Neva's Elemental Codex

by Padoru

Search GM Binder Visit User Profile
Neva's Elemental Codex

Introduction

Welcome to Neva's Elmental Codex ! If you have played as a caster in D&D 5e, especially a Draconic Ancestry sorcerer, you may have noticed that there are far more fire damage spells than any other damage type. The goal of this homebrew module is to provide casters with new spells for the following damage types : Cold, Lightning, Acid and Poison.

Of course all those damage types don't have the same number of spells available (and certainly not at the same levels) so they don't get the same numbers of spells in this book. It adds :

  • 4 cold damage spells
  • 5 lightning damage spells
  • 7 acid damage spells
  • 11 poison damage spells

The main goal of this homebrew is to provide somewhat viable options for casters who want to deal a specific type of damage that isn't Fire (and to make Green Dragon Draconic Ancestry possible to play). The spell levels vary from 1st to 9th level.

Cold damage

Cold damage in D&D 5e provides lots of great tools to burst down large groups of foes, as well as some soft crowd control options. Those 4 new spells add more single target options and harder crowd control.

Ice Coffin

8th level evocation

Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 20ft
  • Components: V, S, M (a sapphire worth at least 200gp)
  • Duration: Concentration, up to 10mn

Ice crystals burst out of the ground to encase an enemy in a coffin of pure ice. Choose a creature of size Large or smaller at range. The creature must make a Dexterity saving throw. If it fails, it takes 8d8 cold damage and is encased in a block of pure ice. If it succeeds, it only takes half damage and is not encased in ice. As long as the creature is trapped in the ice bloc, the creature is stunned and takes 1d8 cold damage at the start of each of its turns. The only way to free the creature is to attack and destroy the ice block. It has an AC equal to 10 + your spellcasting ability modifier, 100 hit points and is vulnerable to fire and thunder damage. The block is destroyed when its hit points drop to 0. Creatures immune to the stunned condition only take the initial damage. Creatures immune to cold dammage are not affected by the spell.

If the spell last for its whole duration and the creature is still alive, the creature is permanently trapped in ice. It no longer takes damage from this spell and the ice block can only get destroyed by a disintegrate, dispel magic of level 8th or higher, a wish spell or any similar kind of magic.

At higher level : If you cast this spell using a spell slot of 9th level of higher, the initial damage increases by 2d8 per spell level after 6.

Circle of Frost

3rd level Evocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V, S, M (a blue pearl)
  • Duration: Instantaneous

You stretch your hand and ice crystals spring out it, crashing into a point at range, trapping your enemies into an icy quagmire. Each creature in a 20ft radius around that point must make a Constitution saving throw. Those who fail take 5d6 cold damage. Creatures that succeed at the saving throw take only half damage. The affected terrain is considered difficult until the end of your next round.

At higher level : If you cast this spell using a spell slot of 4th level of higher, the damage increases by 1d6 per spell level after 3.

Burning Cold

2nd level evocation

Sorcerer, Warlock, Wizard


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

You touch a creature with your hand and make it's body temperature go down, freezing it's body instantly. Make a melee spell attack against a creature. If the attacks hit, the creature takes 5d6 cold damage.

At higher level : If you cast this spell using a spell slot of 3rd level of higher, the initial damage increases by 1d6 per spell level after 2.

Ice Statues

4th level invocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1mn.

You choose 3 points at range where human shaped ice statues are formed. Each statue can be attacked, and has 30 hit point and an AC equal to 10 + your spellcasting ability modifier. They have a speed of 30ft and can only take the Dash and Grapple actions. The attack bonus on the grapple is equal to your spell attack modifier. If the statues are subject to an effect that force them to make a saving throw, they have a +0 modifier.

The statues act at your initiative count and are friendly to you and your companions. The statues obey your orders but can't make complex actions, such as grasping an object or pulling a lever. They are immune to the Deafened, Blinded, Charmed, Poisoned, Stunned, Unconscious, Paralyzed and Frightened conditions and are considered as unaligned Construct. They do not posses soul or any form of conscience. They are vulnerable to fire and thunder damage, and are immune to poison and psychic damage;

As a bonus action, you can make any number of ice statues explode, forcing every creature in a 5ft radius around them to make a Dexterity saving throw. Those who fail take 3d6 cold damage, the other take half damage. Enemies grappled by a statue make their save at a disadvantage if the statue that grapples them explodes.

