Class Specific Spellbook

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~ Class Specific Spellbook ~

Warlock Spells

Bestial leap

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Your legs swell with twisted sinew and fur-covered musculature. Pick a direction and make a DC10 Dexterity saving throw. If you succeed, you can jump up to 25ft in your chosen direction. If you fail, you jump 15ft in a random direction. Either way, your jump doesn't use any of your movement and does not trigger opportunity attacks. Upon landing, you fall prone and your legs return to normal.

Oostarix's Lunch

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute, requires concentration

You point at a humanoid you can see within range and it must make a Constitution saving throw. On a failure, it begins to vomit small beasts, bugs & bats from its mouth. At the end of each of its turns the target can make another Constitution saving throw to end the effect. While the effect is active, the target has disadvantage on Constitution saving throws and can only speak in garbled retching noises. A humanoid without a mouth cannot be the target of this spell.

Unholy water

1st-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a drop of the caster's blood, which the spell consumes)
  • Duration: Instantaneous

You touch one vial of water and cause it to become unholy water. The water is poisonous to good-aligned celestials, and can heal 2d4+3 hitpoints to undead or lycanthropes. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Symbiotic Clasp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 minute

This spell targets two creatures which are within 5ft of each other and you can see. They must make a Charisma Save against your spellsave DC, which they can willingly fail. If they both fail, dark tentacles grow from each creature and bind them together for the duration of the spell, during which the following effects apply: the creatures cannot move more than 5ft from each other, speed is halved, +1 AC, disadvantage on Dexterity Saves. When one creature moves, it drags the other with it. Either creature can break the spell by using an action to take a Str check vs your spellsave DC.

Mental Foil

3rd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: touch
  • Components: S
  • Duration: 8 hours

Until the spell ends, one willing creature you touch is resistant to psychic damage and has advantage on Charisma saves. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 4 hours for each slot level above 3rd.

Way from the Void

4th-level enchantment


  • Casting Time: 1 action
  • Range: self
  • Components: V
  • Duration: 1 minute, requires concentration

You create a powerful conduit to an eldritch plane, fixed to the front of your body. Until the spell ends, you can't cast spells or make weapon attacks, and you gain the following benefits:

As an action on your turn, you may make a ranged spell attack against up to two targets within 60ft. On a hit, deal 4d6 necrotic damage to each. If you take damage from an ranged attack which targets only you, you may deal the same damage back to the attacker. You have advantage on Constitution saves to resist losing concentration.

Rogue Spells

Palm Swap

1st-level Illusion


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (an object roughly the same size and weight as the target)
  • Duration: 1 minute, requires concentration

You point at an object you can see within range. For the duration of the spell, the target and the object in your hand appear to have been swapped. If a creature uses its action to examine either object, they can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Fighter Spells

Numbing Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (a melee weapon)
  • Duration: Instantaneous

You make a melee weapon attack against one creature within range. On a hit, the target suffers the weapon attack's normal effects, and can't take reactions until the start of its next turn.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target on a hit. The extra damage increases by 1d8 at 11th level (2d8) and 17th level (3d8).

 

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