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# Favorite Spells #### Blink Strike *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-feet radius) - **Components:** S, M (A melee weapon) - **Duration:** Instantaneous - **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard ___ As a part of an action used to cast this spell, make a melee spell attack with a weapon against one creature within the spells or your weapons range. On a hit, the target suffers the attacks normal effects, and an ethereal copy of your weapon follows your attacks movement dealing an extra 1d8 force damage. ___ The spell creates more ethereal weapons when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. You can direct the weapons at the same target or at different ones. Make a separate attack roll for each ethereal weapon outside of the first one. ___ #### Cannon Hand *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (Your empty fist) - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Sorcerer, Warlock ___ You coat your arm in magic, momentarily augmenting the strength of your arm dealing an excessive amount of damage. Make a melee spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage, and is disarmed of the weapons that they currently wield. ___ The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) ___ #### Cross Cutter *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Component:** S, M (A bladed weapon) - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Sorcerer, Warlock ___ You fire off a horizontal magical slash through the air in front of you. Each creature in a 15-foot cone must succeed on a Dexterity saving throw or take 1d6 slashing damage. Nonmagical structures, terrain, and items that aren't being worn or carried hit by this spell are cut through. ___ You can fire off more slashes when you reach higher levels: two slashes at 5th level, three slashes at 11th level, and four slashes at 17th level. You can direct the slashes in the same direction or different ones. Targets make separate saving throws for every slash that they are in the cone of. \columnbreak #### Cold Brand *Transmutation Cantrip* ___ - **Casting Times:** 1 action - **Range:** Self (5-feet radius) - **Components:** S, M (a melee weapon) - **Duration:** 1 minute - **Classes:** Bard, Cleric, Druid, Sorcerer, Warlock ___ You sheathe your weapon in branding frostbite magic. Make a weapon attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you brand the target with frostbite. At the start of the targets next turn, and every subsequent turn for the duration of the spell, the target takes 1d10 cold damage. ___ The spell creates more than one brand when you reach higher levels: two brands at 5th level, three brands at 11th level, and four brands at 17th level. You can direct the brands at the same target or at different ones. Make a separate attack roll for each brand, however you only use your weapon for the initial attack. ___ #### Cubit Spear *Conjuration Cantrip* ___ - **Casting Times:** Action - **Range:** 120 feet - **Component:** V,S - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Sorcerer, Warlock ___ You wind your hand back, summoning a several hand lengths long magical spear to put a hole in a target of your choice within range of the spell. Make a ranged spell attack against your target to strike it with raw piercing force. On a hit, the target takes 1d8 piercing damage, and has disadvantage on the next attack roll that they make. ___ You can summon more spears when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at one target or different ones. You make separate attack rolls when attacking multiple targets but one attack roll when attacking one target. #### Earthen Crack *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (20-feet cone) - **Components:** S, M (A bludgeoning weapon) - **Duration:** Instantaneous - **Classes:** Sorcerer ___ You strike the earth with your weapon utilizing the impact of your strike to hit multiple targets just out of your reach. Each target in a 20 foot cone on the ground, must make a Strength saving throw or take 1d8 force damage. Smashing the ground in the spells cone. ___ This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8). ___ \pagebreak
#### Reaping Strike *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-feet radius) - **Components:** S, M (A melee weapon) - **Duration** Instantaneous - **Classes:** Cleric, Druid, Sorcerer, Warlock, Wizard ___ Deathly power eminates from your hand into your weapon. As a part of an action used to cast this spell, you must make a melee attack with a weapon against one creature within your weapons ranges, otherwise the spell fails. On a hit, the target suffers the attacks normal effects, and takes additional necrotic damage equal to your spellcasting ability modifier. If the target is missing any of its hit points, it instead take necrotic damage equal to twice your spellcasting ability modifier. ___ At later levels, the spells normal damage and increased damage increases by one die when you reach 5th level (1d6 or 1d10), 11th level (2d6 or 2d10), and 17th level (3d6 or 3d10). #### Replay Strike *Conjuration Cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** S - **Duration:** 1 round - **Classes:** Sorcerer, Wizard ___ After you strike a target, you can conjure your past action against a creature. When you cast the spell, make a weapon attack against one target within 5 feet of you. On a hit the