Crafty Pokemon Spells
Focus Energy
1st-level divination
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Artificer, Bard, Ranger, Sorcerer
You tighten your focus, allowing you to more sharply hone in enemies' weak points. While the spell lasts, you score a critical hit on a roll one lower than you normally would. For example, if you would normally only score a critical hit on a roll of 20, you now score one on a roll of 19 or 20.
Follow Me
1st-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot sphere)
- Components: V, S
- Duration: 1 round
- Spell Lists: Bard, Cleric, Paladin
You present yourself as an obvious target. Creatures of your choice within range must make a Wisdom saving throw. On a failed save, a creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Quash
1st-level abjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Bard
A creature who has not taken their turn yet this round of your choice within range must make a Constitution saving throw. On a failed saving throw, that target moves last in the initiative count this round.
Thunder Wave
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Artificer, Druid, Sorcerer, Wizard
You launch a jolt of electricity at a creature within range. The target must make a Constitution saving throw. On a failed saving throw, at the start of each of the target's turns while the spell persists, roll a d4. On a 1, the target is stunned until the start of its next turn.
The target can repeat its saving throw at the end of each of its turns, ending the effect on a success. A creature immune to lightning damage is immune to this effect.
Worry Seed
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (the seed of a flowering plant)
- Duration: 8 hours
- Spell Lists: Bard, Druid, Ranger
You plant an anxiety-inducing seed on a creature. An unwilling target must make a Constitution saving throw to avoid this effect. On a failed saving throw, or if the target is willing, it cannot sleep for the duration of the spell.
Ally Switch
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
- Spell Lists: Sorcerer, Warlock, Wizard
You instantly teleport, switching places with a willing creature within 30 feet of you.
Heal Block
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Up to 1 minute
- Spell Lists: Artificer, Bard, Warlock, Wizard
You attempt to lock down the lifestrings of a creature within range. The target must make a Constitution saving throw. On a failed saving throw, the target can't regain hit points or gain temporary hit points by any means short of the wish spell for the duration.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Metronome
2nd-level illusion
- Casting Time: 1 action
- Range: Special
- Components: S
- Duration: Special
- Spell Lists: Bard, Sorcerer
You waggle your finger and stimulate your arcane power into replcating the effect of nearly any spell. Each time you cast this spell, it has the effects of a randomly determined 1st-level spell with a casting time of 1 action.
At Higher Levels. When cast with a spell slot of 3rd-level or higher, the level of the spell randomly replicated increases by 1 for each level of spell slot above 2nd.
Ingrain
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Druid, Ranger
Roots sprout from your legs, forcibly rooting you to the ground and supplying you with nutrients. For the duration, you regain hit points equal to 1d8 + your spellcasting ability modifier at the start of each of your turns, and you cannot move by any means, forcefully or willingly.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Lucky Chant
2nd-level enchantment
- Casting Time: 1 bonus action
- Range: Self (30-foot sphere)
- Components: V, S
- Duration: 1 minute
- Spell Lists: Bard, Cleric, Paladin
You chant a mysterious hymn that provides luck and protection to those who hear it. For the duration, any critical hit against you or a creature of your choice within range becomes a normal hit.
Switcheroo
2nd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Artificer, Bard, Warlock
A creature within range must make a Strength or Dexterity saving throw (target's choice). On a failed saving throw, an item of your choice the target is holding instantly teleports, switching places with an item you are holding.
Baton Pass
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a red and white track baton worth at least 10 gp)
- Duration: Instantaneous
- Spell Lists: Artificer, Bard, Wizard
You pass the track baton that serves as the spell's material component to a willing creature within your reach. Any changes to your ability scores or maximum hit points, temporary hit points, conditions, or other similar temporary effects such as those of the haste or slow spells are transferred to the target. You lose their benefits, and the target gains their benefits as they exist for you at the moment you cast the spell.
