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# Ginemor's Martial Spells (v0.2) There are some classical moves we see in fantasy that are not yet implemented in the current system of Dungeons & Dragons, or are only exclusive to some subclasses. Here is an idea to implement something similar. At the DM's discression: **The following spells can be added to any spell list of any class**. #### Protective Alertness *1st-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** Self (5 ft. radius) - **Components:** S, V, M (a shield you are proficient with) - **Duration:** Concentration, up to 1 minute You focus on protect others with your shield. For the duration, any attack that would be made to any friendly creature within 5 feet of you has disadvantage, and once for the duration, you can use your reaction to make one melee weapon attack against an attacking creature before its attack, ending the spell. The attack deals 1d8 extra psychic damage. **At Higher Levels**: The extra damage on the weapon attack of this spell increases if you cast it using a spell slot of 2nd level or higher. The damage increases by 1d8 for each spell slot level beyond the 1st. #### Heroic Strike *1st level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V, M (a melee weapon you are proficient with) - **Duration:** 1 minute As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, is dealt an extra 2d6 psychic damage and must succeed on a wisdom saving throw or not being able to make an attack to a creature other than you for the duration. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 2nd level or higher. The damage increases by 1d6 for each spell slot level beyond the 1st. #### Goading *2nd-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 30 ft. - **Components:** S, V - **Duration:** 1 minute. You compel up to three creatures to fight no other creature than you. The targets must succeed on a wisdom saving throw or be affected by the spell. For the duration, whenever an affected creature would make an attack against a creature other than you, it is dealt 1d10 psychic damage. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 3rd level or higher. The damage increases by 1d10 for each spell slot level beyond the 2nd. \columnbreak #### Wind Slash *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (30 ft. line) - **Components:** S, V, M (a melee weapon you are proficient with that would deal slash damage) - **Duration:** Instantaneous You swing you weapon, releasing a ghostly wind slash that slices everything in its path. Each creature in a 30 feet long and 5 feet wide line originated from you in a direction you choose must succeed on a dexterity saving throw or be dealt 3d6 + your strength or dexterity modifier (your choose) slashing damage on a fail, half that much damage on a success. Objects that would be hit by the slash get damaged and cut as if you have hit them. The slash is strong enough to pass through solid stone and cut up to 5 feet of it, but not enough to pass through or slice more than 1 feet of solid metal. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 3rd level or higher. The damage increases by 1d6 for each spell slot level beyond the 2nd. #### Mighty Sweep *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (5 ft. radius circle) - **Components:** S, V, M (a melee weapon you are proficient with that would deal bludgeoning damage) - **Duration:** Instantaneous You spin while swinging a weapon, striking all foes within range. Each creature in a 5 feet radius circle centered in you must succeed on a dexterity saving throw or be dealt 3d8 + your strength modifier damage on a fail, half that much damage on a success. The radius increases by 5 feet if your weapon has 10 ft. reach. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 3rd level or higher. The damage increases by 1d6 for each spell slot level beyond the 2nd. #### Storm of Thrusts *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (15 ft. cone) - **Components:** S, V, M (a melee weapon you are proficient with that would deal piercing damage) - **Duration:** Instantaneous You quickly stab each foe in front of you. Each creature within a 15 foot cone originated from you must succeed on a dexterity saving throw or be dealt 3d6 + your strength or dexterity modifier (your choose) piercing damage on a fail, half as much damage on a success. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for each spell slot level beyond the 2nd. \pagebreak #### Seismic Slam *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** S, V, M (a melee weapon you are proficient with that would deal bludgeoning damage) - **Duration:** Instantaneous You jump to a desired point in the ground within range and slam your weapon to create a small but powerful earth tremor. Each creature within 15 feet of the point you landed must succeed on a constitution saving throw or be dealt 3d6 thunder damage plus 3d6 bludgeoning damage and be knocked prone on a fail, being dealt half that much damage and not being knocked prone on a success. You can't land to a point more than 10 feet higher than the starting point where you jump and you take fall damage normally if you would land on a point 10 feet lower than the starting point. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for either the thunder or the bludgeoning damage for each spell slot level beyond the 3rd. #### Ethereal Stab *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (90 ft.) - **Components:** S, V, M (a melee weapon you are proficient with that would deal piercing damage) - **Duration:** Instantaneous You fiercely stab your weapon in the air, creating a faint blue light in the air that latter becomes a strong piercing wind burst that travels in a line originated from you 120 feet long and 5 feet wide. Each creature in the line must succeed on a dexterity saving throw or be dealt 3d6 force damage plus 3d6 piercing damage and be pushed up to 15 feet away from you on a fail, being dealt half that much damage and not pushed on a success. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for either the force or the bludgeoning damage for each spell slot level beyond the 3rd. #### Slicing Distortion *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, V, M (a melee weapon you are proficient with that would deal slashing damage) - **Duration:** Instantaneous You swing your weapon creating a slashing energy line originated from a point you choose within range directed to a direction you choose forming a 60 feet long and 5 feet wide line. Each creature in the line must succeed on a dexterity saving throw or be dealt 3d6 force damage plus 4d6 slashing damage on a fail, being dealt half that much damage. