Duskblade

by ChosenOfKerensky

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Duskblade

The duskblade blurs the line between mage and fighter, combining the power of magic with melee combat prowess seamlessly.

These warrior-mages combine defensive spells and offensive magic to create deadly warriors who can sling fire and swing blades seamlessly.

Class Features

As a duskblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per duskblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per duskblade level after 1st

Proficiencies


  • Armor: Light and medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) leather armor, longbow, and 20 arrows or (b) scale mail
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
The Duskblade
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Relocation, Magic Detection
2nd +2 Arcane Channeling, Spellcasting, Fighting Style 2 2 2
3rd +2 Duskblade Hour 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Arcane Relocation Improvement 3 4 4 2
6th +3 Improved Arcane Channeling 3 4 4 2
7th +3 Duskblade Hour Feature 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Quick Cast (1/long rest) 3 6 4 3 2
11th +4 Duskblade Hour Feature 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 Spell Empowerment 4 8 4 3 3 1
15th +5 Duskblade Hour Feature 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Quick Cast (2/long rest) 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Duskblade Hour Feature 4 11 4 3 3 3 2

Arcane Relocation

As an action, you can teleport to a point you can see within 30 feet. Immediately after this teleport you can make one weapon attack or cast one cantrip as part of the same action. You must finish a long rest before you can use this feature again.

At 5th level, you gain advantage on the attck roll you make as part of this action and regain the use of this feature after finishing a short or long rest.

Magic Detection

You are able to locate the presence of magic around you. As an action, you sense magic within 60 feet of you. Magic you sense in this way shimmers with a faint aura around any visible creature or object within range and you learn what school of magic it belongs to, if any.

This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of comon metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this a number of times equal to your intelligence modifier and regain all uses after a long rest.

Arcane Channeling

Starting at 2nd level, you are able to deliver magic through your weapons in one seamless motion. Once per turn when you cast a duskblade cantrip that targets one creature, other than yourself, you can instead channel the magic into a weapon you are holding. When you do, you make a melee or ranged weapon attack and if you hit a creature they suffer the normal effects of the attack and you unleash the magic you have stored, targeting them as if you had just cast the spell. If the spell requires an attack roll instead treat it as though you have hit, if the spell requires a save they make the save as normal. You must obey the normal rules for casting spells in order to do this and be capable of casting spells. The range of the spell becomes equal to the range of your weapon. If you are unable to cast the spell, such as due to the effect of counterspell, you may still make the weapon attack. If your attack roll is a critical hit, and the spell deals damage, double all damage dice for the spell.

Spellcasting

By 2nd level, you have completed your arcane tutleage and can cast basic spells similar to a wizard. See chapter 10 of the player's handbook for general spellcasting and the end of this document for the duskblade spell list.

Cantrips

You know two cantrips of your choice from the duskblade spell list. You learn additional duskblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the duskblade table.

Spell Slots

The Duskblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the duskblade spell list.

The Spells Known column of the Duskblade table shows when you learn more duskblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the duskblade spells you know and replace it with another spell from the duskblade spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your duskblade spells. Your magic comes from rigorous study and adherence to your Hour's teachings. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a duskblade spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the player's handbook,) or a weapon you are proficient with, as a spellcasting focus for your duskblade spells.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Arcane Ambidexterity

When you use your action to cast a spell via arcane channeling and make a weapon attack you can use your bonus action to make a second attack with a weapon in your other hand as long as you meet the requirements for two-weapon fighting. When you do, you can add your ability modifier to the damage of this second attack.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be w ielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Duskblade Hour

At 3rd level you begin your specialization in a field of study. Collections of duskblades that share similar techniques and philosophies are called Hours. You join one Hour of your choice: the Hour of Dawn, Hour of Twilight, Hour of Sun, Hour of Midnight, or Hour of Moon all of which are detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, 15th, and 20th level.

Hour Spells

Each hour has a list of associated spells. You gain access to these spells at the levels specified in the hour description. Once you gain access to an hour spell, you always know it. Hour spells don’t count against the number of spells you know.

If you gain an hour spell that doesn’t appear on the duskblade spell list, the spell is nonetheless a duskblade spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Improved Arcane Channeling

At 6th level, you can channel more powerful magics into your attacks. When you make use of your Arcane Channeling feature you can channel any duskblade spell you know and that targets only one other creature into your weapon. You must follow all the normal rules for spellcasting in order to do this. If the attack misses, you still expend the spell slot.