At higher level : If you cast this spell using spell slot of higher level, the number of statues increases. If you use a spell slot of level 6 or 7, you create 4 statues. If you use a spell slot of level 8 or 9, you create 5 statues.

Lightning damage

Lighting damage in D&D 5e feels like an off-brand fire damage : still great, but not as useful or with as much spells than fire. It's mostly used as a go-to against fire resisting/immune enemies by casters. With those 5 new spells, it should be more viable and get a better identity.

Static Arc

2nd level Evocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V, S, M(an amber fragment and a string of wool)
  • Duration: Instantaneous

You create an electric arc that bounces from enemy to enemy. Make a ranged spell attack against a creature at range. If the attack hits, it deals 3d6 lightning damage to the creature, then you choose a creature 10ft away or less from the target. You make the same spell attack against that creature, dealing 1d6 less damage if it hits, as the electric arc bounces on it. You can repeat this process as long as you like until the damage becomes 0. The spell ends when an attack misses. The electric arcs does not bounces back on any creature it has already hit. If their is no eligible creature, the spell ends.

At higher level : If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 by level after 2.

Crashing Lighting

4th level evocation

Druid, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V, S, M(a tree branch or a metallic rod)
  • Duration: Instantaneous

You convoke an enormous thunderbolt that comes crashing on the battlefield. Choose a point at range. All creatures in a cylinder of 20ft radius and 60ft tall centered on that point must make a Dexterity saving throw. Those who fail take 6d8 lighting damage, the others take only half damage. The cylinder must have its base on the ground. The thunderbolt deals double damage to roofs and ceilings made of wood, thatch, tiles, or fragile stone ceiling. However, it is stopped by stone ceiling 3ft thick or more, 5 inch metal surface, dense foliage 10ft thick or more, or multiple stories of a building.

At higher level : If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 by level after 4.

Static Aura

1st level Evocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1mn

You emit an aura of electricity around you. Each creature that begin their turn or enter in a 5ft radius around you must make a Constitution saving throw. Those who fail take 1d4 lightning damage, the others take half damage. The zone affected by this spell is considered difficult terrain.

At higher level : If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 by level after 1.

Magnetic Shell

5th level Abjuration

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M(a small glass marble and a wool string)
  • Duration: Concentration, up to 10mn

You create a bubble of electric energy around you. That bubble takes the form of a sphere of 20ft radius taking you for center and moving with you. The bubble engulfs everything but does not goes through earth, minerals, stone, wood, or any other insulating material. The sphere does not block gases or non metallic liquids. On the other hand, metallic object that are not worn or carried cannot enter the bubble and are pushed away by it. If the bubbles pushes away an object that can't be displaced, because it is attached to a wall or the floor, it enters the bubble instead.

If a projectile made in metal, living wood (wood with sap in it) or any other conductor material is shot through the sphere, you can use your reaction to throw it back. Make a spell attack against the creature that shot said projectile. If this attack hits, it deals 4d10 lightning damage. Any projectile with metallic parts counts as metallic projectile, such as metallic arrow/bolt heads or bullets.

If a creature tries to go through the bubble, it must make a Strength saving throw. If it fails, it takes 3d10 lightning damage, is knocked 5ft away and is prone. If it succeeds, it passes through the bubble and takes half damage.

At higher level : If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 by level after 5.

Electric Surge

6th level Evocation

Sorcerer


  • Casting Time: 1 action
  • Range: Personal (20ft cone)
  • Components: S
  • Duration: Instantaneous

You concentrate your inner energy and release it in the form of a swarm of lighting bolt that burst out of your body in front of you. Each creature in a 20ft cone in front of you must make a Constitution saving throw. Those who fail take 6d10 lightning damage and cannot take reaction until the end of your next turn. Creatures that succeed at their saving throw take half damage and take reactions are normally.

At higher level : If you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 by level after 6.

Acid Damage

With Acid damage we enter the damage type that are regarded as weak. A lot of monsters are resistant to Acid damage, making it not really appealing to casters in general. In short, the only reason why you would want to take those spells is because you're playing a Black Dragon Draconic Ancestry sorcerer or you just want to make things melt.

