New 5e Class: Mage

by CurlyFries

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The Mage

A tiefling in blood red robes gently lays their companion into a field hospital cot, magic flaring as they begin to mend her wounds. A commotion at the front of the tent causes them to whip round, grabbing a staff which crackles with dark energy; nothing will come between a medic and their patient today.

A burly human stands at the prow of a great naval vessel, clutching a staff adorned with shells and anchors, which glows with the same blue-green as her wavelike tattoos. The pirates outnumber her own fleet, but that won’t save them from the wrath of the tides.

In a shaded glen, a gnome treads lightly past rune-carved monoliths, tracing their ancient glyphs by the light of the branch that hovers next to his shoulder. When his studies are complete, he waves a hand, bidding the rocks to fold into the earth once more; their arcane secrets are not for the uninitiated.

Mages are arcane spellcasters who delve into a form of elemental magic, channelling their connection to the Weave through modified staves, which serve as powerful weapons or magical tools as well as spellcasting foci.

Connected to the Weave

Mages are connected directly to the Weave of raw magic that enables and empowers spellcasting around the world. Stradling the line between wizards and druids, mages recognise the Weave as a natural force in its own right – they may know how manipulate it to cast spells through dedicated study, or possess an intuitive connection to it the same way a sailor understands the winds and the waves.

Magical Handyfolk

Mages are less tied to their towers and libraries than wizards, and less prickly toward civilisation than druids, making them an ideal choice for those in need of magical assistance. All mages specialise in a particular flavour of magic, such as storms or illusions, and they naturally gravitate to places or individuals who will give them the opportunity to practice and deepen this connection.

Class Name
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Mage's Staff (6), Spellcasting 3 2
2nd +2 Magic Speciality, Minor Staff Customisation 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Mage's Staff (d8), Twin Bolts 4 4 3 2
6th +3 Magic Speciality feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Moderate Staff Customisation 5 4 3 3 3 2
11th +4 Mage's Staff (d10) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Magic Speciality feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Mage's Staff (d12) 5 4 3 3 3 2 1 1 1 1
18th +6 Major Staff Customisation 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archmage 5 4 3 3 3 3 2 1 1 1
Design by Lexi Abbey | Made with GM Binder

Creating a Mage

The most important question to consider when creating your mage is how they interact with the Weave, and what motivates their choice of Magic Speciality. A student of medicine may have spent months in study of blood magic, working out how to turn magic into life energy, while a sailor may have intuited the way magic interacts with the winds just as the winds interact with their sails.

Quick Build

You can make a mage quickly by following these suggestions. Intelligence or Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit or Sage background.

Multiclassing

To multiclass as a mage, you must have an Intelligence or Wisdom score of at least 13. You gain proficiency in woodcarver’s tools. For adding class levels together to calculate spell slots, use your full levels in this class.

Class Features

As a mage, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mage level after 1st

Proficiencies

  • Armour: none
  • Weapons: clubs, daggers, quarterstaves, darts, slings, light crossbows
  • Tools: woodcarver’s tools
  • Saving Throws: Intelligence, Wisdom
  • Skills: choose two from Arcana, History, Intimidation, Medicine, Nature, Perception, Persuasion, Religion, or Survival

Equipment

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

  • (a) two daggers or (b) a quarterstaff
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) a priest’s pack or (c) an explorer’s pack
  • An arcane focus and a set of woodcarver’s tools

Alternatively, you may start with 3d4*10 gp and purchase your own equipment.

Mage's Staff

1st-level Mage feature

You wield the signature tool of your trade: the mage’s staff. Unlike the staves used by many other spellcasters, the staff of a mage is both a tool of their power and a symbol of their connection to magic, growing in power alongside them. You start with one such staff, but you may create another over the course of a long rest with a set of woodcarver’s tools; this magically destroys the previous staff. Rather than creating a staff from scratch in this manner, you may use 10gp of special ritual components to imbue an existing staff (magical item) in your possession with the properties of your Mage’s Staff, in addition to its original properties.

While holding your staff, it counts as an arcane focus for you, and you may use it to supplement the somatic components of your spellcasting. Other creatures may access the magical properties of your staff, however they must first attune to it, and you must be willing to allow that to happen, or dead.