Quick Cast

Starting at 10th level, you may cast a spell that has a casting time of one action as a bonus action instead. If you do so, you may still cast a spell that has a casting time of one action of 1st level or higher with your Arcane Channeling class feature. You may do this once and regain the ability to do so after a long rest.

When you reach 18th level you may use this feature twice per long rest.

Spell Empowerment

From 14th level, when you hit a creature with an attack through arcane channeling and target the creature with a spell that requires a saving throw your target has disadvantage on that saving throw.

Hour of Dawn

Those who follow the hour of dawn bring light and aid to those in need. The followers of this hour specialize in restorative magics.

Hour Spells

You gain hour spells at the duskblade levels listed.

Hour of Dawn Spells
Duskblade Level Spells
3rd Cure wounds, Command
5th Lesser restoration, Warding bond
9th Remove curse, Revivify
13th Stoneskin, Aura of purity
17th Greater restoration, Holy weapon

Arcane Healer

At 3rd level you have learned to imbue your strikes with energy from the positive energy plane, causing your weapon to heal instead of harm. When you make a weapon attack against an ally, that ally can choose to allow you to hit them. When you do, roll damage as normal but the target regains that much HP instead of losing it. You can do this a number of times equal to your intelligence modifier and regain all uses after a long rest. This attack cannot be a critical hit.

Skills of Dawn

At 3rd level you gain proficiency in the medicine skill and the herbalism kit.

Arcane Mending

Starting at 7th level, when you cast a spell of 1st level or higher that deals no damage and make use of arcane channeling, you may target an ally and simultaneously tend to their wounds. When you do, the ally takes no damage from the attack and regains HP equal to your intelligence modifier. You may combine this with the Arcane Healer class feature to restore additional HP.

Curative Transference

Starting at 7th level, you may cast vampiric touch without expending a spell slot. When cast this way, you may make a weapon attack in place of the melee spell attack normally granted to you by this spell. You cannot make use of arcane channeling with this weapon attack. When you hit a creature, you deal 3d6 necrotic damage from vampiric touch in addition to the weapon’s damage. You, or an ally within 30 feet of your target, regain HP equal to half the total damage dealt. You can cast this once and regain the ability to do so after a long rest.

Radiant Sunrise

From 11th level, the first time you hit a creature each turn with a weapon attack you deal an additional 1d8 radiant damage.

Additionally, whenever you cast cure wounds and cast the spell via arcane channeling you restore an additional 1d8 HP.

New Dawn

At 15th level you wield greater power of the positive energy plane. You may cast wall of light without expending a spell slot. You may do this once and regain the ability to do so after a long rest.

Daybreak

At 20th level, the first time you are reduced to 0 HP you instead surge with radiant energy. You regain HP equal to half your max and if a creature within 150 feet reduced you to 0 HP it must make a Constitution saving throw against your duskblade spell DC. On a failed save, it is permanently blinded and takes 8d10 radiant damage. On a successful save, it is not blinded and takes 8d10 radiant damage. This can only trigger once each dawn.

Hour of Twilight

The hour of twilight boasts the largest number of duskblades. These warrior-mages focus on honing their skills to perfection, working to perfect the art of combining spell and sword-arm.

Hour Spells

You gain hour spells at the duskblade levels listed.

Hour of Twilight Spells
Duskblade Level Spells
3rd Shield, Zephyr Strike
5th Blur, Misty Step
9th Haste, Thunder Step
13th Freedom of Movement, Greater Invisibility
17th Far Step, Steel Wind Strike

Disappear into Night

Starting at 3rd level you gain an additional use of Arcane Relocation between rests.

Skills of Twilight

At 3rd level you gain proficiency in one skill chosen from the duskblade's skill list and a tool proficiency of your choice.

Advantageous Reappearance

From 3rd level, whenever you teleport, as long as you reappear at least 15 feet away from your original location, the first weapon attack you make before the end of your next turn is made with advantage.

Improved Relocation

At 7th level, whenever you make use of Arcane Relocation, you may bring one willing creature within 5 feet of you with you when you teleport.

Improved Haste

Starting at 7th level, you may cast haste without expending a spell slot. When cast this way, the extra action granted to you by haste can also be used to cast a cantrip and you may make use of arcane channeling twice per turn, as long as one of the spells you cast is a cantrip. You can cast this once and regain the ability to do so after a long rest.