Corrosive Blood

3rd level Transmutation

Druid, Sorcerer


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1mn

You transmute your blood into an acid like substance that hurts those who attack you. Each time a creature deals you damage, creatures in a 5ft radius around you must make a Dexterity saving throw. Those who fail take 2d6 acid damage, the others take half damage. If a creature used natural weapons (such as claws) to hit you, it takes 1d6 more damage if it is in the 5ft radius. Creatures grappling you or swallowing have a disadvantage at their saving throw. Weapons suffer a -1 penalty to it's damage and attack rolls, as your blood corrodes and destroys the weapon each time they hit you. When this penalty reach -5, the weapon is destroyed.

At higher level : If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 by level after 3.

Dissolution

5th level Evocation

Artificer, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M(a bit of saliva)
  • Duration: Instantaneous

You create a flux of highly concentrated acid and hurl it at a creature or a surface.

Against a creature : Choose a creature at range. It must make a Dexterity saving throw. If it fails, it takes 5d10+30 acid damage. If this damage drops the creature at 0 hit points, it is completely dissolved and reduced to a pile of bleached bones, killing it outright. All the equipment it carries is destroyed, with the exception of magic items. To resurrect a dissolved creature, you need to use a Wish or True Resurrection spell or similar kind of magic.

Against an object or a surface : This spells instantly dissolves non magical objects Medium size or less. It also dissolves a sphere of 5ft radius in objects of greater size than medium or surfaces (such as a wall or the ground).

At higher level : If you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 by level after 5.

Acid Rain

9th level transmutation

Druid, Sorcerer, Wizard


  • Casting Time: 10mn
  • Range: self, 5 miles radius
  • Components: V, S, M(cotton, saliva and rain water)
  • Duration: Concentration, up to an hour

You corrupt the sky and invoke toxic clouds that make death rain from the sky in a 5 mile radius around you. You cannot move while casting this spell. When you finish casting the spell, an acid rain starts raining in the zone, destroying all life.

Every creature on the outside during the spell's duration takes 1d6 acid damage for every round it spends in direct contact with the rain, taking 10d6 damage after a full minute. The damage is double against Plants or Artificial Creatures. All plant life wither : small plants and bushes are dead after 5mn, shrubs and small trees after 10mn, fully developed trees after 20mn and finally, when the spells reach it's full duration, all plant life, including magical, is dead, reduced to lifeless bleached bark.

Buildings suffer similar effects : wooden or dirt buildings are destroyed after 30mn, stone, brick and similar materials building are destroyed after 45mn and after a full hour every single construction, including great work of architectures such as castles are completely destroyed and reduced to ruins.

Earth becomes completely sterile and water becomes non-drinkable if the spells reach its full duration. If not, the earth and water becomes unsuitable to agriculture of humanoid consumption for a number of years equal to the duration of the spell divided by 10 (if the spell last 30mn, the land is unusable for 3 years), rounded up. Water in the affected area becomes toxic and animals are forced to flee or die.

The only way to revert those effect is the use of a Wish spell or similar magic.

Internal Corrosion

6th level transmutation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M(vinegar and a bit of fresh blood)
  • Duration: Instantaneous

You change a creature's blood into a noxious substance that dissolves it from the inside (it is up to the DM if a creature posses blood or a similar fluid or not). Chose a creature within range. It must make a Constitution saving throw. If it fails, it takes 10d8 acid damage and is Poisoned until the end of your next turn. If it succeeds, it takes half damage and is not Poisoned.

At higher level : If you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 by level after 6.

Acid Reflux

2nd level Transmutation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: Self (30ft line)
  • Components: S, M(Saliva and bile)
  • Duration: Instantaneous

You throw up a corrosive liquid that dissolves everything on its path. The liquid spurt forms a 20ft long and 5ft large line in front of you. Every creature on this line must make a Dexterity saving throw. Those who fail take 3d6 acid damage, the others take half damage.

Throwing up like this purify your body : if you were under the effect of a non magical toxic substance such as a poison or a drug, you are free from its effects when you cast this spell.

At higher level : If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 by level after 2.

Oozeous form

4th level transmutation

Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M(mud and vinegar)
  • Duration: Concentration, up to an hour

You touch a willing creature, transforming it and everything it's carrying into a gelatinous and acid ooze of Small size for the spell's duration. This spells ends if the creature drops to 0 hit points. This spells does not affect the creature if it's an Oozes or incorporeal.

Under this form, the target's only method of Movement is a crawling speed of 20ft. The target can enter and occupy the space of another creature. It is resistant to non-magical damage with the exception of fire damage, and it has advantage on Strength, Dexterity and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces, and pours over surfaces instead of falling of an edge.

