Chimera's Collection Spells

by ChimeraTheDork

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Chimera's Collection of Spells

There have been alot of spells over the course of 5e, however there are some spells that should exist, from spells that have strange effects to spells that deal a rarely seen damage type, I think that these spells do an okay job at adding new and at the bare minimum, interesting content to D&D without making the game unbalanced (by too much, there might something I missed.)

Echoing Force

1st Level Evocation


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

When this spell is cast you must target a creature that can hear you. the target must make a Wisdom saving throw on a failed save they take 1d6 thunder damage on a successful save nothing happens. Every time this spell is cast on the same creature the damage increases by an additional 1d6 to a maximum of 5d6. After 1 round without dealing the damage from this spell all bonus damage is lost.

When this spell can be upcasted, it is treated as if you casted it one time more than normal.

Classes: Bard, Sorcerer, Wizard

Guillotine

1st Level Conjuration


  • Casting Time: 1 action
  • Range: 30ft
  • Components: S, M (a length of rope)
  • Duration: Instantaneous

You try to execute a creature that is barely clinging to life with a falling ethereal blade, choose a creature within range, that creature must succeed on a Dexterity saving throw, if the creature has 10 or less hit points it dies instantly, if the creature succeeds it’s saving throw or has more than 10 hit points nothing happens and the spell fails. A Creature automatically fails their Saving throw if they have Disadvantage on Dexterity saving throws.

For every spell level past 1st increase the hit point threshold by 10, to a maximum of 90 at 9th level.

Classes: Wizard, Sorcerer, Artificer

Improvised Smite

1st level Evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You may take an improvised weapon or unarmed strike and make a weapon attack with it, treating it as if you had proficiency. If this attack lands but the damage die is less than 1d8 it instead becomes 1d8+STR, additionally you deal an extra 2d6 radiant damage with the weapon.

Classes: Paladin

Anomalous Identity

2nd Level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a piece of obscuring clothing for the face)
  • Duration: 1 minute, concentration

As an action you can shroud your identity, for the next minute you ignore all benefits your background gives you but any creature that you do not choose has trouble remembering you, they have disadvantage on insight checks or history checks to recall information about you or anything closely associated with you.

Classes: Bard, Wizard

Divine Vengeance

2nd Level Evocation


  • Casting Time: 1 Reaction (upon taking damage)
  • Range: 20ft
  • Components: V, S
  • Duration: 1 Round

When you take damage from a creature you can see you can cast this spell. That creature must make a wisdom saving throw or take 3d4 Radiant damage and be blinded for 1 round, or half as much on a successful save.

Classes: Paladin, Cleric

Donovan's Dangerous Doorway

4th Level Enchantment


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, M (a Joker playing card)
  • Duration: Instantaneous

You teleport into a space occupied with a medium or smaller creature, that creature must make a Con saving throw against your spell DC, On a Success you just teleport within 5ft of them, if they fail you teleport into them, if they have less than 20 hp (or die from this) they instantly explode into blood and gear and you appear where they were, if they have more than 20 hp then they take 3d10+10 force damage and you teleport within 5ft of them.

 

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