. If they are reduced to 0 hit points by this effect, they are turned to ash and the beam passes through them. On a successful save, the beam misses them and continues on.
If an object or creature that is damaged by this spell is not reduced to 0 hit points, the line stops in their space and erupts into an earth-shaking blast. Every creature within 10 feet of the target must make a Dexterity saving throw, taking 4d6 force damage on a failed save or half as much on a success. The target that survived the initial effect automatically fails this additional saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the initial effect increases by 1d10 and the damage of the secondary effect increases by 1d6 for each spell slot above 5th.
from GalacticExonaut on reddit
Lancing Icicle
8th-level conjuration (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You point your fingers towards it, and shudder with the recoil from an explosive blast of sharpened icicles that you unleash in their direction.
On a hit, the target takes 9d8 cold damage and 9d8 piercing damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the cold and piercing damage both increase by 2d8.
from Benevolent Evil DM on reddit
Larloch's Minor Drain
Necromancy cantrip (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and you then gain temporary hit points equal to the amount of damage dealt that lasts for 1 minute. This spell has no effect on undead or constructs.
This spell's damage increases by 1d6 when you reach 5th level (d26), 11th level (3d6), and 17th level (4d6).
Lightning Greaves
2nd-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You form lightning into a pair of greaves that cover your legs, granting you greater maneuverability. For the duration, you gain the following benefits:
- Creatures have disadvantage on opportunity attacks against you.
- When you hit a creature with a melee weapon attack you deal an additional 1d4 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also gain a fly speed equal to your walking speed for the duration, but if you end your turn in the air and nothing else is holding you aloft you fall.
Light to Shadow
7th-level necromancy (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 200 feet
- Components: V, S, M (a prism of black glass)
- Duration: Instantaneous
You blast one creature or object that you can see within range with a spiraling beam of yellow-white sparkling energy that crashes over the target, bursting and spraying beyond it. Make a ranged spell attack against the target. On a hit, the target takes 12d4 radiant damage.
In addition, hit or miss, the energy sprays around the target, creating a 60-foot cone of darkened spray originating from the space just in front of the target. The cone is facing away from you and must include the target in the area. Each creature in the area must make a Dexterity saving throw or take 12d4 necrotic damage. On a successful saving throw, a creature takes half damage.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the radiant and necrotic damage increase by 2d4 for each slot level above 7th.
from Benevolent Evil DM on D&D Unleashed
Liquefy
6th-level conjuration (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of acidic slime)
- Duration: Instantaneous
A torrent of acid springs from your pointed finger to a target that you can see within range. A creature targeted by this spell must make a Dexterity saving throw or take 10d6+40 acid damage. The target is dissolved if this damage reduces it to 0 hit points.
A dissolved creature and everything it is wearing and carrying, except magic items, are reduced to a pile of slime. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically dissolves a Large or smaller nonmagical object. If the target is a Huge or larger object, this spell dissolves a 10-foot-cube portion of it. A magic item is unaffected by this spell.
from Benevolent Evil DM on D&D Unleashed
Living Burial
7th-level transmutation (Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a bone taken from a grave)
- Duration: Concentration, up to 1 minute
Choose one creature on the ground that you can see within range. You cause the ground beneath it to break and liquefy under its feet, sucking it under and attempting to magically crush it underground. The target must make a Strength saving throw. On a failed saving throw, it takes 10d6 nonmagical bludgeoning damage and is pulled down until it is fully buried 10 feet beneath the ground.
On a successful saving throw, the target takes half damage and escapes to an unoccupied space within 5 feet of its current space, and it must make a Dexterity saving throw or fall prone. The target may attempt to avoid the spell without leaving its space, but attempting to do so grants disadvantage to both of these saving throws.
A creature that is fully buried under the ground by this spell suffers the following effects:
- The target is blinded, deafened, and cannot use blindsight.
- The target cannot breathe or provide somatic components. If the target normally needs to breathe, it also cannot speak or provide verbal components, it has disadvantage on concentration checks, and it must hold its breath or suffocate.
- The target is grappled and restrained.
- The target has total cover from every direction, and everything has total cover from the target, since the target is surrounded by densely compressed earth on all sides.
- At the end of each of the target's turns while the spell lasts, it takes 6d6 nonmagical bludgeoning damage.
The target may use an action on its turn to attempt to escape. They must make either an Acrobatics or Athletics check (their choice) against your spellcasting DC. This check is made with advantage if the creature has a burrowing speed. If it succeeds, the target manages to dig themselves up to the surface and is now only partially buried. A partially buried creature is grappled (escape DC equal to your spell saving throw DC) and restrained while grappled, though this is not magical as it is grappled by the ground itself, not any creature or spell.
If the spell ends early the target is propelled magically back to the surface, causing it to immediately transition to the partially buried state described above. However, if the spell lasts its full duration the target is left buried underground to suffocate without the aid of magic.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 1d6 for each slot level above 7th.
from Benevolent Evil DM on D&D Unleashed
Lune's Spellbound Curse
3rd-level enchantment (Artificer, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a crumpled piece of fine parchment)
- Duration: Concentration, up to 1 minute
Choose a creature you can see within range. The target must succeed on an Intelligence saving throw or become cursed by a spell-reactive aura. While cursed, whenever you cast a spell that damages the target you add 2d6 force damage to one damage roll of that spell, and whenever the target casts a spell they take 1d6 force damage.
If the cursed target casts a spell, becomes targeted by a spell, or becomes included in the area of effect of a spell, you may use your reaction to detonate the curse. The target and every creature within 30 feet must make a Dexterity saving throw or take 3d6 force damage, or half as much on a success, and the spell immediately ends.
A remove curse ends this effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the additional damage you deal to the target with your spells and the damage of the detonation increases by 1d6 for every two slot levels above 3rd.
Major Surgery
5th-level necromancy (Artificer, Druid, Wizard)
- Casting Time: 2 hours (ritual)
- Range: Touch
- Components: S, M (a healer's kit and a superior healing potion, which is consumed)
- Duration: Instantaneous
Performing an extensive operation on a creature you touch over the casting of this spell, you cause one of the following effects:
- You heal one of the creature's broken limbs.