Additionally, you may use your staff to unleash a bolt of magical energy; as an action, you make a ranged spell attack against a target within 60 feet of you, dealing force damage equal to 1d6 + your spellcasting ability modifier on a hit. The damage die of this attack increases at certain levels, as shown in the Features column of the Mage table.

Spellcasting

1st-level Mage feature

Interacting with the weave of magic as a natural force, mages are able to cast arcane spells.

Cantrips

At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Whenever you complete a long rest, you may choose one mage cantrip you know and replace it with one you do not.

Preparing and Casting Spells

The Mage table shows how many spell slots you have to cast your mage spells of 1st level and higher. To cast one of these mage 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.

You prepare the list of mage spells that are available for you to cast, choosing from the mage spell list. When you do so, choose a number of mage spells equal to your spellcasting ability modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

Design by Lexi Abbey | Made with GM Binder

For example, if you are a 3rd-level mage, you have four 1st-level and two 2nd-level spell slots. With a spellcasting ability modifier of 16, your lit of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying and meditating on the essence of magic: at least 1 minute per spell level for each spell on your list.

Your choice of Magic Speciality at 2nd level adds additional spells and cantrips to the lists you can learn or prepare from.

Spellcasting Ability

You may choose Intelligence or Wisdom as your spellcasting ability, as your spellcasting comes from either your study of the Weave of magic or an intuitive connection to that same force. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your spellcasting ability modifier

Spell attack modifier = your proficiency bonus +

your spellcasting ability modifier

Ritual Casting

You can cast a mage spell as a ritual if it has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your mage spells.

Magic Speciality

2nd-level Mage feature

You choose your Magic Speciality. Every mage chooses a particular thread of the Weave to study and embody; some choose an elemental affinity, while other opt for subtler arts. This goes deeper than the arbitrary “schools” studied by other spellcasters, instead following that thread to its conclusion without worrying about one’s place in the grander design. This choice grants you additional features at 2nd level, and again at 6th and 14th levels.

Minor Staff Customisation

2nd-level Mage feature

You begin to personalise your Mage’s Staff, allowing it to grow in power alongside you. Choose one of the following features to apply to your Mage’s Staff; you may make a different choice each time you recreate the staff:

  • Battlemage’s Reinforcement. Your Mage’s Staff counts as a magical quarterstaff, and you may use your spellcasting ability instead of Strength when making attack and damage rolls with it. When you gain the Twin Bolts feature, you may make two melee attacks, instead of one, when you take the Attack action with the Mage’s Staff.

  • Conjuror’s Anchor. As an action, you may cause your Mage’s Staff to teleport into your free hand, so long as you are both on the same plane of existence.

  • Multitool Attachment. Your Mage’s Staff counts as a single tool of your choice with which you are proficient.

  • Runic Channel. You gain a +1 bonus to the attack and damage rolls of your cantrips and your Mage’s Staff’s special spell attack.

  • Weave Fragment. Choose one spell of 1st level or higher from your spell list. You count as having this spell prepared, but it does not count against your list of prepared spells, as long as you are holding the Mage’s Staff.

Ability Score Improvement

4th-level Mage feature

At 4th level, and again at 8th, 12th, 16th, and 19th levels, 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 cannot increase an ability score above 20 with this feature.

Twin Bolts

5th-level Mage feature

When you use your action to make your Mage’s Staff’s special spell attack, you create two bolts of energy. You roll separate attack and damage rolls for each bolt, which can be made against the same or different targets.

Moderate Staff Customisation

10th-level Mage feature

Your Mage’s Staff again grows in power and utility. Choose one of the following features, or another feature from Minor Staff Customisation; you may make a different choice each time you recreate the staff:

  • Arcane Capacitor. Choose one 1st-level spell that you can prepare; you may cast that spell at 1st level without expending a spell slot, so long as you are holding Your Mage’s Staff. You may cast the spell in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Crystalized Weave. As a bonus action while holding your Mage’s Staff, you may regain a number of spell slots, which must have a combined level of your proficiency bonus or lower. Once you have used this property, it cannot be used again until you have completed a long rest.
Design by Lexi Abbey | Made with GM Binder
  • Familial Enchantment. As a bonus action, you can cause your Mage’s Staff to begin hovering in the air, or retrieve it from such a state. The staff follows you, remaining within 2 feet of you, allowing you to make use of all of its properties without needing to hold it in your hand.
  • Runic Funnel. You gain a +2 bonus to the attack and damage rolls of your cantrips and your Mage’s Staff’s special spell attack.

