Dota 2 5e spells

by Haszil

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Dirge's Decay

3rd-level Necromancy


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S, M(fingerbone of a dead man)
  • Duration: 1 hour
  • Classes: Cleric, Sorcerer, Warlock, Wizard

You sap the strength of all living things in a small area.


Choose a point that you can see within range. Each creature inside a 5ft radius sphere must succeed on a constitution saving throw or have their hitpoint total reduced by 2d8. If a creature’s current hitpoints are greater than the new total, they are reduced to the new total.


The caster gains temporary hitpoints equal to the hitpoint reduction for every creature affected.


Any nonmagical plants in the area wither and die. For every 5 square ft of grass, flowers or other plants in the area, the caster gains an additional 5 temporary hitpoints.


The temporary hitpoints and hitpoint reduction are lost after the duration of the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit point reduction increases by 1d8 for each spell slot above 3rd.

The strength of the living is simply borrowed from the strength of the dead. -The Undying



Deafening Blast

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: 30ft cone
  • Components: V, S, M(a wet match or candle, and a cord)
  • Duration: Instantaneous
  • Classes: Bard, Wizard, Sorcerer

A sound blast audible from 500ft erupts from you in a 30ft. cone.

Each creature inside the area must make a constitution saving throw. On a fail, a creature takes 4d8 thunder damage, is knocked 10ft away from you landing prone, and is deafened for a minute. On a success, it only takes half damage and is deafened until the end of your next turn.

Additionally, unsecured objects within the area of effect are automatically pushed 10ft away from you.


At Higher Levels. When you cast this spell using a 4th level spell slot or higher, the damage increases by 1d8 for each slot level above 3rd.

Spear of Mars

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: 20ft
  • Components: V, S, M(bronze spear lamented in charcoal)
  • Duration: Instantenous
  • Classes: Cleric, Paladin

You hurl the spear used in the spell's casting, skewering a creature and pinning

Each creature in a 20ft. long line drawn from you must succeed on a dexterity saving throw or take 6d6 magical bludgeoning damage.

The first creature hit must succeed on a strength saving throw or be skewered on the spear, pushing them back along the trajectory of the weapon. If a skewered creature hits an obstacle such as a building or tree, they will be impaled to it and grappled, taking an additional 2d6 bludgeoning damage.

A creature must use its action to succeed on a strength saving throw against your spell save DC to remove the spear and end the grapple.


At Higher Levels. For each spell slot above level 3, the initial damage increases by 2d6.

The God Mars throws his legendary Spear with deadly precision,
skewering his foes to the walls of his arena for spectators to admire.

Puck's Illussory Orb

3rd-level Illussion


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

You launch a large magic orb that floats in a straight path, damaging creatures along the way.

The orb passes through any surface and inanimate object without affecting them, until it travels it’s whole length. Upon reaching it’s destination, the orb dissapears.

Each creature in a 5ft. wide, 60ft. long line drawn from you must make a dexterity saving throw. On a failed save, a creature takes 8d4 force damage and is blinded until your next turn. On a success, a creature only takes half the damage.


At Higher Levels. For each spell slot above level 3, the damage increases by 2d4.