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## Spells ### Cantrips #### Preservation [New] *Transmutation cantrip (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S - **Duration:** 1 day ___ You touch a Small or smaller object or container that contains objects, slowing the passage of time for that object to half its usual pace. Food takes twice as long to spoil, a torch burns twice as long, a lamp consumes 1/2 as much oil, ice melts half as fast, etc. This effect lasts until you use the effect again, until the object changes state (such as food being eaten), or 1 day passes (at which time you can use the spell again to maintain it). This does not affect the items interactions with the world (such as a weapon being preserved in this way would not swing slower). This spell's effect increases to slowing time to 1/3 its usually pace when you reach 5th level, 1/4 its usual pace when you reach 11th level, and 1/5 its usual pace when you reach 17th level. #### Rock Slam [Existing] *transmutation cantrip (primal)* ___ - **Classes** Druid, Occultist, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fling a rock at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 bludgeoning damage. On a critical hit, the target is knocked prone or 10 feet backwards (your choice). The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ### 1st Level #### Tranquil Moment [New] *1st-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You increase your mental perception of time, giving you time to think. You can make a Wisdom or Intelligence ability check that would normally require an action without requiring an action (such as the Search action), and if that action would have disadvantage imposed on it by circumstances of time or pressure, you would not have disadvantage on the check. \columnbreak ### 2nd #### Blood Wave [New - Blood Magic] *2nd-level transmutation (blood magic)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S, M (a splash of your blood worth at least 4 hit points, which the spell consumes) - **Duration:** Instantaneous ___ You release a wave of magical blood that spreads out in a 15-foot cone. Creatures in the path of the wave must make a Strength saving throw. On failure, a creature takes 2d6 bludgeoning damage and 2d6 necrotic damage and is knocked prone. On a success, it takes half as much damage and is not knocked prone. When the wave passes over a creature that has died within the last minute or kills a creature, if that creature had blood, it strengthens the wave and causes it to travel and additional 5 feet (turning it into a 20-foot cone or more), up to a maximum of twice its original length. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the spell's range increases by 5 feet and the necrotic damage increases by 1d6 damage for each slot level above 2nd. #### Fling [Revised] *2nd-level transmutation* ___ - **Classes:** Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You manipulate gravity around one Large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction. On a success, you can deal 2d6 damage to the target, but they aren't moved. If you fling them straight up they immediately fall, taking 4d6 damage falling damage, and fall prone. If you fling them in any other direction, they take 2d6 damage and fall prone. If their movement would be stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage. #### Gravity Surge [Existing] *2nd-level transmutation* ___ - **Classes:** Spellblade, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You create a crushing field of gravity in a 15 radius sphere. Any creature within the area must make a Strength saving throw. On failure, creatures take 2d6 bludgeoning damage and falls prone. On success, creatures that take half as much damage are not knocked prone. Creatures that are not on the ground make this save with disadvantage. \pagebreakNum #### Reverberating Dash *2nd-level transmutation* ___ - **Classes:** Bard - **Casting Time:** 1 action - **Range:** Self (5 feet) - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You imbue a resonating note of magic into a melee weapon you are holding. When you do so, you can immediately make a weapon attack against a creature within 5 feet, the blow releases a loud resonant note and deals an additional 1d8 thunder damage, and you can immediately move up to 15 feet in a straight line in any direction without provoking attacks of opportunity. If this movement leaves you within 5 feet of a creature you have not hit with the casting of this spell, you can make an attack roll against them with the imbued weapon as part of the same action, dealing the weapon damage plus the bonus thunder damage to the on hit. If you hit, you can dash again, repeating the process. Each time you dash this way, the volume and tempo of the note increases, increasing the thunder damage dealt by 1d8. You can dash and attack a maximum of 2 times after the first attack, after which, or if you dash to a place you cannot reach a target, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the