- You reattach one of the target's severed body members (finger, leg, tail, and so on).
- You permanently change the target's appearance. You decide what they look like, including height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. You may make the target appear to be a member of another race, though none of their statistics change. They also cannot appear as a creature of a different size and their basic shape stays the same; if they are bipedal, they cannot become quadrupedal, for instance.
- You attach claws, fangs, spines, horns, or a different natural weapon of your choice. The target's unarmed strikes with this natural weapon deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate, and they are proficient with them.
Regardless of the chosen effect, the surgery takes its toll on the target. They suffer from 3 levels of exhaustion. This spell has no effect on aberrations, constructs, elementals, oozes, or undead.
You may target yourself with this spell if you succeed on a Medicine check with a DC equal to your spell DC + 5. If you fail, you take 5d12 slashing damage that cannot be reduced or prevented in any way and suffer from one level of exhaustion.
from Goldscale0019 on HomeBrewery
Mass Repair Undead
5th-level necromancy (Bard, Cleric, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A wave of necromantic energy seeps out from a point of your choice within range. Choose up to six undead in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of hit points regained increases by 1d8 for each slot level above 5th.
from Goldscale0019 on HomeBrewery
Mass Shield
3rd-level abjuration (Artificer, Bard, Cleric, Paladin, Wizard)
- Casting Time: 1 reaction, which you take when you or another creature within range that you can see are hit by an attack or targeted by the magic missile spell
- Range: 5 feet
- Components: V, S, M (a woven bracelet)
- Duration: 1 round
A shimmering barrier of magical force appears and protects you and up to two other creatures you can see within range. The attacked creature must be one of the targets of this spell. Until the start of your next turn, each affected creature has a +4 bonus to AC, including against the triggering attack, and they take no damage from magic missiles. If a creature leaves the range of the spell, the effect ends on them.
from Benevolent Evil DM on D&D Unleashed
Masterful Animation
9th-level necromancy (Cleric, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (sludge from the shores of the River Styx in a bottle carved from a single precious gemstone worth at least 15,000 gp, which the spell consumes)
- Duration: Until dispelled
This spell creates an undead servant of unparalleled complexity. Choose a pile of bones or a corpse of a Huge or smaller creature. You sprinkle the target with the sludge and imbue it with a foul mimicry of life as an undead under your control. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. They retain most of their statistics, but their Intelligence is reduced to 3, wisdom is reduced to 6, and its Charisma is reduced to 5. They lose proficiency in all skills and saving throws, as well as any spellcasting abilities, legendary actions, legendary resistances, lair actions, and special traits it may have had in life. For example, a medusa loses its Petrifying Gaze trait, a rakshasa loses its Limited Magic Immunity and Innate Spellcasting traits, and a troll would lose its Keem Smell and Regeneration traits.
The target gains resistance to necrotic damage, immunity to poison damage, exhaustion, and the poisoned condition. It also gains the Undead Fortitude special trait: "If damage reduces this creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless that damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead." They understand the languages they knew in life, but cannot speak them.
On each of your turns, you may use a bonus action to mentally command the undead you created with this spell if they are within 60 feet of you. You decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The undead created by this spell remains under your control until it dies, this spell is dispelled, or you cast this spell again.
from Goldscale0019 on HomeBrewery
Minor Surgery
2nd-level necromancy (Artificer, Druid, Wizard)
- Casting Time: 1 hour (ritual)
- Range: Touch
- Components: S, M (a healer's kit, which is consumed)
- Duration: Instantaneous
Using medicines and tools, a creature you touch over the casting of this spell is cured of one mundane disease or one of the following conditions afflicting it: blinded, deafened, paralyzed, or poisoned. This spell has no effect on aberrations, constructs, elementals, oozes, or undead.
You may target yourself with this spell if you succeed on a Medicine check with a DC equal to your spell DC. If you fail, you take 2d12 slashing damage that cannot be reduced or prevented in any way.
from Goldscale0019 on HomeBrewery
Mirror Weapon
3rd-level illusion (Artificer, Bard, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a weapon and wrap it in an illusion that appears to create duplicates of the weapon whenever it is used. Until the spell ends, attacks made with the weapon have advantage except against creatures who don't rely on sight, as with blindsight, or can see through illusions, as with truesight. When the wielder hits with an attack using the weapon, they no longer gain advantage on attack rolls with it until the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, attacks with the weapon have advantage even after hitting a target on that turn.
from Benevolent Evil DM on D&D Unleashed
Monochrome Majesty
2nd-level illusion (Warlock)
- Casting Time: 1 action
- Range: 30 foot radius
- Components: S, M (a goat tongue dipped in black paint)
- Duration: 1 minute
You warp reality around you to appear in various shades of gray, as you stand as a tower of a dull and uninteresting world. All color within 30 feet of you appears grayscale for the duration. Any object, spell, or effect that creates light has that light reduced while within this grayscale area; bright light becomes dim, and dim light becomes darkness. Creatures with darkvision cannot see any difference between the grayscale of their darkvision and the grayscale created by this spell for areas in darkness.
Whenever a creature you can see attempts to speak while within 30 feet of you, you may use your reaction to have them make a Charisma saving throw or be forced into silence until the start of your next turn. A creature attempting to cast a spell with a verbal component that fails this saving throw fails to cast the spell and loses the action required to cast it.
At Higher levels. When you cast this spell with a 3rd level spell slot or higher, the range extends an additional 30 feet and choose one creature in range for every spell slot above 2nd; those creatures must make a Charisma saving throw or become silenced as per the silence spell.
Mortify
3rd-level enchantment (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You attempt to mentally hinder one creature that you can see within range by using magic that enhances its sense of shame. That creature must make a Charisma saving throw or take 6d6 psychic damage and cannot take reactions until the end of your next turn. While a creature cannot take reactions in this way, it grants other creatures advantage on any attack rolls made against it.