Camouflage
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
- Spell Lists: Druid, Ranger
You alter your body to be more similar to your environment, gaining resistance to a damage type determined by the surrounding environment for the duration:
| Environment | Damage Type |
|---|---|
| Arctic | Cold |
| Coast | Cold |
| Desert | Fire |
| Elemental Planes | Acid (Earth), Cold (Water), Fire (Fire), or Lightning (Air) |
| Forest | Poison |
| Grassland | Poison |
| Limbo | One randomly determined damage type |
| Lower Planes | Necrotic |
| Mechanus | Force |
| Mountain | Cold |
| Space | Radiant |
| Swamp | Poison |
| Underdark | Necrotic |
| Underwater | Cold |
| Urban | Poison |
| Upper Planes | Radiant |
Court Change
3rd-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
You magically alter the battlefield and cause effects to shuffle around it. Any ground-based effects within range that are either mundane or created by a spell of 3rd-level or lower, such as caltrops or the entangle spell, are moved to a different spot of your choice within range, using their original placement rules.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, effects created by a spell of a level lower than the level of spell slot you used are moved.
Grudge
3rd-level necromancy
- Casting Time: 1 reaction, which you take when you are reduced to 0 hit points
- Range: Self
- Components: V, S
- Duration: 1 minute
- Spell Lists: Warlock
When you are reduced to 0 hit points by a limited-use feature, you can attempt to disrupt your enemy's ability to make use of that feature. The triggering feature cannot be used for 1 minute.
When you cast this spell, you delay falling unconscious until after the reaction you use to cast the spell, after which you fall unconscious as normal.
Imprison
3rd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Bard
You attempt to lock down a creature's ability to cast spells you can. Choose a creature within range that can cast spells. The target must make a Charisma saving throw. On a failed saving throw, the target cannot cast any spell that you can also cast for the duration.
An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target on additional spellcaster for each slot level above 3rd. The spellcasters must be within 30 feet of each other when you target them.
Nature Power
3rd-level evocation
- Casting Time: 1 action
- Range: Special
- Components: V, S
- Duration: Special
- Spell Lists: Druid
You channel the energy of your environment, using it to cast a spell determined by your environment:
| Environment | Damage Type |
|---|---|
| Arctic | Sleet Storm |
| Coast | Tidal Wave |
| Desert | Wall of Sand |
| Elemental Planes | Erupting Earth (Earth), Wall of Water (Water), Fireball (Fire), or Fly (Air) |
| Forest | Plant Growth |
| Grassland | Haste |
| Limbo | One randomly determined 3rd-level spell |
| Lower Planes | Bestow Curse |
| Mechanus | Dispel Magic |
| Mountain | Meld Into Stone |
| Space | Hunger of Hadar |
| Swamp | Stinking Cloud |
| Underdark | Fear |
| Underwater | Water Breathing |
| Urban | Tongues |
| Upper Planes | Daylight |
At Higher Levels. When you cast this spell with a spell slot of 4th-level or higher, the spell you cast that is determined by your environment is treated as though you had cast it with the same level of spell slot.
Encore
4th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists: Bard
Through cries of encouragement, you implore a creature to show off something they just did again. A creature within range must make a Wisdom saving throw. On a failed saving throw, the target must take the same action they took on their previous turns on all following turns while the spell lasts, even if that action would have no effect. An affected target can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Me First
4th-level evocation
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell with a casting time of 1 action
- Range: 60 feet
- Components: V, S
- Duration: Special
- Spell Lists: Bard
You steal the knowledge of how to cast the triggering spell from its caster, and cast it before they can. If the creature is casting a spell of 3rd level or lower, you instantaneously cast the same spell using your spellcasting ability, the effects of which are resolved before those of the triggering spell.
If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you cast the spell as above.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the duplicated spell is copied without an ability check if its level is less than the level of the spell slot you used.
Sketch
4th-level transmutation
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell of 3rd-level or lower
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Bard, Wizard
You study the movements of casting the triggering spell. When you cast this spell, you forget it and permanently learn the triggering spell.
At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, you can copy a spell of a level less than the level you cast this spell at.
Ability Swap
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Spell Lists: Artificer, Bard, Cleric, Sorcerer, Wizard
You attempt to swap the abilities of two creatures within range. Both targets must make a Charisma saving throw, which they can choose to intentionally fail.