While in the form of a slimy ooze, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can't attack or cast spells. Each times it enters another creatures space, that creature must make a Dexterity saving throw. If it fails, it takes 2d6 acid damage, and only half damage on a success.

Corrosive quagmire

3rd level transmutation

Artificer, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V, S, M(Vinegare and dirt)
  • Duration: Concentration, up to 1mn

A bubble of foul smelling acid burst from your hands and crashes on a point at range. The ground in a 20ft radius sphere becomes a dangerous marsh for the spell's duration. Each creature that enters or begins its turn in this area must make a Strength saving throw. Those who fail sink into the acid and take 2d6 acid damage, and see their speed reduced to 0 until the end of your next turn. The others take half damage and keep their normal speed. A creature can use an action to pull out a creature that failed its saving throw from the mud and restore its movement speed.

At higher level : If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 by level after 3.

Poison damage

Poison damage is the worst damage type in the game for two reason. First of all, half the monster manual is immune or resistant to this damage type, and elemental adept does not work with Poison Damage (although you could homebrew it). Second of all, very few spells actually deal poison damage. For this reason, it is impossible to play a Green Dragon Draconic Ancestry Sorcerer, and with the exception of Cloudkill, you won't see a lot of poison damage spells. The goal here was to make this damage type easier to uses, in combat but also in trickier situations. After all, poison is the favorite weapon of the assassin.

Poison touch

1st level transmutation

Druid, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 1 action
  • Components: V, S, M(poisonous frog skin)
  • Duration: Instantaneous

You secrete an extremely toxic liquid at the surface of your skin and try to inoculate it to an enemy. Make a melee spell attack against a creature. If it hits, it deals 1d8 poison damage and the creature must make a Constitution saving throw. If the creature fails, it is poisoned until the end of your next turn.

At higher level : If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 by level after 1.

Venomous dart

2nd level transmutation

Sorcerer


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M(a dead wasp)
  • Duration: Instantaneous

You make a dart grow out of your hand and hurl it at a creature at range. Make a range spell attack. If the attack hits, the creature takes 2d8 poison damage and must make a Constitution saving throw. If it fails, the creature is poisoned for up to a minute. A poisoned creature takes 1d6 poison damage at the starts of each of its turns and is under the Poisoned condition. The creature can make a Constitution saving throw at the end of each of its turn to end this effect.

At higher level : If you cast this spell using a spell slot of 3rd level or higher, the damage of the dart increases by 1d8.

Poisoned berry

3rd level transmutation

Druid, Ranger, Sorcerer


  • Casting Time: 1mn
  • Range: Touch
  • Components: V, S, M(berries, that the spell consume)
  • Duration: 1 hour

You touch up to 3 berries and infuse them with a powerful poison for the spell's duration. If a berry is eaten, or if its juice is drank or applied to the skin, the poison enters the victim's body. When you cast this spell, you choose the incubation period, ranging from instantaneous to 2 hours. When this period reaches its end, the poison activates and the victim must make a Constitution saving throw for, every berry that has poisoned it. The target takes 2d8 poison damage per failed save. It takes half damage when it succeeds (as an exemple, if a creature eats 3 berry and fails 2 saves, it takes 2+2+1=5d8 poison damage). If the target fails at least 1 save, it is Poisoned for 1d6 hours.

Any non magical attempt to detect the poison fails before it activates in the victim's body. However, any divination magic inspecting the berries will reveal that they are poisoned with magical means. Detect magic or similar magic shows an aura of Transmutation magic around the berries and a sensation of danger and disgust.

At higher level : If you cast this spell using a spell slot of 4th level or higher, you can transform one more berry by spell level after 3.

Toxin Wall

4th level invocation

Artificer, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M(a bottle of ethanol)
  • Duration: Concentration, up to 1mn

You raise a wall of noxious fumes on a solid surface at range. It can be a maximum of 60ft long, 20ft high and 10 inches wide, or of a 20ft radius dome. The wall is opaque, meaning no creature can see through it without truesight. Any creature on one side of the wall has 3/4 cover from any attack coming from the other side of the wall. The wall persists for the spell's duration. The wall is made of fumes but cannot be dispersed by natural wind. However, a Gust of Wind spell or any similar kind of magic can disperse the fumes and destroy the wall in the affected area.