target suffers the normal effects. For the duration of the spell at the start of your turn, as a bonus action, you make that same attack again. ___ This spell's duration increases by 1 round when you reach certain levels. At 5th level, the spells duration increases to 2 rounds. It increases in this way again at 11th level (3 rounds) and again at 17th level (4 rounds). ___ #### Shift Blade *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Sorcerer, Warlock ___ You summon a shard of vile planar energy and plunge it into a nearby foe. You teleport to an unoccupied location in range and make a melee spell attack at a creature within in reach, dealing 1d8 force damage on a hit. After your attack you immediately teleport back to your original location. ___ The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ___ \columnbreak #### Sunless Spear _Illusion Cantrip_ ___ - **Casting Times:** Action - **Range:** 120 feet - **Component:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You pull threads of darkness and weave them into a vicious weapon to impale a target of your choice within range of the spell. Make a ranged spell attack against your target to strike it with woven shadow. On a hit, depending on the light condition that you cast the spell in, the target takes the damage shown below: | Light Condition | Damage Die | |:---:|:---:| | Bright Light | 1d6 psychic | | Dim Light | 1d8 psychic| | Darkness | 1d10 psychic | ___ You can weave more spears when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at one target or different ones. You make separate attack rolls when attacking multiple targets but one attack roll when attacking one target. #### Strike True *Divination Cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** S - **Duration:** Concentration, up to 1 round - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You extend your hand and point your finger at a target in range. You magic grants you a brief insight into the targets defenses. You gain advantage on your first attack roll against the target, provided that this spell hasn't ended. ___ This spell can apply to two attacks that you make against a target at 11th level. ___ #### Wind Crash *Evocation Cantrip* ___ - **Casting Times:** 1 action - **Range:** Self (5-feet radius) - **Components:** S, M (A melee weapon) - **Duration:** 1 round - **Classes:** Cleric, Druid, Sorcerer ___ You coat your weapon in elemental wind, speeding and strengthening your strikes. Make a melee spell attack with it against one target within 5 feet of you. On a hit, the target takes 1d6 extra thunder damage for the duration, and must make a Strength saving throw. On a failed save the target is stunned for 1 round. ___ The spell's impact lasts longer when you reach certain levels. At 5th level, the stun duration on the target increases to 2 rounds. It increases in this way again at 11th level (3 rounds) and again at 17th level (4 rounds). ___ \pagebreak
#### Ethereal Strikes *1st-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (A bladed weapon and its sheathe) - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Ranger, Sorcerer, Warlock, Wizard ___ You make a sheathing motion with your weapon and create a sphere full of magical copies of your weapon, centered on a point you choose within range. Each creature in a 5 foot sphere must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ___ #### Ethereal Slash *1st-Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S, M (A weapon) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ As a part of an action used to cast this spell, you must make a melee spell attack attack with a weapon against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks normal effects, magic that follows your strike hits the target and then explodes with magic dealing 2d10 force damage to the target and destroys all nonmagical items on the targets body that was in the way of the slash. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ___ #### Healing Elixir *1st-Level Conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (Alchemist’s supplies) - **Duration:** 24 hours - **Classess:** Artificer, Sorcerer, Warlock, Wizard ___ You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes. ___ As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 10 hit points, or they are cured of the following conditions (drinkers choice): Blinded, Charmed, Deafened, Diseased, Poisoned, and Invisible. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the potions healing increases by 1d4 hit points for each slot level above 1st level. \columnbreak #### Mage Fist *1st-Level Conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 8 hours - **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard ___ You glove your hand in a spectral magic hand. The hand lasts for the duration or until you dismiss it as a bonus action. For the duration of this spell, you can use it as a melee weapon dealing 3d6 force damage on a hit. This hand uses your spellcasting bonus for attack and damage rolls. It has the light property and a reach of 10 feet, which you can use for making attacks, or grabbing objects and pulling or pushing them to or from you. #### Presence of Mind *1st-Level Divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (A sprinkle of salt) - **Duration:** 1 hour - **Classes:** Cleric, Sorcerer, Warlock ___ You send magic into your future, readying yourself should you be placed in sudden danger. If you are surprised