Major Staff Customisation

18th-level Mage feature

Your Mage’s Staff is a powerful arcane relic worthy of your connection to the Weave. Choose one of the following features, or another feature from either Minor or Moderate Staff Customisation; you may make a different choice each time you recreate the staff:

  • Focusing Crystals. When you make a special spell attack with your Mage’s Staff, you may choose to replace one or both of the bolts with a beam of energy in a 60-foot line that is 5 feet wide. All creatures in the area must make a Dexterity saving throw, taking damage equal to your staff’s special spell attack on a failed save or half as much on a success.
  • Portal Key. As a bonus action, you may throw your Mage’s Staff to any point you can see within 60 feet, where it remains stuck to the surface until you pick it back up as an Object Interaction. As long as you remain within 60 feet of the staff, you may still use it as a spellcasting focus and make its special spell attack, however the attack and all spells cast in this way originate from the staff, instead of you. As an action, you may teleport to the staff as long as you are on the same plane of existence as it.
  • Refracting Crystals. Your Mage’s Staff creates two additional bolts when using its special spell attack. This stacks with your own Twin Bolts feature.

Archmage

20th-level Mage feature

Your connection to the Weave is second to none, your body itself becoming a conduit for magic to enter the world. Archmagi often have difficulty hiding their status, as the pure magical power flowing through them manifests as glowing eyes, floating arcane glyphs, and other cosmetic alterations.

When you deal damage with your Mage’s Staff, you may expend a spell slot to deal two additional damage dice for every level of the slot expended.

When you cast a spell that has the ritual tag, you may cast it using its normal casting time, but still treat it as a ritual so that it does not expend a spell slot.

You always count as having every spell on your Magic Speciality’s expanded spell list prepared, and these do not count against the number of mage spells you may prepare each day.

Magic Specialities

A mage’s choice of speciality is less of a focus on a particular school and more of a commitment to using magic to do a particular thing. A mage might spend hours studying the mechanisms of converting magic into thermal energy to become a flamewaker, or simply indulge a natural affinity for darkness and misdirection to become a shadowmancer.

Bloodrager

Bloodragers are feared for their particular affinity over the mind and body, delving into magic that can cause flesh and nerves to make or unmake themselves at their whims. That said, bloodragers are cautiously respected by other mages, having found the difficult knack for turning arcane magic into healing energy.

Bloodrager Spells

2nd-level Bloodrager feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Chill Touch, Sapping Sting
1st Cure Wounds, Inflict Wounds
2nd Crown of Madness, Wither and Bloom
3rd Animate Dead, Speak with Dead
4th Blight, Polymorph
5th Antilife Shell, Danse Macabre
6th Circle of Death
7th Finger of Death
8th Abi-Dalzim’s Horrid Wilting
9th Mass Polymorph

Staff of Bloodletting

2nd-level Bloodrager feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type necrotic.

Blood and Mind

6th-level Bloodrager feature

You learn a quick trick of blood magic to keep the body in working shape. As a bonus action, you may touch a willing creature and expend a spell slot. For each level of the slot expended, choose an option from the list below (you may choose one option multiple times):

  • Restore 1d6 hit points to the creature.
  • End one effect on the creature causing it to be charmed or frightened.
Design by Lexi Abbey | Made with GM Binder

Accelerated Growth

6th-level Bloodrager feature

Your magic can encourage the natural healing of organic bodies. Whenever you cast a spell or use a class feature to restore hit points to a creature, that creature may choose to expend a number of its hit dice, up to your proficiency bonus, rolling them and adding the total to the amount of hit points restored.