On a successful saving throw, the target takes half damage and suffers no additional effects. A target who cannot be charmed is immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Targets of this spell must be within 30 feet of each other when you cast it.
from Benevolent Evil DM on D&D Unleashed
Mystify
3rd-level illusion (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You manifest an illusion about one creature you can see within range that distracts it with potent looking magical effects. That creature must make an Intelligence saving throw or take 6d6 psychic damage and cannot take reactions until the end of your next turn. While a creature cannot take reactions in this way, it grants other creatures advantage on any attack rolls made against it.
On a successful saving throw, the target takes half damage and suffers no additional effects. A target is immune to this spell if they do not rely on sight, as with blindsight, or can see through illusions, as with truesight.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Targets of this spell must be within 30 feet of each other when you cast it.
from Benevolent Evil DM on D&D Unleashed
Omnisight
9th-level divination (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Self (150 feet)
- Components: V, S, M (a forest mushroom)
- Duration: 1 hour
You infuse your eyes and mind with powerful divination magic that enables you to see everything that surrounds you. Until the spell ends, you cannot be surprised, you have advantage on saving throws made to avoid traps, and you have truesight, blindsight, and tremorsense that all extend to a range of 150 feet. You have advantage on initiative checks and any ability checks that rely on vision, hearing, or smell. You also gain a +10 bonus to Perception checks.
In addition, you can see through walls, floors, ceilings, and all other opaque, nonliving materials within 150 feet as if they were translucent, including Undead and Constructs. Your line of sight cannot be blocked by any materials that appear translucent to you via this spell, and you can hear all things within the area clearly as if there were no obstructions between you and the sound. Creatures cannot benefit from partial or total concealment from you.
Finally, you can see things within 150 feet that are normally perceived by other senses. You can see the temperature of objects, with cold things emanating a faint blue aura and hot things emanating a faint red aura. You can see the flows and currents of scents and smells in the air, and you can automatically determine what those scents are by the colors you see with as much clarity as if you had smelled them directly. You can see a faint aura around any creature or object that bears magic, and you can see the invisible flow of mana and magical energy in the air. You can even see the sounds of music as colors and shapes - though purely for your own entertainment.
Anything you perceive within the area of an antimagic field is perceived without the benefits of this spell.
from Benevolent Evil on reddit
Phantasmal Plunge
5th-level illusion (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Choose up to 6 creatures that you can see within range. You fabricate a vivid illusion around each of them that your magic has broken the ground under them apart. They feel all the sensations of a sudden, horrible fall to one's death, though it only lasts a moment or two. Each target must make an Intelligence saving throw or take 5d10 psychic damage, fall prone, and cannot use reactions until the end of your next turn.
On a successful saving throw, a target takes half damage and suffers no other effects from the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose an additional creature for each slot level above 5th.
from Benevolent Evil DM on D&D Unleashed
Phantom Blade Barrage
8th-level conjuration (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. You raise your open palm towards it, and shudder with the recoil from an explosive blast of phantom blades that you unleash in their direction.
On a hit, the target takes 9d8 force damage and 9d8 slashing damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not need to make a saving throw for additional effects.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the force and slashing damage both increase by 2d8.
from Benevolent Evil DM on reddit
Psychic Maelstrom
6th-level illusion (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of reddish mist in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured, lasts until the spell ends, and it must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts, each creature in the area must make a Wisdom saving throw or take 3d6 psychic damage, or 6d6 psychic damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Punji Bones
Necromancy cantrip (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a pinch of bone dust)
- Duration: Concentration, up to 1 minute
Haphazard spears of bone burst from the ground in a 5-foot-square area you can see within range. A creature in that area must succeed on a Dexterity saving throw or take 1d8 piercing damage.
The bones then crumble, littering the area with vicious shards of bone that act like caltrops for the spell's duration. Any creature on the ground that enters the area must succeed on a Dexterity saving throw or take piercing damage equal to your spellcasting ability modifier (minimum of 1), stop moving, and be hobbled. A hobbled creature has its speed reduced by 10 feet. The hobbled condition is nonmagical and lasts until the creature heals at least 1 hit point.
A creature immune to piercing damage is immune to the effects of this spell, and a creature may move through the area at half speed to avoid the saving throw. The shards of bone created by this spell crumble and vanish when the spell ends.
The spell's initial damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
inspired by Altiondsols on reddit
Puppet Undead
4th-level necromancy (Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a long bit of string or twine)
- Duration: Concentration, up to 1 hour
You establish a more powerful telepathic link with a Small or Medium undead you control. When you cast this spell and as a bonus action on subsequent turns, you can fully immerse your consciousness into one of your controlled undead allowing you to see through its eyes and hear what it hears, gaining the benefits of any special senses it has. While doing so, you directly control its actions as if it were your own body, and you can channel touch spells through its hands. During this time, you are deaf and blind with regard to your own senses.
As a bonus action you can switch to a different undead under your control or return your consciousness to your body for the duration. If the creature you are inhabiting dies or is destroyed, you may use your reaction to switch to a different undead or automatically return to your own body.
from Goldscale0019 on HomeBrewery
Quakewalk
3rd-level transmutation (Druid, Ranger, Sorcerer, Warlock)
- Casting Time: 1 action
- Range: Self (15 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw or fall prone.
Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground again, forcing all other creatures within the area to repeat the Dexterity saving throw or fall prone.
This spell cannot affect creatures who aren't on the ground, and only functions while you are on the ground or burrowing.
from Benevolent Evil DM on D&D Unleashed
Radic's Sudden Spark
1st-level evocation (Artificer, Ranger, Sorcerer, Wizard)
- Casting Time: 1 reaction, which you take when you hit with a melee weapon attack or are hit by a melee weapon attack
- Range: Self
- Components: V
- Duration: Instantaneous
You electrify yourself and and the weapon used in the triggering attack as it makes contact. If you made the triggering attack, the spell's target is the target of the attack. If you were hit by the triggering attack, this spell's target is the attacker. The target must make a Constitution saving throw. The target has disadvantage if you are the attacker and the target is wearing armor made of metal, or if the target is the attacker and the weapon used in the triggering attack is made of metal.