Quenching Sunset

From 11th level, you have learned to imbue all of your strikes with magic. The first time you hit a creature each turn with a weapon attack you deal an additional 1d8 force damage.

Additionally, when you cast shield, whenever an attack misses you before the start of your next turn, the attacker takes 1d8 force damage.

Forceful Control

At 15th level you wield greater control over the forces of magic. You may cast Wall of Force without expending a spell slot. You may do this once and regain the ability to do so after a long rest.

End of Days

At 20th level, whenever you reduce a creature to 0 HP with the use of a spell of 1st level or higher via the use of Arcane Channeling, you regain a spent spell slot of equal level used to do so.

Hour of Sun

Members of the Hour of Sun are called so due to their expertise in hunting down rogue duskblades and mages. They shine light on those who have turned away from the proper path and seek to punish or return them to the light. These duskblades are the bane of spellcasters in combat.

Hour Spells

You gain hour spells at the duskblade levels listed.

Hour of Sun Spells
Duskblade Level Spells
3rd Guiding Bolt, Mana Leech
5th Mana Burn, Silence
9th Counterspell, Dispel Magic
13th Otiluke's Resilient Sphere, Staggering Smite
17th Dispel Evil and Good, Scrying

Arcane Purity

Starting at 3rd level, you have learned to protect your magic from the magic of others. Duskblade spells you cast are immune to the effects of dispel magic, counterspell, and similar effects.

Skills of Sun

At 3rd level you gain proficiency in heavy armor and the intimidation skill.

Reality Anchor

You have become innately attuned to the trickery of magic and bend the weave around you to counter it more efficiently. Starting at 7th level, creatures that are within 10 feet of you cannot be invisible due to magic and cannot teleport unless you allow them to do so.

Arcane Disruption

From 7th level, you can more readily disrupt the flow of magic. You may cast Dispel Magic and Counterspell without expending spell slots. You may cast each of these once and regain the ability to do so after a long rest.

Burning Daylight

From 11th level, you imbue your strikes with the force of the sun. The first time each turn you hit a creature with a weapon attack you deal an additional 1d8 radiant damage.

Additionally, when you hit a creature with a weapon attack they take an additional 1d8 radiant damage if they cast a spell on their last turn.

Weave Disruption

Starting at 15th level, your weapon attacks have advantage on creatures that are concentrating on spells.

Additionally, if a creature within 5 feet of you casts a spell, you can use your reaction to cast a cantrip against that creature.

Weave Inferno

At 20th level, you can burn away the weave that spellcasters interract with. As an action, you ignite the strands of magic that surround you for one minute. Creatures, other than you, within 30 feet of you that cast spells take 2d8 fire damage per level of spell slot they expend to do so, or 1d8 for cantrips. You may do this once and regain the ability to do so after a long rest.

Hour of Midnight

Those who join the Hour of Midnight seek to specialize in the arts that the other hours turn away from. They seek victory at any cost and will turn to dark magics to accomplish their ends.

Hour Spells

You gain hour spells at the duskblade levels listed.

Hour of Midnight Spells
Duskblade Level Spells
3rd Dissonant Whispers, Inflict Wounds
5th Blindness/Deafness, Ray of Enfeeblement
9th Animate Dead, Enemies Abound
13th Blight, Shadow of Moil
17th Enervation, Negative Energy Flood

Skills of Midnight

At 3rd level you gain proficiency in heavy armor and the medicine skill.

Coming Night

At 3rd level you learn the toll the dead cantrip and necrotic damage dealt by your duskblade spells and features ignore resistance to necrotic damage.

Grave Upheaval

At 7th level, you learn to uproot the dead to serve beyond their life. you may caast animate dead without expending a spell slot. You may cast this once and regain the ability to do so after a long rest. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Master of Undead

Starting at 7th level, you are always able to control a small number of the dead to aid you. Over the course of a minute, you can revive a body of a humanoid or a pile of bones as a zombie or skeleton as appropriate. When you do, the zombie is under your control and obeys you as if affected by the animate dead spell. After 24 hours, the creature stops obeying any commands you've given to it unless you reassert control over it using this feature. Only one creature may be under your control via this effect at any given time, if you create a second, the first immediately becomes inanimate.

Consuming Dark

From 11th level, you imbue your strikes with the power of the dark moon. The first time each turn you hit a creature with a weapon attack you deal an additional 1d8 necrotic damage.

Additionally, undead creatures under your control count as dealing magic damage for the purpose of overcoming resistances.

