Complete Guide to Sanctum - Spells #4

by FrostBladestorm

Search GM Binder Visit User Profile

Crashing Shot

evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A ranged weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Spell Lists: Cleric, Sorcerer, Warlock, Wizard

You draw the weapon used in the spell's casting and make a ranged attack with it against one creature within the weapon's range. On a hit, the target must succeed a Strength saving throw or be knocked prone. A Large creature or larger has advantage on this saving throw.

At 5th level, the attack deals an additional 1d8 bludgeoning damage to the target on a hit. This damage increases by 1d8 at 11th level (2d8) and again at 17th level (3d8).

Lacerate

evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Sorcerer, Warlock, Wizard

You accelerate the air around your hand before striking. Make a melee spell attack against a creature you can reach. You have advantage on the attack roll if the target isn't wearing armour. On a hit, the target takes 1d8 slashing damage.

The spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Lullaby

enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Bard

You sing a soft melody, causing a target to become drowsy. Targets must make a Charisma saving throw. On a failure, the target subtracts a d4 to Dexterity and Wisdom saving throws they make, and their speed is reduced by 10 feet. In addition, if a target by this spell is targeted by sleep or similar magic, treat the creatures maximum hit points as half their maximum hit points for the purposes of sleeping the target.

The die the target subtracts increases by one step at 5th level (d6), 11th level (d8), and 17th level (d10).

Mental Reconstruction

divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A spyglass)
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Wizard

You attune your senses, allowing you to piece together an object in your mind. When you cast this spell, you touch a piece from any broken object, and you learn how it looks when it is whole. You can make out any markings, as well as


any missing pieces from the area around it. There must be at least half of the broken object's pieces within 500 feet, or else the spell fails.

Noxious Fang

evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A toxic fungus)
  • Duration: Instantaneous
  • Spell Lists: Druid, Wizard

You unleash a powerful toxic bolt, magically guiding it towards a target of your choice within range. The target must succeed a Dexterity saving throw or take 1d8 poison damage and have disadvantage on Wisdom (Perception) checks that rely on sight or smell until the beginning of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Protector's Chant

abjuration cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A piece of a guard's uniform)
  • Duration: 1 round
  • Spell Lists: Bard, Cleric

You utter an invocation that temporarily shields you from harm. You gain 1d4 + 1 temporary hit points that last until the beginning of your next turn. While these temporary hit points persist, your ability scores, armour class, and speed cannot be reduced.

The temporary hit points increase by 1d4 + 1 at 5th level (2d4 + 2), 11th level (3d4 + 3, and 17th level (4d4 + 4)

Tether

conjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: M (Two mundane objects to be tethered)
  • Duration: Concentration, up to 8 hours
  • Spell Lists: Bard, Druid, Sorcerer, Wizard

You touch two objects. A visible, ethereal, ghostly tether binds those objects. The two objects cannot be moved more than 5 feet away from each other, except by magical means. The tether is dispelled If the objects are further away than 5 feet or the tether is reduced to 0 hit points. The tether has 14 AC and 5 hit points.

This spell's survivability increases by 2 AC and 5 hit points when you reach 5th level (16 AC and 10 hit points), 11th level (18 AC and 15 hit points), and 17th level (20 AC and 20 hit points).



Version 1.0


Got any ideas or feedback? Message me here

Complete Guide to Sanctum - u/FrostBladestorm
 

This document was lovingly created using GM Binder.


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