On a failed saving throw, the target takes 2d6 lightning damage and drops the weapon used in the attack if it was the attacker. On a successful saving throw, it takes half damage and is not forced to drop the weapon. If you made a critical hit on the triggering attack, you gain a bonus to the damage of this spell equal to your spellcasting ability modifier (minimum of +1).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
from Benevolent Evil DM on D&D Unleashed
Ravenous Acid Wyrm
6th-level conjuration (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
Make a ranged spell attack against one creature you can see within range, as you conjure a dripping wyrm of malevolent acid and hurl it towards them. On a hit, the target takes 12d6 acid damage, which ignores the target's acid resistance. If a creature is vulnerable to bludgeoning damage it is also vulnerable to the damage caused by this spell.
On a miss, the wyrm flies past the target and begins flying through the air on its own, seeking out another target. Make note of the space that your initial target was in when you cast the spell. At the start of your next turn, you must repeat the spell attack, requiring no action on your part, against the creature that is now closest to that space up to a maximum range of 90 feet, possibly attacking even yourself.
If this attack misses or has no available target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round at the start of your turns until the spell ends.
The wyrm seeks targets on its own as if it has blindsight of 90 feet, so subsequent attack rolls after the first do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the wyrm when you repeat the attack, you choose which one the wyrm attacks.
Once this spell hits a target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
from Benevolent Evil DM on reddit
Redirection
2nd-level evocation (Ranger)
- Casting Time: 1 reaction, which you take when you miss with a ranged weapon attack
- Range: Self
- Components: S
- Duration: Instantaneous
Guiding winds subtly alter your attack's course, putting another creature in harm's way. Reroll the triggering ranged weapon attack against another creature within 10 feet of your original target.
Repair Undead
1st-level necromancy (Bard, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of leather)
- Duration: Instantaneous
You touch an undead and restore it with necromantic magic. The undead regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on creatures that are not undead.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount healed increases by 1d8 for each spell slot above 1st.
from Goldscale0019 on HomeBrewery
Reverse Projectiles
5th-level abjuration (Artificer, Bard, Cleric, Ranger, Wizard)
- Casting Time: 1 reaction, which you take when you or a creature within range is hit with a ranged weapon attack
- Range: 30 feet
- Components: V, S, M (a metal bracelet)
- Duration: 1 round
Your magic causes the triggering attack to be reversed upon the attacker. The attack does not hit the original target, and instead the attacker makes a new attack roll against itself with advantage. Determine range and cover for the reversed attack as if they were made from the attacked creature back to the attacker, and the reversed attack ignores obscurement and invisibility. Until the start of your next turn, whenever you or a creature within range of you is targeted with a ranged weapon attack, you can choose to reverse that attack as well.
If the attacker has proficiency in Arcana, has truesight, or can view the target while affected by detect magic or a similar effect, it can perceive this spell soon enough to avoid attacking an affected creature. Otherwise, an attacker only learns of the spell after having at least one of its attacks reversed.
from Benevolent Evil DM on D&D Unleashed
Rocket Blast
2nd-level evocation (Artificer, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 turn
You release a blast of flame and force behind you that rockets you into the air. You fly up to 60 feet in a straight line. When you finish this movement, you may make a melee spell attack with a reach of Touch against one creature that you can see. On a hit, you slam into the target with a barrier of force. The target takes 3d6 fire damage and 2d6 force damage and must succeed on a Strength saving throw or be knocked prone. On a miss, the target takes half damage and is not knocked prone.
For the remainder of your current turn, your magic grants you resistance to damage from falls and falls do not knock you prone upon landing. When you finish the movement and attack caused by this spell, you fall if you are still aloft, unless you can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d6 for each slot level above 2nd.
from Benevolent Evil DM on D&D Unleashed
Scalding Sphere
6th-level conjuration (Druid, Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a boiled frog)
- Duration: Concentration, up to 1 minute
You conjure a sloshing globe of magical water around one creature that you can see within range and instantly heat the water to boiling temperatures. The globe of water attempts to enclose the target when summoned, swirling around the target to envelop it in a bubble of boiling water with an outer film of cold water that feels nearly rock solid to the touch.
The target must make a Dexterity saving throw or become encased in the boiling bubble, take 4d8 fire damage, and become restrained as the bubble lifts into the air and holds them aloft 20 feet above the ground. On a successful saving throw, the target is not restrained or lifted by the boiling sphere and takes only half damage.
While restrained by this spell, the target is submerged completely in water and it cannot maintain concentration on any effects. The target does not fall while restrained by the watery orb since the orb is holding it aloft. When a creature ends its turn inside the sphere, it takes 4d8 fire damage.
A creature restrained by this spell can use its action to make an Acrobatics or Athletics check (its choice) against your spell save DC. On a success, it frees itself from the watery orb and falls if it cannot fly.
The spell ends when a creature succeeds on a saving throw against its effects or escapes the sphere. When the spell ends, the conjured water instantly vanishes.
from Benevolent Evil DM on D&D Unleashed
Scholar's Briar
1st-level divination (Bard, Warlock)
- Casting Time: 1 reaction, which you take in response to a creature damaging you
- Range: Self
- Components: V, S, M (a sheet of parchment)
- Duration: Instantaneous
Your head is briefly crowned with an iridescent violet briar as you steal fragments of knowledge from your attacker. Choose one of the following options below:
- You learn their preferred name, but not their true name, if they have one
- You learn the name of their race or species
- You learn if the creature is your equal, superior, or inferior in regards to their Intelligence, Wisdom, or Charisma ability score
- You learn if the creature is your equal, superior, or inferior in regards to their current hit points
- You learn the exact location of the creature at the time of the triggering damage
- You learn if the creature is a cleric, druid, warlock, or similar being that receives power from a patron, being, or force. If the creature is a celestial, fey, or fiend, you learn this fact as well
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one additional piece of knowledge for each spell slot above 1st.