while under the effects of this spell, you immediately cease to be. Also, if your initiative is below 15 you can choose to make it 15. Once these effects occur, the spell ends. #### Rewind *1st-Level Conjuration* ___ - **Casting Time:** 1 reaction, which you take when you start or end your next turn - **Range:** Self - **Components:** V, S, M (A wristwatch) - **Duration:** Instantaneous - **Classes:** Sorcerer, Warlock, Wizard ___ In a blur, you return to the same space where you began your last turn, and regain any hit points that you lost from between your last turn to your current turn. You cannot return to the same space if it's currently occupied. ___ #### Blade Yard *2nd-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot-radius) - **Components:** S, M (A bladed or spiked weapon) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You stab your weapon into the ground and cause a field of magical copies of your weapon to stabs up from the ground striking all creatures within the spells radius. All creatures within the spells range (except you) take 5d6 piercing damage. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the spells radius doubles for each slot level above 2nd. ___ \pagebreak
#### Chaotic Bond *2nd-Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** Concentration, up to 10 minutes - **Classes:** Sorcerer ___ Choose a creature within 60 feet of you. You create a magical bond between you and the target that lasts until the spell ends. While the bond is active, the magic flow between you. Every time you or your bonded ally cast a spell, the caster can choose to cast its spell as if it were the other : You can cast spells as if you were your ally, using its senses and its position to determine the targets of the spells; and your ally can cast spells as if it were you, using your own senses and position. The caster still uses its own spellcasting modifier, concentration and spell save DC when the effects of a spell require them. #### Ethereal Doppelgänger *2nd-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (An item of importance to the caster) - **Duration:** 1 minute - **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard ___ You conjure a magical duplicate of yourself that can repeat most actions that you have done in your life. The doppelgänger is friendly to you and to those that you consider allies. The doppelgänger cannot speak, but it can make sounds and gestures in response. ___ The doppelgänger obeys your mental and spoken commands, acting mostly in accordance with your wishes and acts on your turn in combat. The doppelgänger has 30 hit points, has your movements speeds, skill and saving throw bonuses and has your Proficiency Bonus. Its Armor Class is equal to your Spell Save DC, and it uses your Spellcasting Modifier for attack and damage rolls it makes. ___ The doppelgänger can cast cantrips from your spell list using your Spell Attack Bonus and Spell Save DC, but cannot cast spells of 1st level or higher. The doppelgänger can make a melee or ranged attack depending in the weapon you had equipped at the time of casting. If you have the extra attack feature, the doppelgänger also has the extra attack feature. ___ If the doppelgänger is reduced to 0 hit points before the spell ends, you're hit with a feedback loop of magic and can't cast spells until the end of your next turn. ___ \columnbreak #### Mass Mage Hand _2nd-Level Conjuration_ ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 minute - **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard ___ Two spectral, floating hands appear at a point you choose within range and last for the duration. A hand may be summoned holding an object that you are carrying. A hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. ____ You can use your action to control all of the hands at once. each hand can take one of the following actions: manipulate an object, open an unlocked door or container, stop or retrieve an item from an open container, pour the contents out of a vial, wield a weapon or make an attack. When a hand attacks, make an attack roll using your spellcasting modifier and proficiency bonus for the roll, if the hand is not holding a weapon or is holding a weapon you are proficient with. On a hit, the attack deals 2d6 force damage or the damage of the held weapon plus your spellcasting modifier. You can move a hand up to 30 feet each time you use it. ___ A single hand cannot carry more than 10 pounds or wield a two handed weapon but multiple hands can act together. For example, two hands may be commanded to make a single attack with a bow or carry 20 pounds. A hand cannot activate a magical item but is considered attuned to any magical item that you are attuned to. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can summon one additional hand for each slot level above 2nd. ___ ___ #### Misty Swap _2nd-Level Conjuration_ ____ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A vial of water) - **Duration:** 5 rounds - **Classes:** Sorcerer, Warlock, Wizard ___ You target a creature of your size or smaller within 30 feet of you and swap places with them. If you target an unwilling creature, the target must make a Charisma saving throw. ___ On a fail, for the duration of the spell, you can use a reaction to immediately vanish in a puff of mist swapping places with the targeted creature. Once you use this reaction you must recast the spell to do this again. On a success, the spell fails and the creature is unaffected. ___ If the target doesn't see you casting the spell then the targets movement speed is halved until the start of your next turn. ___ \pagebreak
#### Planar Adaptation *2nd-Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A bit of stone or earth from your home plane) - **Duration:** 24 hours - **Classes:** Cleric, Druid, Sorcerer, Warlock, Wizard ___ Your spell allows up to 2 creatures within range to be protected from the negative natural effects of the plane on which you are currently on. This includes such things as extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes inherent in the plane itself such as curses and alignment shifts. The effects of gravity or special entrapping traits are not negated by this spell, nor does it provide protection against creatures or extreme/non-natural phenomena within the plane. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can select an additional creature within range for each slot level above 2nd. #### Zarrons Rip *2nd-Level Transmutation* ___ - **Casting Times:** 1 action - **Range:** Self (60-feet-cone) - **Components:** V, S, M (A sorrel flower and a vial of holy water which is consumed by the spell) - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Wizard ____ You create a momentary rip within realities bounds and open a small dimensional hole into the astral plane. As an action you use to cast this spell, all creatures within the spells range must make a Strength saving throw. Taking 6d4 force damage and is pulled or pushed (your choice) 30 feet away or from you on a failed save, or half as much damage and isn't moved on a successful one. ___ Creatures with a creature type that isn't humanoid take an extra 2d4 force damage. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the spells cone increases by 2 times the spell slots level for each spell slot level above 2nd. \columnbreak #### Analyze Portal *3rd-Level Divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self (150-feet radius) - **Components:** V, S, M (A crystal lens and a small mirror.) - **Duration:** Concentration, up to 1 hour - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You can tell whether an area contains a portal. If you study an area for 1 minute, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time). ___ Each minute you study a portal, you can discover one property of the portal, in this order: * Any key or command word needed to activate the portal. * Any special circumstances governing the portal's use (such as specific times when it can be activated). * Whether the portal is one-way or two-way. * A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 minute; the range of the caster's vision is the spell's range. ___ For each property, you make an Intelligence (Arcana) check. If you fail, you can try again in the next minute. Analyze portal has only a limited ability to reveal unusual properties, as follows: ___ **Random Portals:** The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning. **Variable Portals:** The spell reveals only that the portal is variable. If the caster studies the portal's destination, the spell reveals only the destination to which the portal is currently set. **Creature-Only Portals:** The spell reveals this property. If the caster studies the portal's destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes. **Malfunctioning Portals:** The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces. \pagebreak
#### Chaos Strike *3rd-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (50-feet-cone) - **Components:** S, M (A weapon) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You make a slashing motion with your weapon and conjure a large magical copy of your weapon that follows your motions, every creature within the spells range must make a Dexterity saving throw as the weapon slashes all around them in the spells range. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. ___ The weapon cuts through corners and walls. All nonmagical items or objects in the area that aren't being worn or carried are cut to ribbons. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ___ #### One Thousand Cuts *3rd-Level Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-feet-sphere) - **Components:** V, S, M (A bladed weapon) - **Duration:** Instantaneous - **Classes:** Bard, Ranger, Sorcerer, Warlock, Wizard ___ As a part of the action used to cast this spell, you must make a melee attack with a weapon against up to at most five targets of your choice within the spells range. On a hit, the targets suffer the attacks normal effects, and every creature within the spells range must make a Dexterity saving throw as slashes across reality appear all around them in the spells range. A creature takes 5d6 force and 5d6 slashing damage on a failed save, or half as much damage on a successful one. ___ The slashes cut through corners and walls. All nonmagical items or objects in the area that aren't being worn or carried are cut into pieces. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 force damage for each slot level above 3rd. ___ #### Power Surge *3rd-Level Transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Sorcerer ___ The magic flowing through your veins empowers you. For the duration of the spell, every time you roll damage, you can add your sorcerer level to the roll. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the spells duration increases by 1 minute for each spell slot level above 3rd level. #### Spirit Blade *3rd-Level Conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Cleric, Sorcerer, Warlock ___ You conjure a blade that embodies your soul that lasts until the spell ends, unless you dismiss it as a bonus action. It counts as a simple melee weapon with which you are proficient and cannot be disarmed, and uses your spellcasting ability. The damage type the blade deals depends on your alignment; radiant damage for good, force damage for neutral, and necrotic damage for evil. On a hit, the target takes 3d8 of the relevant damage type + your spellcasting ability modifier. ___ Slashing with this spell cuts through objects and terrain like walls. All nonmagical items or objects in the area that aren't being worn or carried are cut as well. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ___ #### Temporal Redux *3rd-Level Transmutation* ___ - **Casting Time:** 1 reaction which you take when you fail an ability check, attack, or saving throw - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Artificer, Sorcerer, Warlock ___ When you fail to pull something off, you can rewind time to redo your action. When you fail an ability check, attack roll, or saving throw, you can reroll it and must use the new roll. If a saving throw involved taking half damage on a successful save, you instead take no damage on a success and half damage on a fail. \pagebreak
#### Blade of the Raven Queen's Servant _4th-Level Conjuration_ ____ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M _(5 raven feathers and a small black diamond which are all consumed by the spell)_ - **Duration:** Duration 10 minutes - **Classes:** Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard ___ You conjure the lands symbol of death in your free hand. The blade is weightless and has a reach of 10 feet, it also counts as magical and uses your spell attack bonus for attack and damage rolls with a +1 bonus to attack and damage rolls made with the blade. If you let go or drop the blade it stands straight up from the ground, you can call the blade back to your hand as a bonus action. ___ Any creature that touches it that is not you takes 4d12 necrotic damage and cannot move it from its place no matter what they do. You can use your action to make a melee spell attack with the deathly blade. On a hit, the target takes 4d10 necrotic damage. ___ As an action, the blade can shed the dark condition in a 30 foot radius and the dim condition for an additional 30 feet, you can dispel the darkness with a bonus action. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 and the grabbed damage increases by 1d12 for every spell slot levels above 4th. The spells duration is also extended by 2 minutes for every spell slot level above 4th level. Finally, the attack and damage bonus increases to +2 when you cast this spell using a spell slot of 5th level, and increases again to +3 when you cast this spell using a spell slot of 6th level or higher. ___ #### Trigger *4th-Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (A vial of the casters blood and a diamond worth 150gp) - **Duration:** 1 minute - **Classes:** Druid, Sorcerer, Warlock ___ Until the spell ends, your speed is doubled, you cannot provoke opportunity attack, you have advantage on Strength checks, and saving throws, and your jump distances are doubled, and if you're missing any hit points you regain 4d8 hit points at the start of each of your turns until the spell ends or until you reach you hit point maximum. ___ Additionally, your bonus action is replaced with a full action, but if you've already cast spell of 1st level or higher then you can only cast a cantrip with this action and vice versa. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 minute for each slot level above 4th. ___ \columnbreak #### Astral Projection *5th-Level Necromancy* ___ - **Casting Time:** 1 hour - **Range:** Self - **Components:** V, S, M (You must provide one jacinth worth at least 100 gp and one ornately carved bar of silver worth at least 100 gp) - **Duration:** Special - **Classes:** Cleric, Sorcerer, Warlock, Wizard ___ You project your astral body into the Astral Plane (the spell projects your body to the material plane if you are already on the astral plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage. ___ Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly. ___ Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. ___ The spell ends for you when you use your action to dismiss it. When the spell ends, you return to your physical body, and you awaken. ___ The spell might also end early for the caster. A successful dispel magic spell used against an astral or physical body ends the spell for that caster. If a caster’s original body or its astral form drops to 0 hit points, the spell ends for the caster. If the spell ends and the silver cord is intact, the cord pulls the caster’s astral form back to its body, ending its state of suspended animation. ___ If you are returned to your body prematurely, you cannot cast this spell again until after you finish a rest. \pagebreak
#### Chaotic Storm *5th-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Sorcerer ___ A storm of chaotic magic start raging in a 30-foot radius around you, twisting and tearing up the space and reality within the area. Each creature in that area must succeed on a Charisma saving throw or be teleported to a free space of your choice within the