If both creatures fail their saving throws, one ability score of your choice is swapped between them for the duration.
At Higher Levels. When cast with a spell slot of 7th-level or higher, you can swap two ability scores rather than one, and wnen cast with a spell slot of 9th-level, you can swap three ability scores.
Guard Swap
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Spell Lists: Artificer, Bard, Cleric, Sorcerer, Wizard
You attempt to swap the defenses of two creatures within range. Both targets must make a Charisma saving throw, which they can choose to intentionally fail.
If both creatures fail their saving throws, their Armor Class is swapped between them for the duration.
Stockpile
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Spell Lists: Bard, Cleric, Druid, Sorcerer, Wizard
You stockpile magical energy away within yourself, saving it for later and improving your defensive capabilities in the meantime.
When you cast this spell, you gain a stockpile charge, which you can have a maximum number of equal to your proficiency bonus. Gaining a second charge doesn't count as concentrating on a second effect. You lose all stockpile charges if you drop concentration on this spell.
While you have at least one stockpile charge, you gain a bonus to your Armor Class and to saving throws equal to the number of charges you have. You can also drop concentration on this spell as an action to cause one of the following effects:
Spit Up. You unleash the energy of your stockpile charges in a blast of magical energy. Make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes 2d6 force damage for each stockpile charge you have.
Swallow. You absorb the energy of your stockpile charges to mend your wounds. You regain 2d6 hit points for each stockpile charge you have.
Lunar Dance
7th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a charm shaped like a crescent moon)
- Duration: Instantaneous
- Spell Lists: Bard, Cleric
You perform a special lunar prayer, giving your energy to heal another. When you cast this spell, you drop to 0 hit points. However, a willing creature of your choice within range gains the following benefits:
- Their hit points are restored to maximum, and any reductions to their maximum hit points are restored
- Any reductions to their ability scores are restored
- If they are blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, or stunned, such conditions end
Pain Split
7th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists: Cleric, Warlock
You attempt to meld the lifestrings of you and a creature of your choice within range. The target must make a Constitution saving throw, which it can choose to intentionally fail.
On a failed saving throw, add together your current hit points and those of the target, and distribute them evenly between you and the target. In the case that the total is odd, you decide which creature gains the extra hit point.
This effect is not considered damage or restoring hit points for the purposes of spells, abilities, or maintaining concentration.
Spell Lists
Artificer
1st-Level
Focus Energy
Thunder Wave
2nd-Level
Heal Block
Switcheroo
3rd-Level
Baton Pass
Court Change
5th-Level
Ability Swap
Guard Swap
Bard
1st-Level
Focus Energy
Follow Me
Quash
Worry Seed
2nd-Level
Heal Block
Metronome
Lucky Chant
Switcheroo
3rd-Level
Baton Pass
Court Change
Imprison
4th-Level
Encore
Me First
Sketch
5th-Level
Ability Swap
Guard Swap
Stockpile
7th-Level
Lunar Dance
Cleric
1st-Level
Follow Me
2nd-Level
Lucky Chant
5th-Level
Ability Swap
Guard Swap
Stockpile
7th-Level
Lunar Dance
Pain Split
Druid
1st-Level
Thunder Wave
Worry Seed
2nd-Level
Ingrain
3rd-Level
Camouflage
Nature Power
5th-Level
Stockpile
Paladin
1st-Level
Focus Energy
Follow Me
2nd-Level
Lucky Chant
Ranger
1st-Level
Worry Seed
2nd-Level
Ingrain
3rd-Level
Camouflage
Sorcerer
1st-Level
Focus Energy
Thunder Wave
2nd-Level
Ally Switch
Metronome
3rd-Level
Court Change
5th-Level
Ability Swap
Guard Swap
Stockpile
Warlock
2nd-Level
Ally Switch
Heal Block
Switcheroo
3rd-Level
Court Change
Grudge
7th-Level
Pain Split
Wizard
1st-Level
Thunder Wave
2nd-Level
Ally Switch
Heal Block
3rd-Level
Baton Pass
Court Change
4th-Level
Sketch
5th-Level
Ability Swap
Guard Swap
Stockpile