initial thunder damage increases by 1d8 and you can dash and attack an additional time for each slot level above 2nd, up to a maximum of five dashes with a 5th level spell slot. #### Sanctified Charge *2nd-level transmutation* ___ - **Classes:** Cleric, Paladin - **Casting Time:** 1 bonus action - **Range:** Self (20 foot line) - **Components:** V, S - **Duration:** Instantaneous ___ Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement, ending your charge early if you collide with a creature. A creature you collide with must make a Strength saving throw. On failure, they take 2d6 radiant damage and are knocked prone, or take half as much damage on a successful save. #### Spirit Echo *2nd-level conjuration* ___ - **Classes:** Occultist, Ranger, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You summon a ghostly echo of yourself. It shares your space and acts automatically on your intents. For the duration of the spell, the first time on your turn you make an attack, it attacks the same target. It makes a separate attack roll, but otherwise uses your statistics for the weapon attack and damage roll, besides that on a hit the target takes force damage equal to half the damage that it would have taken from your attack. \columnbreak #### Star Scry *2nd-level divination* ___ * **Classes:** Druid, Occultist, Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** Self (60 foot radius) * **Components:** V, S * **Duration:** Instantaneous ___ You describe a location, person, or object during the casting of the spell. On completion of the spell, an illusion of a starry night sky forms above you ahead, showing the night sky at midnight above the target described. You can then make an Intelligence (Navigator’s Tools) check to determine the general regionally location of the described target, with the DC being 10 if you've been in the location before, 15 if you've been within 100 miles of the location, and 20 if you've never seen within 100 miles of the location. If you give an inaccurate description or false name of the target, the spell fails to manifest any night sky. Once cast on a target, casting it on the same target again within 24 hours fails to manifest any night sky. #### Time Skip [New] *2nd-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small symbol made up of two connected triangles) - **Duration:** 1 round ___ You touch a willing creature, sending them a step into the future. That creature vanishes, before reappearing at the same location (or the nearest unoccupied space) at the start of their next turn. ***At Higher Levels.*** When you cast this spell with a 3rd level or higher spell slot, you can send them one additional round into the future for each spell slot level above 2nd. If you cast this spell with a 9th level spell slot, the target is sent 24 hours into the future instead. #### Time Trap [New] *2nd-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (handful of sand from an hourglass) - **Duration:** 1 hour ___ You place a snarl in time in an empty a 5-foot cube. The first time a creature enters the square, they must make a Wisdom saving throw. On a failure, a medium or smaller creature that is completely engulfed in the cube becomes stunned until the start of their next turn, while a Large or larger creature becomes restrained as part of their body becomes frozen in time for the same duration. On a success, the creature's speed is halved instead. Once activated, the trap does not activate again and the spell ends at the start of the trapped creature's next turn. The trapped area is subtly distorted, and any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to detect the trap. \pagebreakNum ### 3rd Level #### Angel Slash [New] *3rd-level evocation* ___ - **Classes:** Cleric, Paladin - **Casting Time:** 1 bonus action - **Range:** Self (30-foot line) - **Components:** V, S - **Duration:** Instantaneous ___ You summon a giant spectral angel that appears around you before crashing its greatsword down in a line. All creatures in a line 30 feet long and 5 feet wide in a direction of your choice must make a dexterity saving throw. On failure, they take 5d8 radiant damage, and half as much on a successful save. A creature takes an additional 1d8 damage if they are undead or a fiend. ***At High Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd. #### Crushing Singularity [Revised] *3rd-level transmutation* ___ - **Classes:** Spellblade, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round You create a gravitational singularity at a point within range that lasts until the start of your next turn. It creates a 15-foot radius sphere of gravitational force. A creature that starts their turn or enters for the first time on a turn in this area must make a Strength saving throw. On failure, they are pulled to the closest available space to the center of the area, and take 4d6 bludgeoning damage. On success, they take half as much damage and are not pulled. Flying creatures make their save with disadvantage. While within this