Dance of Death

Staarting at 15th level, you control a greater amount of the dead. You may create undead via your Master of Undead as long as you control less than two undead. Additionally, whenever you attack a creature with a weapon attack you can use your bonus action to order an undead creature under your control to use its reaction in order to make one attack against a target within its reach.

Finally, you learn the spells detonate the dead and enhance undead and all skeletons and zombies you create are treated as though already being permanently affected by enhance undead.

The Clock Strikes Twelve

At 20th level, you learn the spell create undead and may cast it without expending a spell slot. When you cast it this way, you cast it as though it had been cast using an 8th level spell slot. You may cast it this way once and may do so again after a long rest.

Hour of Moon

Those who join the Hour of Moon are proficient hunters, specializing in stalking and taking down prey from the shadows.

Hour Spells

You gain hour spells at the duskblade levels listed.

Hour of Moon Spells
Duskblade Level Spells
3rd Entangle, Hunter's Mark
5th Moonbeam, Pass Without Trace
9th Conjure Barrage, Moonlit Arrow*
13th Guardian of Nature, Locate Creature
17th Conjure Volley, Swift Quiver

Skills of Moon

At 3rd level you gain proficiency in the surival skill and you gain darkvision with a range of 120 feet.

Rapid Fire

Also at 3rd level, whenever you use your action to cast an Hour of Moon spell, you may make a single weapon attack as a bonus action.

Arcane Bombardment

At 3rd level, whenever you expend a spell slot of 1st level or higher, you gain a charge of Arcane Bombardment. You can hold a maxiumum number of charges equal to your proficiency bonus. As an action, you may expend any number of charges to cast a number of cantrips via Arcane Channeling equal to the number of charges spent, channeling each through a weapon attack. Each attack must target a different creature. Attacks made this way ignore cover, concealment, and invisibility.

Moonlit Blast

Starting at 7th level, you may cast moonlit arrow without expending a spell slot. You can cast this once and regain the ability to do so after a long rest.

Additionally, you may cast moonbeam without expending a spell slot. When cast this way, you cast it and move the beam as a bonus action on each of your turns for the duration. You can cast this once and regain the ability to do so after a long rest.

Purifying Moonlight

At 11th level, your blows strike with the force of mother moon. The first time each turn you hit a creature with a weapon attack you deal an additional 1d8 force damage. This damage increases to 2d8 if it has taken damage this way in the last minute.

Hunter in the Dark

Upon reaching 15th level, you are an expert at hunting and stalking your prey. You no longer leave tracks or traces of your passage when moving stealthily and cannot be tracked except by magical means.

Additionally, whenever you make an attack while hidden, you remain hidden regardless of if the attack hits or misses..

Sworn Hunter

Starting at 20th level, you can invoke the ancient elven rite of the sworn hunt. When you attack a creature, you may mark the target of your attack as your Sworn Enemy until it dies or until the end of your next long rest, whichever comes first. You can have only one such Sworn Enemy at a time.

When you make an attack roll against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover and you suffer no disadvantage due to long range. Lastly, as long as they are on the same plane as you, you always know the direction towards your Sworn Enemy and they cannot hide from you or gain any benefit from invisibility against you.

You may designate a creature as your Sworn Enemy once and may do so again after a short rest.

Cantrips (0 Level)
  • Blade Ward
  • Chill Touch
  • Deafening Burst*
  • Ensnaring Strike
  • Fire Bolt
  • Forceful Blast*
  • Frostbite
  • Light
  • Mind Sliver
  • Poison Spray
  • Prestidigitation
  • Radiant Glow*
  • Ray of Frost
  • Shocking Grasp
  • Telepathic Barrage*
  • True Strike
  • Viper's Bite*
1st Level
  • Absorb Elements
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Detect Magic
  • Expeditious Retreat
  • False Life
  • Jump
  • Longstrider
  • Mage Armor
  • Mana Leech*
  • Protection from Evil and Good
  • Ray of Sickness
  • Tasha’s Hideous Laughter
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Blindness/Deafness
  • Blur
  • Crown of Madness
  • Earthbind
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Mana Burn*
  • Melf’s Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shadow Blade
  • Tasha's Mind Whip
3rd Level
  • Bestow Curse
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fly
  • Intellect Fortress
  • Phantom Steed
  • Protection from Energy
  • Spirit Shroud
  • Thunder Step
4th Level
  • Banishment
  • Blight
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Phantasmal Killer
  • Polymorph
5th Level
  • Contagion
  • Enervation
  • Hold Monster
  • Immolation
  • Negative Energy Flood
  • Steel Wind Strike
  • Swift Quiver

Deafening Burst

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: Instantaneous

You send a streak of energy towards a foe which explodes into a cacophony upon striking. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 thunder damage and is deafened and other creatures cannot hear it speak until the end of your next turn .