Shatmet's Spinal Sundering
8th-level necromancy (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against one creature or object you can see within range. An insubstantial creature is unaffected by this spell. You point towards it, and shudder with the recoil of an explosive blast of dark purple energy that you unleash from their body.
On a hit, the target takes 9d8 force damage and 9d8 necrotic damage and it must make a Constitution saving throw. On a failed saving throw, they are stunned until the start of your next turn and you can choose to push the target 50 feet and knock it prone. On a miss, a creature takes half damage and does not make this saving throw.
Objects automatically fail saving throws for this spell if they aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the force and necrotic damage both increase by 2d8.
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Shield of Vanity
1st-level enchantment (Artificer, Bard, Cleric, Paladin)
- Casting Time: 1 action
- Range: Self
- Components: V, M (a shield which you have equipped)
- Duration: Concentration, up to 1 minute
With a barked word, you call attention to and magically glaze the front of your equipped shield to a polished enchanted reflection. For the duration of the spell, your shield gives off bright light for 20 feet and dim light for an additional 20 feet, and grants you a +1 bonus to AC.
In addition, each hostile creature that starts its turn within 10 feet of you that can see you must make a Charisma saving throw. On a failed saving throw, that creature cannot move further away from you, make an attack that does not target you, or cast a spell that targets other creatures but does not target you, lasting until the start of its next turn.
Creatures that cannot be charmed, that are blinded, that have less than 6 Intelligence, or that have no reflection are immune to the effects of this spell.
If you stop holding the shield, the spell ends immediately.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the bright light, dim light, and the range a hostile creature is affected by this spell increases by 5 feet for each slot level above 1st, and the bonus to AC increases by 1 for every three slot levels above 1st.
from Benevolent Evil DM on D&D Unleashed
Shield Other
2nd-level abjuration (Artificer, Bard, Cleric, Paladin)
- Casting Time: 1 reaction, which you take when a creature other than you within range that you can see is hit by an attack or targeted by the magic missile spell
- Range: 15 feet
- Components: V, S, M (a bead bracelet)
- Duration: 1 round
A shimmering barrier of magical force appears and protects the attacked creature. Until the start of your next turn, the target has a +4 bonus to AC, including against the triggering attack, and it takes no damage from magic missiles.
from Benevolent Evil DM on D&D Unleashed
Sift Memory
7th-level enchantment (Bard, Wizard)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a blank journal or long scroll)
- Duration: Concentration, up to 1 hour
You touch one incapacitated creature and attempt to enter its mind to view its memories. The target must make a Charisma saving throw, and it has advantage if it is conscious. On a failed saving throw, the target becomes unconscious until the spell ends. On a successful saving throw, the spell ends immediately and the target wakes if it was already unconscious.
Until the spell ends, entries and images fill the journal or scroll you used as a material component, allowing you to peruse the target's mind like a library. So long as you are within 5 feet of the target and the target is still unconscious, you can touch an image or entry on the material component to experience the memory it represents.
Choose two of the following three options to determine what memories appear in the pages or parchment:
- Life Story: You perceive the most important, pivotal, and personal memories of the target's entire life, ordered chronologically. Long periods of time are seen as blurred stretches of similar memories stitched together like a montage, but singular events are experienced with all the detail and vividness that the target can recall.
- The Past Day: You perceive all the target's memories from the past 24 hours, even to the most minute details, ordered chronologically. This includes any dreams or hallucinations the target experienced during that time.
- Worldly Knowledge: You perceive all of the worldly information that the target remembers strongly. This typically includes things such as the capital, name, and history of its homeland, the routes and landmarks it has often recalled and remembers well, and the general information about people it knows and remembers from the world, like its family and friends or a favorite celebrity. However, this may also reveal more specific knowledge. For example, if the target is a well-studied wizard, this might reveal details of the books they often reference for their magical studies.
In addition, you can search for the answers to up to three simple questions of your choice. Each question must be in the form of either a "yes/no" question or a simple question asking one of "who/what/when/where/how," such as "Who does the target view as the worst enemy she's ever faced," or "How did the target break into the duke's enchanted bedroom?" For each question, if the answer exists in the target's memory, you find a memory within the results that shows you the answer. For example, if you asked "Did the target really intent to betray his allies?", you might find among the memories the target's strong recollection of watching his allies turn their back on him, and how he made the bitter decision to betray them in that moment.
This spell may reveal memories to you that the target has repressed. Repressed memories are not obscured in any way, so long as the target truly remembers them on some mental level. Knowledge of things that you gain from this spell is subjective. For example, if the target thought it fought until midnight but actually stopped fighting one hour earlier, you would perceive the memory the way the target does: with the fighting lasting until midnight. You can also choose to ignore any memories you find unimportant without wasting time on them.
The process of sifting through the target's memory leaves them drained and addled. The target gains one level of exhaustion, and it will take at least 1 hour after casting this spell to regain consciousness, regardless of its hit points or other conditions. In addition, the target's head or other source of memories carries a faint magical aura for the next 24 hours, which can be perceived with detect magic or similar effects, and whenever the target fails a saving throw against detect thoughts or a similar effect before the aura vanishes, the mind-reader becomes aware that someone else has sifted through the target's memory in the past 24 hours.
Finally, if the spell ends and the target is still unconscious, you may choose to have the target forget the previous 1 minute of time before it became unconscious.
from Benevolent Evil DM on D&D Unleashed
Sinking Maw
5th-level transmutation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (an antlion shell)
- Duration: Concentration, up to 1 minute
Choose a point you can see on the ground within range. The ground in a 30-foot radius circle centered on that point becomes fluid and permeable, creating a roiling sinkhole of mud, sand, and clay. The sinkhole slopes down as it approaches the center, which is 20 feet below the normal surface level of the ground. Each creature that is standing on the ground within the area must make a Dexterity saving throw. Creatures with tremorsense have advantage on this saving throw, and creatures with a burrow speed automatically succeed. On a failed saving throw, a creature sinks halfway into the mud and sand, becoming restrained until the spell ends.