area, all movement away from the center requires 2 feet of movement for every 1 foot moved. Any creature that ends their turn within the area is dragged 5 feet towards the center of it. #### Meteor Jump [New] *3rd-level transmutation* ___ - **Classes** Spellblade, Sorcerer, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You drastically reduce your weight, tripling your jump distance and allowing you to immediately jump up to your maximum jumping distance without spending your movement. When you reach the height of your jump, your weight and density are rapidly increased, causing you to crash down with great force. You take no falling damage provided you fell less than 100 feet from where you started your movement, and all creatures within 15 feet of where you land must succeed a Strength saving throw, or take 4d10 damage and be knocked prone. On successful save, creatures take half as much damage and not knocked prone. \columnbreak ### 4th Level #### Orbital Stones [Existing] *4th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover. As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet. #### Ribcage *4th-level necromancy (arcane)* ___ - **Classes:** Occultist, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a rib bone) - **Duration:** Concentration, up to 1 minute ___ You cause a series of rib bones burst from the earth surrounding a 10-foot radius area within range, trapping all creatures in the area in a hemispheric cage of bone. Small or larger creatures and attacks that deal slashing or bludgeoning damage cannot pass through the cage, while it serves as half cover against all other attacks or spells passing through it. The cage has an AC of 13, and 40 hit points, with a vulnerability to bludgeoning damage. If it is reduced to 0 hit points, the cage crumbles to dust and the spell ends. ***At Higher Levels.*** When cast with a 5th level or higher spell slot, the cage has an additional 10 hit points for each level above 4th. #### Split Timeline [New] *4th-level transmutation (arcane)* ___ - **Classes:** Occultist Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round ___ You split a willing creature's timeline in two. At the start of that creature's next turn, a temporal duplicate of them appears, lasting until the end of their turn or it drops to 0 hit points (whichever comes first). Their temporal duplicate is an exact duplicate, sharing all stats, abilities, and resources, and under the control of the character it is a duplicate of as when it splits from them. Any limited use abilities, items, or spells it uses are depleted from the character it is a duplicate of. At the end of that character's turn, the temporal duplicate disappears. ***At Higher Levels.*** When cast with a 5th level or higher spell slot, the temporal duplicate lasts for 1 additional turn for each level above 4th. \pagebreakNum #### Spatial Swap [New] *4th-level transmutation* ___ * **Classes:** Occultist, Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** 120 feet * **Components:** V, S * **Duration:** Instantaneous ___ You switch positions with a creature you can see. If there is insufficient space for either creature at the location of the other, the spell fails. If the target is an unwilling creature, the target must make a Charisma saving throw. On success, the spell fails. #### Starfall *4th-level evocation* ___ * **Classes:** Druid, Occultist, Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** Self (60 foot radius) * **Components:** V, S * **Duration:** Concentration, up to 1 minute ___ A false sky of a starry night swirls above you, which begins to rain down stars from above. When you cast the spell, 3 stars immediately fall, with 1 additional star falling at the start of your turn for the duration of the spell. For each star that falls, choose a creature within 60 feet of you. That creature must make a Dexterity saving throw, taking 6d6 radiant damage on failure, or half as much on a successful save. A creature cannot be targeted by more than one falling star per turn. **At Higher Levels.** When cast with a 5th level or higher spell slot, the number of falling stars of the initial cast and subsequent turns increases by 1 for each level above 4th. #### Time Loop [New] *4th-level transmutation* ___ ___ - **Classes** Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a detailed list of the actions and movement that the target creature took on its last turn, which the spell consumes) - **Duration:** 1 round ___ You force a creature within range to repeat its last turn. The target must make a Wisdom saving throw or have its personal timeline adjusted so that it repeats its last action in a preordained loop on its next turn. As the rest of the world may have changed, it attempts to repeat its last action to the best of its ability, including moving the same distance in the same direction, attacking the same target, or taking the same action it previously took. Where these conflict, the caster decides which part of the action takes precedence. While a creature