Blood Rage

14th-level Bloodrager feature

You can force a creature into a blood haze of fury and violence. As an action, choose a creature you can see within 60 feet, granting it the following effects for 1 minute:

  • The creature cannot cast or concentrate on spells.
  • The creature gains resistance to bludgeoning, piercing, and slashing damage.
  • The creature gains a bonus to its damage rolls with melee weapons equal to your spellcasting ability modifier.
  • The creature gains advantage on Strength checks and Strength saving throws.

A creature can choose to resist this effect with a Wisdom saving throw against your spell save DC at the start of each of its turns, ending the effect on a success. Once you have used this feature, you must complete a long rest or expend a spell slot of 6th level or higher to use it again.

Earthshaker

Earthshakers draw upon the power of rock and stone, working as master siege specialists who can raise or destroy fortifications in mere minutes.

Earthshaker Spells

2nd-level Earthshaker feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Druidcraft, Mold Earth
1st Earth Tremor, Entangle
2nd Earthbind, Maximillian’s Earthen Grasp
3rd Erupting Earth, Wall of Sand
4th Stone Shape, Stoneskin
5th Transmute Rock, Wall of Stone
6th Bones of the Earth
7th Landslide*
8th Earthquake
9th Imprisonment

Spells marked with an * are included at the end of this class document

Staff of Concussions

2nd-level Earthshaker feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type bludgeoning. This damage is considered magical.

Quaking Touch

6th-level Earthshaker feature

Your touch can break the land. As an action, you may expend a spell slot and create an area of difficult terrain along the ground in a line originating from you. The line is 5 feet wide and 20 feet long if you use a 1st-level spell slot, and you may increase either the length by 20 feet or the width by 5 feet for every level of the slot above 1st. The difficult terrain lasts until a creature clears it, which requires an action per 5-foot square.

Strength of Earth

6th-level Earthshaker feature

While you are in contact with earth or stone, you may add your spellcasting ability modifier to checks and saving throws to avoid being pushed, knocked prone, or otherwise moved against your will.

Staff of Sieging

14th-level Earthshaker feature

Damage from your Mage’s Staff deals double damage to Constructs, objects, and structures.

Flamewaker

Masters of fire magic, flamewakers command devastating power. Those who choose to wield the flame rarely do so out of any desire other than for destruction and combat, making them mistrusted in times of peace, but desperately sought in times of war.

Flamewaker Spells

2nd-level Flamewaker feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Create Bonfire, Fire Bolt
1st Burning Hands, Faerie Fire
2nd Heat Metal, Scorching Ray
3rd Ashardalon’s Stride, Fireball
4th Fire Shield, Wall of Fire
5th Immolation, Flame Strike
6th Investiture of Flame
7th Fire Storm
8th Incendiary Cloud
9th Meteor Swarm
Design by Lexi Abbey | Made with GM Binder

Staff of Scorching

2nd-level Flamewaker feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type fire.

Conflagration

6th-level Flamewaker feature

When you deal fire damage to a creature, you may expend a spell slot to cause it to begin burning, for a number of rounds equal to the level of the spell slot expended. A burning creature takes 1d6 fire damage at the start of each of its turns.

Staff of the Hearth

6th-level Flamewaker feature

Your Mage’s Staff projects a comforting warmth. Creatures within 10 feet of the staff do not suffer exhaustion due to extreme cold, and ignore difficult terrain created by nonmagical ice or snow. This radius increases to 30 feet at 14th level.

As an action, you may empower the staff for 1 minute. For the duration, creatures in the aura are resistant to cold damage. Once you have empowered the staff, you cannot do so again until you finish a short or long rest.

Born in Flames

14th-level Flamewaker feature

You have immunity to fire damage.

Shadowmancer

Spies, assassins, harmless tricksters, shadowmancers are mages who study the magic of darkness, weaving illusions, fear, and falsehoods directly into the minds of their adversaries.

Shadowmancer Spells

2nd-level Shadowmancer feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Infestation, Minor Illusion
1st Arms of Hadar, Silent Image
2nd Blindness/Deafness, Darkness
3rd Fear, Major Image
4th Hallucinatory Terrain, Shadow of Moil
5th Modify Memory, Negative Energy Flood
6th Programmed Illusion
7th Mirage Arcane
8th Illusory Dragon
9th Weird

Staff of Screams

2nd-level Shadowmancer feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type psychic.