area of the spell. A creature can choose to fail that saving throw willingly. #### Magical Resonance *5th-Level Divination* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Until you cast Magical Resonance again - **Classes:** Sorcerer ___ You learn the last spell that the target has cast. For the duration, you can cast that spell yourself using your own spell slots, it counts as a sorcerer's spell for you. #### Planar Bubble *5th-Level Abjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self (15-feet radius) - **Components:** V, S, M (A sprinkling of silver dust.) - **Duration:** 1 hour - **Classes:** Cleric, Sorcerer, Warlock ___ This spell creates an area around the target creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. \columnbreak #### Spell Blades Bond *5th-Level Conjuration* ___ - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (A weapon that the caster is proficient in, and a gem worth 300 gp, which the spell fuses together) - **Duration:** Until dispelled by a Dispel Magic cast using a 5th level spell slot or higher - **Classes:** Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard ___ The caster performs a ritual over the course of an hour to bond a single weapon to their soul or person. When this ritual is complete they gain the following benefits after the ritual is over. * The weapon is considered magical for the purposes of overcoming resistance if it wasn't before. * The caster gains a +3 bonus to Attack and Damage Rolls made with this weapon. * The caster can teleport the weapon to their hand as an action or bonus action if it's on the same plane of existence or there's a portal that links it to your current plane. * The caster always knows the location of this weapon. * The caster can use their Spellcasting Ability Modifier, instead of Strength or Dexterity for this weapon. * The caster can use this weapon as an arcane focus with a +3 bonus to spell attack rolls and spell saving throws, and if the weapon is within 30 feet of the caster they can cast spells through this weapon as if they were there. * While the weapon is on their person, they also gain a +1 bonus to their AC and saving throws. * While the caster wields this weapon they can add their spellcasting ability Modifier to any Constitution saving throw they make to maintain their concentration on a spell. ___ If this spell is dispelled, then the weapon and gem defuses and teleports back to the caster no matter the location and loses all listed benefits. ___ \pagebreak
#### Aolaxs' Hallow Blast *6th-Level Evocation (Ritual)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer ___ You raise both hands as you swell with powerful magics reminiscent of ancient myth and release it forming a line 300 feet long and 20 feet wide blasting out from you in a direction you choose. Every target of your choice in the line must make a Charisma saving throw. A target takes 10d10 radiant or necrotic damage on a failed save, or half as much damage on a successful one. The target is killed if this damage leaves them with 0 hit points. The beam destroys everything in its path that isn't worn or carried by a target. If a target is killed by this spell, their body, soul, and all non magical equipment they were wearing is evaporated. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. #### Artificial Sun *6th-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, - **Duration:** Concentration, to 1 hour - **Classes:** Druid, Sorcerer ___ You raise your hand and condense the air around it till it super heats into a small sphere similar to the sun above and throw it at your target. All targets in a 60-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d12 fire and 6d12 radiant damage and are blinded for 10 minutes on a failed save, or half as much damage on a successful one. The light produced by this spell counts as sunlight. ___ The sun destroys cover, non-magical objects & equipment, or non-magical structures and leaves a 10 foot wide crater in its wake. ___ Alternatively, you can hold the spell in your hand for a round, turning the sun into a small black hole before your throw it, and Throw it at the start of your next turn. The damage changes to 12d6 cold and 12d6 bludgeoning damage. With a similar path of destruction as described above. \columnbreak #### Tasha's Otherworldly Guise *6th-Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) - **Duration:** 10 minutes - **Classes:** Cleric, Sorcerer, Warlock ___ Uttering an incantation of power, you draw on the magic of the Outer Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: * The damage types you're immune to depend on your alignment; Evil Aligned: You're immune to fire and poison damage. Good Aligned: You're immune to radiant and necrotic damage. Neutral Aligned: You're immune to force and psychic damage. * You are immune to the poisoned and the charmed conditions. * Spectral wings appear on your back, giving you a flying speed of 60 feet. * You have a +2 bonus to AC. * All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls. * You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. \pagebreak
#### Mass Astral Projection *8th-Level Necromancy* ___ - **Casting Time:** 1 Hour - **Range:** Self (10-feet radius) - **Components:** V, S, M (You must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 800 gp) - **Duration:** Special - **Classes:** Cleric, Sorcerer, Warlock, Wizard ___ You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age, it's