is compelled to take this action, it cannot be compelled to move into obvious danger (such as walk off a cliff). > ##### Note Taking > Unlike most material components, for convenience sake, this spell's material components is required by the player in addition to their character (whose detailed list does not need to by a physical object, simply the knowledge of their target's actions), and consequently requires some preparation and attention to detail on the player's part to avoid making the DM having to keep track of such details. #### Violent Crush [New] *4th-level transmutation* ___ - **Classes** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You place massive omnidirectional force on a Large or smaller creature or object within range, attempting to crush it in all directions inward. The target must make a Strength saving throw. On failure, the target takes 6d12 bludgeoning damage and falls prone. On success, it takes half as much damage and does not fall prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. ### 5th Level \pagebreakNum ### 6th Level #### Chrono Conjunction [New] *6th-level transmutation (arcane)* ___ - **Classes:** Occultist Sorcerer, Warlock, Wizard - **Casting Time:** 1 reaction, which you take when a creature you can see within 60 feet rolls a save, ability check, or attack roll. - **Range:** 60 feet - **Components:** V, S, M (something from the past or future) - **Duration:** Instantaneous ___ As a reaction to a creature rolling a save, ability check, or attack roll, you search all possible timelines and merge the outcome you desire with reality, selecting a value from 1 to 20 as the outcome of their roll. If the creature is an unwilling target of your temporal manipulation, they can attempt to resist it, making a Charisma saving throw. If the manipulation succeeds, you change the outcome to the selected outcome of the roll. Once you cast this spell, you cannot cast it again until 24 hours have passed. #### Final Flame [New] *6th-level evocation* ___ * **Classes:** Cleric * **Casting Time:** 1 action * **Range:** Touch * **Components:** V, S, M (a phoenix's feather) * **Duration:** 8 hours ___ You place an ember of divine flame within a creature, which lies dormant until it is triggered, either by the creature carrying as a bonus action, or automatically if that creature is reduced to zero hit points. When the flame is activated, the creature fire explodes, causing all creatures within 20 feet to make a Dexterity saving throw. On failure, they take 8d6 radiant damage. On success, they take half as much damage. The creature that triggered the flame then regains 8d6 hit points. ### 7th Level #### Glacial Crash [New] *7th-level evocation* ___ * **Classes:** Druid, Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** 300 feet * **Components:** V, S * **Duration:** Instantaneous ___ A huge chunk of ice appears in the sky before crashing down at a point within range before shattering into an explosion of ice. Creatures within 30 feet of the point must make a Dexterity saving throw. On failure, a creature takes 6d6 cold damage, and if it was within 10 feet of the target point, it takes an additional 6d8 bludgeoning damage. On success, a creature takes half as much cold damage, and half as much bludgeoning damage (if applicable). The spell's area of effect becomes difficult terrain until the end of your next turn. \columnbreak #### Rain of Swords [New] *7th-level evocation* ___ * **Classes:** Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** 120 feet * **Components:** V, S * **Duration:** Concentration, up to 1 minute ___ A rain of swords begins to fall in a 20-foot-radius, 40-foot high cylinder centered on a point within range. Creatures that start their turn in the area or enter it for the first time on their turn, they must make a Dexterity saving throw. On failure, they take 6d10 slashing damage. On a successful save, the creature takes half as much damage. \pagebreakNum ### 8th Level #### Divine Descent [New] *8th-level evocation* ___ * **Classes:** Cleric * **Casting Time:** 1 action * **Range:** 120 feet * **Components:** V, S * **Duration:** Concentration, up to 3 turns ___ You call down an spectral angelic avatar that begins to descend from the sky. The avatar fills a 30-foot-radius, 60-foot high cylinder with bright light. When you cast the spell and at the start of your next turn, you can choose to either heal all creatures within the light, restoring 4d8 hit points to each creature that is not undead or a fiend within it, or burn all creatures within the light, forcing them to make a Constitution saving throw, taking 4d8 radiant damage on a failed save or half as much on a successful save. At the start of your turn on the third and final turn of the spell, you make the same decision, but the effect is doubled, either restoring 8d8 hit points or dealing 8d8 radiant damage. #### Time Anchor [New] *8th-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (something from the past or future) - **Duration:** 1 round ___ You place