Until the spell ends, the ground in the area is difficult terrain and any creature who enters the area or ends its turn within the area must repeat the Dexterity saving throw, if it is not already restrained by the spell, becoming restrained on a failure. In addition, when a creature ends its turn while restrained by this spell it is pulled up to 10 feet along the surface toward the center of the sinkhole.
A creature restrained by the sinkhole can use its action to make an Acrobatics or Athletics check (their choice) against your spell save DC. On a success, it frees itself, is no longer restrained, and climbs onto the surface of the moving ground.
When the spell ends for any reason, the ground solidifies and the terrain returns to how it would have been if the spell had never been cast. Each creature who is restrained by the spell when this occurs is suddenly crushed by solid stone and rock. They become grappled, and are restrained while grappled in this way. They also must make a Constitution saving throw, with creatures within 10 feet of the center of the sinkhole having disadvantage. On a failed saving throw, the creature takes 8d6 bludgeoning damage. On a successful saving throw, a creature takes half damage.
The escape DC for creatures grappled as a result of this spell equals your spell save DC, and creatures are grappled by the ground itself, not by any creature or spell.
from Benevolent Evil DM on D&D Unleashed
Speak with Walls
5th-level transmutation (Bard, Wizard)
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: V, S
- Duration: 10 minutes
You imbue structures, objects, and surfaces within 30 feet of you with limited sentience and animation, giving them the ability to communicate and follow your simple commands. You can question walls and furniture about events within the past day, gaining information about creatures that have passed by them, conversations they heard, and other circumstances.
Structures and objects might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable buildings to uproot themselves and move about, but doors and windows can open, locks can unlock, and legged furniture can walk about.
Objects that have a specific purpose are resistant to commands contrary to that purpose and must be persuaded, intimidated, or otherwise convinced to act, requiring an appropriate Charisma ability check with a DC of 15.
Spreading Cinders
6th-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of falling ash and cinders in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured, lasts until the spell ends, must be oriented vertically, and ignites flammable objects that are not being worn or carried.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts the cinders flare, and each creature in the area must make a Dexterity saving throw or take 3d8 fire damage, or 6d8 fire damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Soar
5th-level transmutation (Artificer, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an arrow or dart)
- Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 120 feet for the duration. Until the spell ends, the target's flying movement does not provoke opportunity attacks and while flying it has advantage on Dexterity saving throws, saving throws made to resist being pushed or pulled, and ability checks made to resist the effects of air currents.
When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may target one additional willing creature for each slot level above 5th.
from Benevolent Evil DM on D&D Unleashed
Solar Approach
6th-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of brilliant sunlight in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area lasts until the spell ends and it must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts, the light gently pulses, and each creature in the area must make a Constitution saving throw or take 3d6 radiant damage, or 6d6 radiant damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Soul Expulsion
8th-level necromancy (Cleric, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a chunk of a century-old headstone)
- Duration: Instantaneous
With a roar of light and sound, you blast a foe's soul with magical power, pressing it against the boundaries of its fleshy constraints. Choose one creature that you can see within range. The target must make a Charisma saving throw or take 10d8 necrotic damage and be stunned until the start of your next turn. On a successful saving throw, the target takes half damage and is not stunned.
In addition, the bright soul-light shines out in rays from the target's body, washing over nearby foes. Each creature of your choice within 60 feet of the target other than the target must make a Wisdom saving throw or take 6d8 radiant damage and have disadvantage on attack rolls until the end of your next turn. On a successful saving throw a creature takes half damage and does not have disadvantage.
When this spell targets an incorporeal undead, such as a ghost or a wraith, or a soul that is removed from its body, the spell ignores resistance or immunity to necrotic damage and the target has disadvantage on the Charisma saving throw.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the necrotic and radiant damage increases by 2d8.
from Benevolent Evil DM on D&D Unleashed
Soul Lantern
Necromancy cantrip (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an unlit torch, lantern, or other light source that is no larger than 10 feet in any dimension)
- Duration: 1 hour
The material component for this spell bursts alight with magical blue flames that do not consume fuel or provide heat for the duration. It sheds bright light for 15 feet and dim light for an additional 15 feet of a bright blue color. Any undead you do not control entering the bright light created by this spell or starting its turn there must succeed a Wisdom saving throw or have their speed halved until the start of their next turn.
Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
from Goldscale0019 on HomeBrewery
Stockade Sprouts
4th-level conjuration (Druid, Ranger)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a handful of acorns)
- Duration: Concentration, up to 1 hour
You cause four trees to magically sprout at points on the ground you can see within range, growing upward and forming cages with their branches. Each creature in a space where a tree sprouts must make a Dexterity saving throw.
On a failed saving throw, a creature is trapped by the branches of the tree as it rises into the air. They are lifted up to 20 feet into the air, are grappled by the tree until the spell ends, and are restrained while they are grappled in this way. The escape DC is equal to your spellcasting DC. On a successful saving throw, a creature moves up to 5 feet to an unoccupied space adjacent to the newly sprouted tree.
You can choose to grow individual trees to lift targets less than 20 feet, but no less than 5 feet up. The tops of the trees, including the spaces of grappled targets, are lightly obscured by leaves and grappled targets have cover from the branches. The trunks have a diameter of 3 feet and can be climbed with a DC 12 Athletics check.
The insides of the branches have poisonous thorns. When a grappled target makes a weapon attack or fails an attempt to escape the grapple, they must make a Constitution saving throw or take 4d6 poison damage. A creature can only take this damage once per turn.
When the grapple ends on a target they fall if they cannot fly or climb the tree using a climbing speed. The trees last until the spell ends even with no prisoners inside. When the spell ends the trees disintegrate into leaves, soil, and slime.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can conjure one additional tree for each slot level above 4th.
from Benevolent Evil DM on D&D Unleashed
Storm Serpent
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
Make a ranged spell attack against one creature you can see within range, as you conjure a sparking serpent of malevolent destructive energy and hurl it towards them. On a hit, the target takes 12d6 lightning damage, which ignores the target's lightning resistance. If a creature is vulnerable to piercing damage it is also vulnerable to the damage caused by this spell.
