Crafty Pokemon Spells

by LoneGolurk

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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

 

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