a temporal marker on an object. For the duration of the spell, you can activate that marker, bringing it forward in time to the hand of your presence self. When you do so, no events of the current time are changed, beyond that object disappears from where it previously was, and appears in your hand. The object appears even if it was consumed or destroyed in the intervening time. The object appears in the condition it was in at the time the spell was cast, including its condition, charges, and status. Once cast on an object, this spell can never be cast on the same object again. #### Time Bubble [New] *8th-level transmutation (arcane)* ___ - **Classes:** Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (something from the past or future) - **Duration:** Special ___ You create a 20-foot radius bubble of accelerated time around a point you can see within range. When you cast the spell initiative (including your current turn) is interrupted and all creatures within it can take an additional turn in their initiative order immediately, but nothing they do inside the bubble can reach beyond or affect creatures outside the bubble (all attacks that pass through it miss, all spells that pass through it fail), and if they move outside the bubble, their additional turn immediately ends. If any creature is intersected by the edge of the bubble (meaning it is not entirely inside or outside the bubble), the spell fails. After all creatures inside the bubble have acted, the spell ends and initiative continues as normal. ***At Higher Levels.*** When you cast this spell with a spell slot of 9th level, all creatures inside the bubble complete a second round of turns before the spell ends. ### 9th Level #### Blackhole [New] *9th-level transmutation* ___ - **Classes** Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You creature a miniature black hole at a point within range. An event horizon forms in a 15-foot radius around the point, blocking anything (including light, sound, and magical effects) from passing through that space without being engulfed into the black hole. When the black hole appears, creatures within 15 feet of the point must make a Dexterity saving throw to avoid being engulfed. On success, they move up their movement speed out of the event horizon of the black hole. If they cannot move a space outside of the event horizon, they automatically fail their save, and are engulfed. All creatures that are engulfed are compressed into the point at the center of the spell, taking 12d12 bludgeoning damage at the start of each of their turns while engulfed. Their speed is 0, and they are blinded, deafened, and restrained while they are engulfed. As an action, they can attempt to forcibly exit the black hole, making a Strength ability check against your spell save DC. On success, they appear in an empty space at the edge of its event horizon. Any spells, effects, terrain, or items that are not being worn or carried (other than those of Legendary or Artifact rarity) that are engulfed within the event horizon vanish and are destroyed. Magical items of Legendary or Artifact rarity are not destroyed, reappearing on the ground where the sphere was when the spell ends. While spell persists, all movement away from within 120 feet of it is considered difficult terrain. All ranged attacks that pass within 120 feet have disadvantage. When a creature starts its turn within 120 feet of the black hole, it is pulled 5 feet toward the black hole. At the start of the caster's turn, all objects that are not being worn or carried and are not attached to the ground weighing less than 1,000 lbs within 120 feet of the black hole are pulled 10 feet toward the black hole. \pagebreakNum #### Supernova [New] *9th-level evocation* ___ * **Classes:** Sorcerer, Wizard * **Casting Time:** 1 action * **Range:** Sight * **Components:** V, S, M (metal forged from a star) * **Duration:** Instantaneous ___ You form a fist sized point of light at a point you can see within range, that then explodes into a stellar supernova unleashing cataclysmic stellar energy. All creatures within a 60 foot radius of the point must make a Constitution saving throw. On a failure, a creature takes 30d8 radiant damage and becomes blinded for 1 minute. On a success, creatures take half as much damage and are not blinded. Blinded creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success. \pagebreakNum ### License ##### 5e SRD Content This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at: [https://dnd.wizards.com/resources/systems-reference-document](https://dnd.wizards.com/resources/systems-reference-document) The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: [https://creativecommons.org/licenses/by/4.0/legalcode](https://creativecommons.org/licenses/by/4.0/legalcode) ##### Kibbles Content Copyright 2022 KibblesTasty Homebrew LLC. You can use content created by KibblesTasty Homebrew LLC following the permissions listed on: [https://www.kthomebrew.com/permissions]([https://www.kthomebrew.com/permissions)