On a miss, the serpent flies past the target and begins flying through the air on its own, seeking out another target. Make note of the space that your initial target was in when you cast the spell. At the start of your next turn, you must repeat the spell attack, requiring no action on your part, against the creature that is now closest to that space up to a maximum range of 90 feet, possibly attacking even yourself.
If this attack misses or has no available target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round at the start of your turns until the spell ends.
The serpent seeks targets on its own as if it has blindsight of 90 feet, so subsequent attack rolls after the first do not suffer disadvantage if you cannot see the target. If multiple creatures are tied for being the closest to the serpent when you repeat the attack, you choose which one the serpent attacks.
Once this spell hits a target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
from Benevolent Evil DM on reddit
Steam Strike
4th-level conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You launch a blast of scalding hot steam that curls and billows in the direction of one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 11d4 fire damage and must make a Constitution saving throw or be blinded. At the end of each of its turns, it can repeat the Constitution saving throw, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn.
from Benevolent Evil DM on D&D Unleashed
Stone Blast
1st-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You summon a group of large stones from a space adjacent to a surface within range that you can see, like a floor, wall, or ceiling. The surface need not be made of a single contiguous material, but it must be mostly made of earth, rock, sand, stone, metal, ash, or other suitable earth-like material and it must be at least 3 inches deep or the spell fails.
When the stones appear from the surface you make two ranged spell attacks, hurling the stones with magic at targets you can see within 60 feet of the stones. For each attack, a target takes 2d6 nonmagical bludgeoning damage on a hit. You may choose a different target or the same target for any of the attacks, but all targets must be within 30 feet of each other.
The spell attacks you make with this spell determine cover and line of effect as if made from the location where the stones were summoned instead of from your location, and they ignore the normal disadvantage that ranged attacks suffer against prone targets.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you make one additional attack with the stones for each slot level above 1st.
from Benevolent Evil DM on D&D Unleashed
Strangulate
4th-level transmutation (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
An Arcane Trickster rogue may treat this spell as an illusion spell for the purposes of learning the spell.
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
You clutch your hand into a fist and magically grip the throat of one creature that you can see within range. The target takes 4d6 force damage and must make a Strength saving throw or become restrained until the spell ends.
While restrained by this spell, the target takes 4d6 force damage at the start of each of their turns. It cannot speak, provide verbal components for spells, breathe, or use breath-based abilities. If the target must breathe to live, it has disadvantage on concentration checks, and you add your spellcasting ability modifier to the DC for concentration checks caused by this spell.
A restrained target can use an action on its turn to make a Strength saving throw against the spell, escaping the effect on a successful saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th. All creatures targeted by this spell must be within 30 feet of each other when you cast the spell.
from Benevolent Evil DM on D&D Unleashed
Summon Spirit
4th-level necromancy (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the heart of a humanoid that has died in the past 24 hours, which is consumed)
- Duration: Concentration, up to 1 hour
Crushing a humanoid heart in your hand and chanting dark words of power, the heart ignites with a dark, harmless flame. From the smoke, the creature's spirit is called forth from the afterlife and appears in the form of a ghost in a space you choose within range.
Roll initiative for the ghost, it acts on its own turn. When you summon it and on your subsequent turns you can issue a verbal command (requiring no action on your part), telling the ghost what it must do on its next turn. If you issue no command and your previous commands have been fulfilled it will defend itself from any hostile creatures.
If your concentration is broken, the ghost doesn't disappear. Instead, you lose control of the ghost and it becomes hostile toward you and your companions. An uncontrolled ghost cannot be dismissed by you and it disappears 1 hour after you summoned it.
from Goldscale0019 on HomeBrewery
Sun Flower
5th-level conjuration (Druid)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a sunflower seed)
- Duration: Concentration, up to 10 minutes
You conjure a spectral avatar of a massive blooming sunflower out of the ground at a point that you can see within range. The flower gives off bright light for 30 feet and dim light for another 30 feet. The light from this spell is sunlight.
The flower is insubstantial and cannot be touched or dealt damage, and it does not occupy the space it is in. Until the spell ends, you can use a bonus action on your turn to mentally order the flower to blast either an area or a single target with sunlight.
If you choose to blast an area, choose either a 15-foot radius cylinder with a height of 100 feet centered on the flower, a 40-foot cone originating from the flower, or a line 100 feet long and 5 feet wide originating from the flower. Each creature in the area must make a Constitution saving throw, undead and oozes have disadvantage on this roll, or take 6d6 radiant damage, or half as much damage on a successful saving throw.
If you choose to blast a single target, make a ranged spell attack originating from the flower against a target within 150 feet of the flower that you can see. On a hit the target takes 6d6 radiant damage, or half as much damage on a miss. You have advantage on this attack roll against undead and oozes.
When the spell ends, the spectral flower vanishes into petals and pollen on the wind.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.
from Benevolent Evil DM on D&D Unleashed
Sun Strike
4th-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You release a ray of radiant energy that blasts in the direction of one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 11d4 radiant damage and must make a Constitution saving throw or be blinded. At the end of each of its turns, it can repeat the Constitution saving throw, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.
Hit or miss, the target's space is filled with a soft dim light until the end of your next turn.
from Benevolent Evil DM on D&D Unleashed
Swelling Acid Storm
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of acid rain and mist in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured, lasts until the spell ends, and must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts the acid pulses, and each creature in the area must make a Dexterity saving throw or take 3d6 acid damage, or 6d6 acid damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Swelling Storm
6th-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of soft rain, mist, and electrified air in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured, lasts until the spell ends, and it must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts lightning pulses, and each creature in the area must make a Dexterity saving throw or take 3d8 lightning damage, or 6d8 lightning damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Swift Ward
3rd-level abjuration (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
- Casting Time: 1 reaction, which you take just before you receive damage
- Range: Self
- Components: V, S
- Duration: 1 round
You ward yourself in a hasty and impermanent barrier of magical energy to protect against incoming harm, granting you a protective ward.