Walker in Shadow

6th-level Shadowmancer feature

You gain darkvision out to 60 feet, and you can see through magical darkness within this range. When you are standing in dim light or darkness, you have advantage on attack rolls using your Mage’s Staff’s special spell attack.

Grasping Shadows

6th-level Shadowmancer feature

The darkness obeys your command. As an action, you may spend a spell slot, choosing a number of creatures (up to the slot’s level) that you can see which are standing within dim light or darkness. Each creature must succeed on a Strength saving throw or become restrained for 1 minute or until it is bathed in bright light. A creature may repeat the saving throw as an action, ending the effect on a success.

Lurker in Darkness

14th-level Shadowmancer feature

If you end your turn within dim light or darkness, you become invisible until the start of your next turn.

Tidesage

Tidesages are, unsurprisingly, masters of water magic. They can almost always be found on ships or in coastal settlements, where their power over the oceans can serve them and/or their communities best.

Tidesage Spells

2nd-level Tidesage feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Ray of Frost, Shape Water
1st Create or Destroy Water, Frost Fingers
2nd Melf’s Acid Arrow, Rime’s Binding Ice
3rd Sleet Storm, Tidal Wave
4th Control Water, Watery Sphere
5th Cone of Cold, Maelstrom
6th Investiture of Ice
7th Torment of the Depths*
8th Tsunami
9th Davy’s Dreadful Creature*

Spells marked with an * are included at the end of this class document

Staff of Freezing

2nd-level Tidesage feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type cold.

Design by Lexi Abbey | Made with GM Binder

Bond of the Tides

6th-level Tidesage feature

You can breathe air and water, and you gain a swimming speed equal to your walking speed. As an action, you can expend a spell slot, sharing the benefits of this feature with a number of creatures of your choice, up to the level of the slot expended, for a number of hours equal to your proficiency bonus.

Harbor Master

6th-level Tidesage feature

When a creature you can see within 60 feet of you moves through water or another liquid, you may use your reaction to increase or decrease its movement speed by 15 feet until the end of its current turn.

Riptide

14th-level Tidesage feature

Your magic strikes with the crashing force of the tides. When you deal damage to a creature, you may force it to make a Strength saving throw; on a failure, you may choose whether it falls prone, or is pulled or pushed 15 feet towards or away from you. You may only force a creature to make this saving throw once per turn, regardless of the number of times you deal damage to it.

Windwalker

Striding among the clouds, Windwalkers study the liberating and tempestuous power of sky magic. They tend to be free spirits, literally and spiritually hard to pin down to any one place or cause.

Windwalker Spells

2nd-level Windwalker feature

You add the following spells to the mage spell list, allowing you to learn cantrips or prepare spells from either list.

Spell Level Spells
Cantrip Gust, Shocking Grasp
1st Feather Fall, Thunderwave
2nd Dust Devil, Gust of Wind
3rd Lightning Bolt, Thunder Step
4th Freedom of Movement, Storm Sphere
5th Control Winds, Steel Wind Strike
6th Chain Lightning
7th Whirlwind
8th Control Weather
9th Storm of Vengeance

Staff of Tempests

2nd-level Windwalker feature

When you deal damage with your Mage’s Staff, you may choose to make the damage type lightning.

Lightning Rod

6th-level Windwalker feature

When a creature you can see suffers cold, fire, lightning, or thunder damage, you can use your reaction to convert the damage type to lightning (if it wasn’t already) and take half of the damage yourself instead.

Wind Walking

6th-level Windwalker feature

You can expend a spell slot as an action to grant yourself a flying speed equal to your walking speed for 10 minutes. When you take this action, blustery winds surround you, granting you 1d6 temporary hit points equal to the level of the slot.

Energy Incarnate

14th-level Windwalker feature

Whenever you take lightning damage, you regain one expended spell slot of 3rd-level or lower.