immune to psychic damage, and resistant to all other forms of damage. ___ Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing your physical body instantly. ___ Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. ___ The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. ___ The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. \columnbreak #### Conflageration *9th-Level Evocation* ___ - **Casting Time:** 1 action - **Range:** Self (120-foot radius) - **Components:** S, M (a white glove inscribed with an arcane sigil) - **Duration:** Instananeous - **Classes:** Cleric, Sorcerer, Warlock ___ You snap your fingers, and a moment later an explosion erupts outwards from that point that can be heard up to a mile away. Every creature within 120 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 10d8 fire and 10d8 thunder damage and is knocked prone, and takes half as much damage on a successful one. This spell does double damage to objects and structures and all open earth in the area is rendered barren. #### Permanency *9th-Level Transmutation* ___ - **Casting Time:** 1 reaction that you take when you finish the casting of a spell - **Range:** Self (5-foot radius) - **Components:** V, S, M (1000 gp worth of diamond dust per spell level of a targeted spell) - **Duration:** Instantaneous - **Classes:** Cleric, Sorcerer, Warlock, Wizard ___ When you finish the casting of a spell of 8th level or lower that has a duration of a round or minute, such as *Shield*, *Haste*, *Cloudkill*, or *Reverse Gravity*. You can change the spells duration to **Until Dispelled** If the spell requires concentration, it no longer requires it. #### Sorcerous Shape *9th-Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (An object you've imbued with your magic for 1 hour a day for 1 month, which is then consumed by the spell) - **Duration:** Special - **Classes:** Sorcerer ___ Uttering an incantation and snapping your fingers, you conjure your internal reserves of magic to show your true form. You gain the following benefits until the spell ends: - You are immune to nonmagical damage, and resistance to magical and psionic damage. - You are immune to the blinded, charmed, deafened, frightened, paralyzed, and poisoned conditions. - You have a climbing, flying, hover, swimming, and walking speed of 60 feet. - Your memories cannot be manipulated by any means. ___ This spell is unaffected by antimagical effects, and can only be dispelled by a *dispel magic* of 9th level with an equivalent magical artifact that is destroyed in the dispelling. \pagebreak # Investiture Spells ___ Link to more spells:[1st](https://www.gmbinder.com/share/-LtmhKU57ceU3lhliLad "title"), [2nd](https://www.reddit.com/r/DnDHomebrew/comments/jrhge3/three_lightning_spells_at_2nd_5th_and_8th_level/ "title") [3rd](https://www.gmbinder.com/share/-MW5r6wBJTW_lOU6gLyU "title") ___ #### Investiture of Flame *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: ___ • You are immune to fire damage and have resistance to cold damage. ___ • All of your attacks now deal extra 4d10 fire damage. ___ • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 fire damage. ___ • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. #### Investiture of Ice *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Until the spell ends, ice rimes your body, and you gain the following benefits: ___ • You are immune to cold damage and have resistance to fire damage. ___ • You can move across difficult terrain created by ice or snow without spending extra movement. ___ • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 fire damage. ___ • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 5d12 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. \columnbreak #### Investiture of Lightning *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Lightning arcs across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spells duration. The lightning doesn't harm you. Until the spell ends you gain the following benefits: ___ • You are immune to lightning damage, and you have advantage on Dexterity related checks and saving throws. ___ • All your movement speed is doubled, you gain a Hover speed equal to your current walking speed and all of your attacks deal extra 2d10 lightning damage. ___ • Any creature that moves within 5 feet of you for the first time or ends its turn there takes 1d12 lightning damage. ___ • You can use your bonus action to move your full movement in a straight line without provoking opportunity attack, Any creature that's within 5 feet of your path or directly in it must make a Dexterity saving throw. A creature takes 5d12 lightning damage on a failed save, or half as much on a successful one. #### Investiture of Stone *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Until the spell ends, bits of rock spread across your body and float around you, and you gain the following benefits: ___ • Your AC increases by +2, and you have resistance to bludgeoning, piercing, and slashing damage. ___ • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. ___ • Any creature that moves within 5 feet of you for the first time or ends its turn there takes 2d10 bludgeoning damage from floating stone. ___ • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid or liquid earth or stone as if it was air and without destabilizing it. If you're still inside of earth or stone when the spell ends, you're gently shunted 10 feet out of the earth or stone.