The ward has hit points equal to 6d6 + twice your spellcasting ability modifier. If you would take damage other than psychic or poison damage, the ward takes that damage instead. If the ward is reduced to 0 hit points, you take any remaining damage and the spell ends.
At the end of your next turn, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ward's hit points increase by 2d6 for each slot level above 3rd.
from Benevolent Evil DM on D&D Unleashed
Swoop
1st-level transmutation (Artificer, Druid, Ranger, Sorcerer, Wizard)
- Casting Time: 1 reaction, which you take immediately after your turn begins
- Range: Self
- Components: V, S, M (a leaf)
- Duration: 1 turn
With a twirl and a flourish of magical energy, you take to the air in a burst of momentary flight. Until the end of your turn, you have a 60 foot flying speed.
You fall if you are still aloft when this spell ends, unless you can stop the fall.
from Benevolent Evil DM on D&D Unleashed
Terra Spike
2nd-level transmutation (Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a flake of igneous rock)
- Duration: Instantaneous
Choose a creature or object that you can see which is adjacent to a surface within range, like a floor, wall, or ceiling. The surface need not be made of a single contiguous material, but it must be mostly made of earth, rock, sand, stone, metal, ash, or other suitable earth-like material, and it must be at least 6 inches deep or the spell fails.
You summon a solid spike out of the surface material to impale the target, which must make a Dexterity saving throw. On a failed saving throw, the target takes 3d10 nonmagical piercing damage, or half damage on a success. If the target is flat against the surface, such as a prone target being spiked from the ground, it has disadvantage on the saving throw and the damage increases from 3d10 to 3d12. The spike crumbles apart after the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by one die for each slot level above 2nd.
from Benevolent Evil DM on D&D Unleashed
Thundercrash Cannon
7th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 200 feet
- Components: V, S, M (a magnetized metal rod)
- Duration: Instantaneous
You blast one creature or object that you can see within range with a snaking bolt of lightning that crashes over the target, bursting and spraying beyond it. Make a ranged spell attack against the target. On a hit, the target takes 12d4 lightning damage.
In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of thunderous might originating from the space just in front of the target. The cone is facing away from you and must include the target in the area. Each creature in the area must make a Dexterity saving throw or take 12d4 thunder damage. On a successful saving throw, a creature takes half damage.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the lightning and thunder damage both increase by 2d4 for each slot level above 7th.
from Benevolent Evil DM on D&D Unleashed
Thunderous Chords
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of rumbling thunderous energy in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area lasts until the spell ends, must be oriented vertically, and can clearly be heard as a rumbling, thumping bass from up to a mile away.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts the thunder crescendos, and each creature in the area must make a Constitution saving throw or take 3d6 thunder damage, or 6d6 thunder damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.
from Benevolent Evil DM on D&D Unleashed
Twilight Dawn
6th-level necromancy (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a column of violet dim light in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area lasts until the spell ends and must be oriented vertically.
Until the spell ends, on each of your turns, you may use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration. This cannot extend the radius beyond 60 feet.
At the end of each of your turns while the spell lasts the dim light pulses, and each creature in the area must make a Constitution saving throw or take 3d8 necrotic damage, or 6d8 necrotic damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage. Undead and constructs are immune to this spell.
from Benevolent Evil DM on D&D Unleashed
Undead Strike
Necromancy cantrip (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
This spell raises an undead servant for a brief moment. Choose a corpse of a Small or Medium creature you can see within range and a target you can see within 30 feet of that corpse. The corpse animates and rushes to the target, attacking them using your spell attack modifier and dealing 1d10 bludgeoning damage on a hit, before becoming inanimate once again.
The corpse attacks the target more than once when you reach higher levels: twice at 5th level, three times at 11th level, and four times at 17th level.
from Goldscale0019 on HomeBrewery
Veiled Blade
3rd-level illusion (Bard, Ranger, Sorcerer, Warlock, Wizard)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: S
- Duration: Instantaneous
Make a ranged spell attack against one creature you can see within range as you hurl an invisible and nearly silent projectile of sharpened magical force towards it. You have advantage on the attack roll if the target does not have blindsight or truesight and cannot see invisible objects. On a hit, the target takes 10d4 force damage, or half as much damage on a miss. If this attack reduces a target to 0 hit points, they do not make a sound as they fall.
Also, if you have the sneak attack class feature and hit with this ranged spell attack, you can use your sneak attack for your turn and deal additional piercing damage to the target equal to your additional sneak attack damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
from Benevolent Evil DM on D&D Unleashed
Vertigo
8th-level enchantment (Cleric, Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You cause a swirl of magic that affects the sense of balance of up to five creatures that you can see within range. Targets must succeed on a Constitution saving throw or be affected with vertigo until the spell ends. A creature affected by vertigo suffers the following effects:
- Its speed is reduced to 10 feet and it cannot fly or climb, regardless of its abilities.
- It has disadvantage on attack rolls and on Perception checks.
- It cannot make more than one weapon attack each turn, regardless of its abilities.
- It automatically fails all Dexterity saving throws, Dexterity ability checks, and any saving throw made to avoid falling prone.
- Attacks made against it have advantage and score a critical hit on a roll of 18, 19, or 20.
- At the end of each of its turns, it falls prone if it was not prone already.
from Benevolent Evil DM on D&D Unleashed
Vitriolic Spray
4th-level conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You expel a geyser of sickly green liquid towards one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 11d4 acid damage and must make a Constitution saving throw or be blinded. At the end of each of its turns, it can repeat the Constitution saving throw, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.
from Benevolent Evil DM on D&D Unleashed
Weapon's Kairos
2nd-level conjuration (Paladin, Ranger)
- Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
- Range: Self
- Components: V
- Duration: Instantaneous
When a creature makes an attack against you, but before the outcome of the attack is decided, you teleport into an unoccupied space within 5 feet of them and make a melee weapon attack as part of the spell. The attack that triggered the spell automatically misses if you teleport to a different space than the one you started in.