Design by Lexi Abbey | Made with GM Binder

Mage Spell List

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Friends
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Prestidigitation
  • Resistance
  • Thaumaturgy
1st Level
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Catapult
  • Chaos Bolt
  • Colour Spray
  • Comprehend Languages
  • Detect Magic
  • Find Familiar
  • Identify
  • Jump
  • Mage Armour
  • Magic Missile
  • Sleep
  • Speak with Animals
  • Tasha’s Hideous Laughter
  • Tenser’s Floating Disk
  • Unseen Servant
2nd Level
  • Animal Messenger
  • Arcane Lock
  • Augury
  • Beast Sense
  • Blur
  • Borrowed Knowledge
  • Detect Thoughts
  • Enhance Ability
  • Enlarge Reduce
  • Hold Person
  • Kinetic Jaunt
  • Knock
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Misty Step
  • See Invisibility
  • Spider Climb
  • Summon Beast
  • Vortex Warp
3rd Level
  • Bestow Curse
  • Blink
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Fly
  • Gaseous Form
  • Haste
  • Leomund’s Tiny Hut
  • Magic Circle
  • Major Image
  • Slow
  • Speak with Plants
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Dimension Door
  • Divination
  • Grasping Vine
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Otiluke’s Resilient Sphere
5th Level
  • Animate Objects
  • Awaken
  • Bigby’s Hand
  • Circle of Power
  • Commune with Nature
  • Contact Other Plane
  • Far Step
  • Hold Monster
  • Insect Plague
  • Legend Lore
  • Planar Binding
  • Scrying
  • Telekinesis
  • Wall of Force
6th Level
  • Arcane Gate
  • Contingency
  • Drawmij’s Instant Summons
  • Druid Grove
  • Find the Path
  • Globe of Invulnerability
  • Guards and Wards
  • Mental Prison
  • Scatter
  • Tenser’s Transformation
  • True Seeing
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Forcecage
  • Mordenkainen’s Magnificent Mansion
  • Plane Shift
  • Prismatic Spray
  • Symbol
  • Teleport
  • Tether Essence
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Demiplane
  • Mind Blank
  • Power Word: Stun
  • Telepathy
9th Level
  • Astral Projection
  • Gate
  • Prismatic Wall
  • Power Word: Kill
  • Psychic Scream
Design by Lexi Abbey | Made with GM Binder

Homebrew Spells

The homebrew spells included in the spell lists above, are presented here.

Davy's Dreadful Creature

9th-level Conjuration


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M (a conch shell horn worth 1000gp)
  • Duration: 1 round
  • Classes: Druid, Warlock, Wizard

You summon a kraken into an unoccupied space you can see within range. It is friendly to you and your allies, and disappears when the spell ends or if it is somehow reduced to 0 hit points. During that time, it rolls initiative and may take legendary actions between its turns, but it cannot take lair actions.

Once the spell ends, roll 1d100. On a roll of 33 or lower, you attract the ire of a real kraken; the GM decides whether it resides on the Material Plane or the Plane of Water, and what resources it has at its disposal to pursue its vendetta against you.

Landslide

7th-level Transmutation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.
  • Classes: Druid, Sorcerer, Wizard

Choose a creature you can see within range; that creature must succeed on a Strength saving throw or become paralysed as earth flows up to partially encase its body. The creature can repeat the saving at the end of each of its turns, freeing itself on a success.

While a creature is paralysed by this spell, you may use your bonus action on your turn, or your reaction when another creature takes its turn, to cause the paralysed creature to move up to 30ft along the ground. You cannot move a creature through occupied spaces, or spaces that are too small for it to move through, but it can move up, down, and across vertical surfaces or ceilings made of stone or earth, the substance flowing to keep it anchored to the surface.

Torment of the Depths

7th-level Conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.
  • Classes: Druid, Sorcerer, Warlock

You attempt to fill a creature’s lungs with deadly seawater. Choose a creature within range, it must succeed on a Constitution saving throw or begin drowning. This spell has no effect on creatures that do not need to breathe, or that can breathe underwater.

A drowning creature can act normally for a number of rounds equal to its Constitution modifier (minimum of 1), making further Constitution saving throws at the end of each of its turns to end the effect early. If the spell is still in effect after that time has passed, the creature dies.

Design by Lexi Abbey | Made with GM Binder
 

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