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for either the force or the bludgeoning damage for each spell slot level beyond the 3rd. \columnbreak #### Brave Windmill *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (5 ft radius) - **Components:** S, V, M (a melee weapon that has the versatile or the two-handed property that you are proficient with) - **Duration:** Concentration, up to 1 minute You fiercely spin swinging your weapon non-stop. For the duration, your movement speed is reduced by 10 ft. but difficult terrain doesn't slow you movement further. Whenever you move to a space within 5 feet of a creature for the first time in your turn, a creature moves to a space within 5ft of you for the first time in its turn or a creature ends its turn in a space within 5ft of you, it must succeed on a dexterity saving throw or be dealt 3d8 + your strength modifier of the damage type the weapon you are using would deal. You can end the spell as a bonus action on subsequent turns. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage you deal increases by 1d8 for each spell slot level beyond the 3rd. #### Steel Wind Step *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, V, M (a polearm melee weapon that you are proficient with) - **Duration:** Instantaneous You instantly move to an unoccupied space you choose within range, striking all creatures within your path. Each creature within the line between the point you were and the point you moved to must succeed on a dexterity saving throw or be dealt 3d6 force damage plus 3d6 of the damage the weapon you are using would deal on a fail, being dealt half that much damage on a success. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for either the force or the bludgeoning damage for each spell slot level beyond the 3rd. #### Gigantic Smash *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** S, V, M (a melee weapon that has the heavy property that you are proficient with) - **Duration:** Instantaneous You fiercely smash the ground using a heavy weapon to create a powerful thunder wave forming a line 30 feet long 15 feet wide directed in a direction you choose. Each creature within that space must succeed on a constitution saving throw or be dealt 3d6 thunder damage plus 3d6 bludgeoning damage and be knocked prone on a fail, being dealt half that much damage and not being knocked prone on a success. **At Higher Levels**: This spell's damage increases if you cast it using a spell slot of 4th level or higher. The damage increases by 1d6 for either the thunder or the bludgeoning damage for each spell slot level beyond the 3rd. \pagebreak #### Booming Shot *2nd level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, V, M (a shortbow or a longbow you are proficient with) - **Duration:** Instantaneous You shot an arrow from a bow that hits the target so fiercely that it causes a thunderous boom audible up to 100 feet away. You must make a ranged attack with a bow against one creature within the spell's range, otherwise the spell fails. Whether you hit or miss, in addition to the attack's normal effects if you successfully hit, the target and each creature within 10 feet of it must make a constitution saving throw or be dealt 2d8 thunder damage and knocked prone on a fail, half that much damage on a success. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the thunder damage increases by 1d8 for each slot level above the 2nd. #### Whirling Shot (betha v0.1) *2nd level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, V, M (a crossbow of any kind you are proficient with) - **Duration:** Instantaneous You shot a bolt from a crossbow that pulls the wind creating a cutting wind whirl in its path. You must make a ranged attack with a crossbow against one creature within the spell's range, otherwise the spell fails. Whether you hit or miss, in addition to the attack's normal effects if you successfully hit, the target and each creature within a line 15 foot wide between you and the target must make a dexterity saving throw or be dealt 2d8 slashing damage on a fail, half that much damage on a success. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the slashing damage increases by 1d8 for each slot level above the 2nd. #### Whirling Shot (betha v0.2) *2nd level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** S, V, M (a crossbow of any kind you are proficient with) - **Duration:** Instantaneous You shot a bolt from a crossbow that travels in a straight line piercing each thing in its path creating a line of whirling cutting wind 60 feet long 5 feet wide directed in a direction you choose. Each creature in that line must succeed on a dexterity saving throw or be dealt 1d10 + your dexterity modifier piercing damage plus 1d8 slashing damage on a fail, or be dealt half that much damage on a success. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the slashing damage increases by 1d8 for each slot level above the 2nd. \columnbreak #### Martial Prowess *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, V, M (a melee weapon you are proficient with) - **Duration:** 1 hour You imbue yourself with magical martial prowess. For the duration, you can use your spellcasting ability, instead of Strength or Dexterity, for the attack and damage rolls made with simple or martial weapons. In addition, you temporarily gain the benefits of one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. **At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, you can perform two attacks instead of one when you take the attack action during your turn. Moreover, when you cast this spell using a spell slot of 4th level or higher, your weapon attacks deal your choose of 1d4 extra force, necrotic or radiant damage for each spell slot level beyond the 3rd. #### Threatening Aura *3rd-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** Self (30 foot radius) - **Components:** S, V, M (a full armor set you are proficient with which you must have donned) - **Duration:** 1 minute. You release a menacing aura with a 30-foot radius, making your presence in the battlefield not able to be ignored. Until the spell ends, the aura moves with you, centered on you. For the duration, whenever a creature starts its turn within the aura, it must succeed on a wisdom saving throw or be forced to move as near to you as possible and attack you if possible. \pagebreak