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# New and Revised Spells #### Animal Friendship (revised) *1st-level enchantment (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 24 hours ___ This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. The beast must have an Intelligence of 6 or lower or the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
#### Beast Bond (revised) *1st-level enchantment (ritual)* ___ - **Casting Time:** 1 hour - **Range:** 5 feet - **Components:** V, S, M (fine food and rare herbs worth 50 gp, which the spell consumes) - **Duration:** 1 year ___ You can form a close bond with an animal that is friendly to you or charmed by you. When you cast the spell, choose a friendly beast within range. The beast must remain friendly and in range during the entire casting. Once bond, this beast becomes your loyal companion and will obey your commands to the best of its abilities, giving you advantage on your Wisdom (Animal Handling) checks. You also establish a telepathic link with the beast. While within line of sight, the beast can understand your telepathic messages, and it can telepathically communicate simple emotions and concepts back to you. In addition, this link allows you and the beast to sense each others direction and distance within up to 5 miles, and whether the other is injured or unconscious. If you are incapacitated or absent, your companion acts on its own, focusing on finding and protecting you and itself. When the spell ends or is suppressed (e.g. by an *antimagic field*), the beast remains loyal to you, but you lose any benefits given by the spell.
\columnbreak #### Calm Beasts *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects:
* You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. * Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.
#### Cliffscaler *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a goat's hoof) - **Duration:** 1 hour ___ Until the spell ends, one willing creature you touch gains a climbing speed equal to its movement speed, and has advantage on ability checks made to climb difficult surfaces (including creatures). ***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.
#### Hunter's Mark (revised) *1st-level divination* ___ - **Casting Time:** 1 bonus action - **Range:** 120 feet - **Components:** V - **Duration:** 1 minute ___ You choose a creature you can see within range — mystically marking it as your quarry. Alternatively, you can mark a creature if it is already marked by one of your features (e.g. Hunter's Focus, Hexblade's Curse, or Vow of Enmity) or by studying its tracks for at least 1 minute. Until the spell ends, you always know the exact distance and direction towards your mark as long as it's on the same plane of existence as you, and your mark cannot be hidden from you. In addition, once per turn, when you miss with an attack against your mark, you can reroll the attack roll. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the spell's duration is extended: 10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th level), 24 hours (5th level).
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\pagebreakNum #### Locate Creature (revised) *4th-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small figurine, representing the type of creatures you wish to detect) - **Duration:** Concentration, up to 1 hour ___ Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1 mile of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. ***At Higher Levels.*** If you cast this spell using a spell slot of 5th level or higher, the range increases by 2 miles for each slot level above 4th.
#### Predator Instinct *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour ___ You bestow one creature of your choice within range with keen hunting instincts. The target has advantage on initiative rolls, and has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. The spell ends for a target after its first turn of combat. ***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.
#### Primeval Awareness *2nd-level divination* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a small figurine, representing the type of creatures you wish to detect) - **Duration:** Concentration, up to 10 minutes ___ You can attune your senses to the region around you and determine if creatures of a certain type lurk nearby. When you begin casting this spell, choose a creature type (e.g. giants or monstrosities). For the duration, you know if any creatures of the chosen type are present within 1 mile around you, their numbers, and the creatures’ general direction and rough distance from you. If there are multiple groups within range, you learn this information for each group. ***At Higher Levels.*** If you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd.
\columnbreak #### Revivify Beast *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (rare herbs and incense worth 50 gp, which the spell consumes) - **Duration:** Instantaneous ___ You touch a beast that has died within the last 10 minutes. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts. ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the beast returns to live with 10 additional hit points for each slot level above 1st. It can't gain more hit points than its hit point maximum.
#### Snare (revised) *1st-level abjuration* ___ - **Casting Time:** Special - **Range:** Touch - **Components:** V, S - **Duration:** Special ___ As you cast this spell, you draw a circle with a 5-foot radius on the ground or the floor. When you finish casting, the circle disappears and becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. If you cast this spell using 1 action, its duration is limited to 10 minutes. If you cast this spell over 1 minute, its duration is 24 hours. After the trap is triggered, the spell ends when no creature is restrained by it.
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\pagebreakNum #### Summon Nature's Ally *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a small figurine, representing the type of beast you wish to summon) - **Duration:** Concentration, up to 1 hour ___ You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. You can choose any beast with a Challenge Rating of 1/4 or lower. The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action. The creature disappears when it drops to 0 hit points or when the spell ends. ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the beast's CR can be as high as the spell slot level **–** 1.
#### Swift Strike *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You touch a willing creature and infuse it with martial prowess and heightened speed. Until the spell ends, the target can use a bonus action on each of its turns to make a single weapon attack. If engaged in two-weapon fighting, the target can make this attack as part of the same bonus action it uses to make the attack with its other hand. ***At Higher Levels.*** If you cast this spell using a spell slot of 5th level or higher, the target can make two attacks as a bonus action.
\columnbreak #### Urban Awareness *1st-level divination (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You must cast this spell within the confines of a settlement otherwise the spell fails. You can sense the most prominent emotions running through the settlement, such as fear, unrest, or anger. You also gain a rough vision of the general layout of the settlement, and you can identify specific districts such as temples, markets, or slums. During the spell's duration, you can find the fastest routes to any destination within the settlement — finding small alleyways, bypassing blocked streets, and avoiding large crowds. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for an extended time: 10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th level), 24 hours (5th level).
#### Waverider *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a piece of sharkskin or sealskin) - **Duration:** 1 hour ___ Until the spell ends, one willing creature you touch gains a swimming speed equal to its movement speed, and the ability to breathe underwater. ***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.
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