When the wall appears, every creature in it's area of effect must make a Constitution saving throw. Those who fail take 4d10 poison damage, the other take half damage. Any creature going through the wall must make a Constitution saving throw. Those who fail take 2d10 poison damage. The others take half damage.

At higher level : If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 by level after 4.

Create poison

5th level invocation

Artificer, Druid


  • Casting Time: 10 minutes
  • Range: 9m
  • Components: V, S
  • Duration: Instantaneous

You create up to 3 doses of poison, either in the form of powder or liquid in individual recipients. All the poison created has the same effect and ceases to have effect after 24 hours. Any creature that is administered a dose of the poison must make a Constitution saving throw. Those who fail suffer an effect that you choose at the casting of the spell, the other take 1d10 poison damage and spend a round throwing up. It's up to the DM if you can administer the poison by coating your weapons in it, or any way of administering the poison other than ingestion. By all means, the poison is magical, and can be destroyed by a Dispell magic spell or similar magic.

The effect are :

  • Midnight's shadow : The creature sinks into unconsciousness, its heart stops beating and its breathing stops for the next 2d3 hours. It is physically impossible to distinguish that state from death with non-magical means. The creature can choose to fail its saving throw against this effect.

  • Viper's dagger : The creature takes 4d8 poison damage.

  • Flesh's chain : The creature is paralyzed for 1d4+ your spellcasting ability modifier minutes. It is paralyzed for a minimum of 1 minute. It can retry the saving throw at the end of each minutes.

  • Assassin's Bane : The creature losses 10 maximum hit points at the start of each day. The creature dies instantly when its hit points maximum reaches 0. This effect last until the creature dies or is cured by a Greater restoration spell or similar magic can cure this effect, and purge the poison.

Venomous Grasp

2nd level Transmutation

Druid, Sorcerer, Warlock


  • Casting Time: 1 action
  • Range: 50ft
  • Components: V, S,
  • Duration: Concentration, up to 1mn

Poisoned tentacles grow out of your arm and extend to inject venom in your target's blood. Make a range spell attack against a creature at range. If the attack hits, it deals 2d10 poison damage to the target. Tentacles stay attached to the target and continually inject poison at the end of each turn where you concentrate on this spell. Each poison injection deals 1d10 poison damage. The tentacles bind you to the creatures like a rope would do, interacting with the environment, and preventing it from going farther than 50ft away from you. The creature can try to break free from the tentacle by spending an action and making a Strength (Athletics) check against your spell save DC. If the creature succeeds, it breaks free, ending the spell.

At higher level : If you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 per spell level after 2.

Poison weapon

1st level invocation

Artificer, Ranger


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1mn

You touch a weapon and coat it in a virulent poison. Each time this weapon deals damage to a creature, it deals an extra 1d6 poison damage. This effect last for the spell's duration or until it applies a number of time equal to your spellcasting ability modifier, with a maximum of 5. You can also decide to poison ammunition with this spell, in which case you poison a number of ammunition equal to your spellcasting ability modifier, with a maximum of 5.

At higher level : If you cast this spell using a spell slot of level 4 or 5, the damage increases to 2d6. If you use a spell slot of level 6 or 7, the damage increases to 3d6. I f you use a spell slot of level 8 or higher, the damage becomes 4d6.

Noxious Globe

3rd level invocation

Artificer, Sorcer, Wizard


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V, S, M(a small glass globe)
  • Duration: Instantaneous

A smoke ball forms in your palm and you throw it at a point in range. It then explodes in a whirlwind of toxic gases in a sphere of 20ft radius. Each creature caught in the explosion must make a Constitution saving throw. Those who fail take 6d6 poison damage, the others take half damage. Once you've finished the incantation, you can wait before throwing the globe. In this case, it takes the form of a 5 inch glass globe filled with noxious fumes that stays in your hand. You can then throw it (range 20ft) or with a slingshot or a catapult, or give it to a creature that can do the same. Once thrown, the globe breaks at impact, exploding like in the normal version of this spell. You can place the globe without breaking it. It explodes after a minute if it has not been broke before.

At higher level : If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 by level after 3.