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

Forceful Blast

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: Instantaneous

You send a ray of raw energy towards a creature to move it to a more advantageous position. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 force damage and you push them 5 ft. in any direction.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Radiant Glow

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: Instantaneous

You envelop a creature in radiant light, making them unable to hide from you. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 radiant damage and emits bright light 10 ft. around it until the end of your next turn. Until the bright light fades, it cannot hide and gains no benefit from invisibility.

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

Telepathic Barrage

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You hurl psychic blasts of energy towards a creature, interfering with their ability to think clearly. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 psychic damage and subtracts 1d4 from the next saving throw it makes before the end of your next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Viper's Bite

Evocation Cantrip


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

With precise aim and lightning speed you deliver a vitriolic blow to your foe. Make a melee spell attack against a creature within range. On a hit, the target takes 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Mana Leech

1st-level transmutation

Bard, Cleric, Ranger, Sorcerer, Wizard


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

Make a melee spell attack against a creature you can reach. On a hit, the target loses a 1st level spell slot if they have one, and if they lose one in this way, you recover an expended 1st level spell slot.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your target loses a spell slot of the same level, or highest available if it doesn't have an equivalent spell slot, you expend and you recover an expended spell slot equal to or lower to the one they lose.

Detonate the Dead

2nd-level necromancy

Cleric, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of niter mixed with bone powder)
  • Duration: Instantaneous

One undead creature under your control, or that was under your control but has been reduced to 0 HP in the last minute, and hasn't had this spell cast on them violently releases its animating energy. The undead creature is reduced to 0 HP as it explodes. Each creature within 15 feet of the target must pass a dexterity saving throw or take 4d8 necrotic damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional undead creature under your control per level of spell slot above 2nd level. A creature in the area of more than one burst is affected only once.

Enhance Undead

2nd-level necromancy

Cleric, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Fine bone powder)
  • Duration: 8 Hours

One skeleton or zombie under your control gains additional strength. If you select a skeleton, its dexterity becomes 16 and its base AC becomes 13 + its dexterity modifier. If you select a zombie, its strength becomes 16 and its undead fortitude is changed to be a saving throw DC of 3 + damage taken to survive lethal damage. These stat changes increase the creature's bonus to hit and damage as appropriate.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional undead under your control for each slot level above 2nd. When cast using a spell slot of 4th level or higher, the duration also lasts until dispelled.

Mana Burn

2nd-level transmutation

Bard, Cleric, Ranger, Sorcerer, Wizard


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

Make a melee spell attack against a creature you can reach. On a hit, the target expends a 3rd level spell slot if they have one, or next highest if they don't. If they expend a spell slot in this way they take 1d6 damage per level of spell slot expended.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target expends a spell slot of one higher level than the one used to cast this, or the next highest available if they do not have one of appropriate level.

Moonlit Arrow

3rd level transmutation

Druid, Ranger


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

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a beam of moonlight. Make the attack roll as normal. The target takes an additional 3d8 radiant damage on a hit, or half of the attack's total damage on a miss. You have advantage on the attack roll if attacking a shapechanger or a creature not in its original form.

Whether you hit or miss, the creature must make a Constitution saving throw. On a failed save, they take 2d8 radiant damage and emit an aura of ghostly flames in a 10 foot radius around them. On a successful save, they take half as much damage and suffer no additional effect. The creature can reattempt this saving throw at the end of each of its turns, taking 2d8 radiant damage on a failed save, and ending the effect on a success.

Any creature hostile to you that starts its turn in the ghostly flames must make a Constitution saving throw, taking 2d8 radiant damage on a failed save, or half as much on a successful one.

Shapechangers and creatures not in their original form have disadvantage on any saving throws caused by this spell. If they fail, they also instantly revert to their original form and can't assume a different form until it leaves the spell's aura.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for all effects increases by 1d8 for each slot level above 3rd.

Art Credit
Changelog
  • Renamed Hour of Dusk to Hour of Twilight
  • Additional cantrips added
  • Hour of Moon added
  • zephyr strike, mana leech, mana burn, longstrider, jump, ensnaring strike added to base spell list
 

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