Asphyxia

6th level Invocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S,
  • Duration: Concentration, up to 10mn

You invoke up to 5 clouds of toxic fumes that each fly to the heads of one creature, preventing it from breathing. Each creature affected by a cloud must make a Constitution saving throw. Those who fail take 6d8 poison damage and are suffocating. The others take half damage and can breath normally. If a creature does not need to breath, it automatically succeeds on its saving throw. A suffocating creature suffers the effect of suffocation as described in the Player's Handbook. Multiple clouds cannot affect the same creature.

At higher level : If you cast this spell using a spell slot of 7th level or higher, you create one more cloud by level after 6.

Viper's Embrace

8th level Evocation

Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M(a venomous snake fang)
  • Duration: Instantaneous

You create the strongest poison possible and grow venomous fang at the tip of your fingers. Make a melee spell attack; If it hits, the target takes 12d12 poison damage. Those damage ignore poison damage resistance and convert poison damage immunity into resistance. The target must then make a Constitution saving throw. If it fails, it is poisoned. A poisoned target suffers a level of exhaustion at the beginning of each of its turn. It is allowed to retry the saving throw to end its poisoned condition each time it suffers a level of exhaustion in such a way.

At higher level : If you cast this spell using a spell slot of 9th level, you create the most powerful poison a mortal can conceive. The damage increases by 2d12 and if the targets fails its saving throw after taking the damage, it dies. If it succeeds, it is under the poisoned condition for 10mn. This effect ignores the poisoned condition immunity.

Toxin Nest

5th level evocation

Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M(a piece of cotton and some venom)
  • Duration: Concentration, up to 10mn

A stream of toxic smoke burst from you and engulf everything, in a 60ft radius and 10ft high cylinder centered on you. The zone occupied by the cloud is considered heavily obscured. The cloud completely fills the space in the cylinder and turns around walls and corner, but nor through them. The cloud floats on liquids and falls, filling gaps in the grounds and falling at the edge of a cliff. If parts of the clouds falls away from you for more than 60ft, they disappear. If you go out of the cloud for more than 2 rounds of combat, the cloud disappears.

You can see perfectly in the cloud. You can sens creatures entering and leaving the cloud. Any creature other than you that begins or ends its turn in the cloud or enter the cloud takes 2d6 poison damage.

Spell list

Artificer

Level 4
  • Toxin wall
Level 5
  • Create Poison
  • Dissolution

Druid

Level 1
  • Poison Touch
Level 2
  • Venomous Grasp
Level 3
  • Corrosive Blood
  • Poisoned Berry
Level 4
  • Crashing Lightning
Level 9
  • Acid Rain

Ranger

Level 1
  • Poison Weapon
Level 3
  • Poisoned Berry

Sorcerer

Level 1
  • Poison Touch
  • Static Aura
Level 2
  • Acid Reflux
  • Burning Cold
  • Static Arc
  • Venomous Dart
  • Venomous Grasp
Level 3
  • Circle of Frost
  • Corrosive Blood
  • Corrosive Quagmire
  • Noxious Globe
  • Poisoned Berry
Level 4
  • Crashing Lightning
  • Ice Statues
  • Oozeous Form
  • Toxin Wall
Level 5
  • Dissolution
  • Create Poison
  • Magnetic Shell
  • Toxin Nest
Level 6
  • Asphyxia
  • Electric Surge
  • Ice Coffin
  • Internal Corrosion
Level 8
  • Viper's Embrace
Level 9
  • Acid Rain

Warlock

Level 2
  • Burning Cold
  • Venomous Grasp
Level 4
  • Oozeous Form
Level 5
  • Toxin Nest
Level 6
  • Ice Coffin

Wizard

Level 1
  • Poison Touch
  • Static Aura
Level 2
  • Acid Reflux
  • Burning Cold
  • Static Arc
Level 3
  • Circle of Frost
  • Corrosive Quagmire
  • Noxious Globe
Level 4
  • Crashing Lightning
  • Ice Statues
  • Oozeous Form
  • Toxin Wall
Level 5
  • Dissolution
  • Magnetic Shell
  • Toxin Nest
Level 6
  • Asphyxia
  • Ice Coffin
  • Internal Corrosion
Level 8
  • Viper's Embrace
Level 9
  • Acid Rain

Unleash

The

Elements

The spells in this book were inspired by the video games Wizard of Legend and Valorant, and by multiple spells of the Player's Handbook and Xanathar's Guide to Everything in D&D 5th Edition.

Neva is the name of one of my players wizard player character, who came up with some of the ideas in this book.

Cover Art: JasonNT https://www.deviantart.com/jasontn

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.