Homebrew Spells

by HugeGranolaBar

Search GM Binder Visit User Profile

Homebrew Spells

A relatively small list of homebrew spells. This document is incredibly bare bones and really not for show, its just a compilation that I plan to edit and update as time goes on. If you stumbled onto this randomly, uh, congratulations.

A good few of the spells in this document are meant specially for martial classes and half-casters;
A spell with a casting time of 1 attack can be cast as a replacement to a single attack in the attack action, similarly to making a shove or grapple attempt. They can also be cast as a regular action.
Spells that state that they 'function as a weapon attack' can have all the same bonuses applied, such as Rage, Battle Master Maneuvers, or Divine Smites. If the feature only functions with a certain type of weapon, the spell qualifies unless it specifies it is a certain type of weapon that does not qualify. (i.e a barbarian can add their rage damage to a spell that 'functions as a weapon attack' or 'functions as a strength-based weapon attack' but not a spell that 'functions as a finesse weapon attack'.) You cannot use the extra attack feature with these attacks, as you are not taking the attack action and they have a casting time of 1 action instead of 1 attack.


Spellcasting classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Homebrew spellcasters: Psion, Occultist, Manifester, Punk (showoff), Punk (hell rider), Gunslinger (Spellslinger), Militiaman (Conduit), Barbarian (Empowered)

Spell Categories


Arcane: Artificer, Sorcerer, Wizard, Psion

Energy manipulations, fields of study, dry, general efficiency and effectiveness


Divine: Cleric, Paladin

Great light and goodness, healing miracles, energy from a higher power


Primal: Druid, Ranger

Connections with nature, control of basic elements, plants and animals


Ephemeral: Bard

Enchantments, tricks of the mind, and weightless immaterial conjurings


Unholy: Warlock, Occultist

Dark magic, immoral or cruel and strictly forbidden in civilized society, often sourced from hell

Cantrips

Return to Page 1

Fleet

(Brawl Tripping)
level 0 Evocation


  • Casting Time: 1 action
  • Range: 120 feet (5 foot cube)
  • Components: V, S
  • Duration: Instantaneous

A gust of strong, concentrated wind shoots across a small portion of the ground. You create a 5 foot cube at a point of your choosing within range, and any creature within the cube must make a Charisma saving throw or be knocked prone.

At Higher Levels: The size of the cube increases by 5 feet at levels 5, 11, and 17.

Classes: Artificer, Bard, Cleric, Druid, Ranger

Light Vision

(A third magical flashlight, majorly for flavor)
level 0 Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Until Dismissed (no action required)

The user gains darkvision, out to 60 feet, and their eyes glow a bright yellow color. This glow projects a cone of light out to 60 feet from the user's eyes, lighting the area as bright light, and another 30 feet after as dim light. This does not obstruct the user's vision. You can end this spell at will (no action required).

Classes: Barbarian, Druid, Sorcerer, Paladin

Transfusion

(Give an ally your temp HP if they need it more. Or your spells at later levels.)
level 0 Necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a willing creature, and may immediately give them any temporary HP you have. You lose the temporary HP, and the target gains them. They lose this temp HP on a long rest, or as they normally would.

At Higher Levels. Starting at 5th level, you can give the target any spell slots you have, if the target can use equally leveled spells. Starting at level 11, you can give the target any amount HP you have.

Classes: Barbarian, Cleric, Druid, Monk, Warlock, Wizard

Thermal Snap

(Close ranged firebolt)
level 0 Evocation

  • Casting Time: 1 action
  • Range: 15 feet
  • Components: None
  • Duration: Instantaneous

A mote of fire, ice, or lightning can be conjured within range. Make a melee spell attack roll. The mote deals 1d10 damage of the appropriate type on a successful hit.

At Higher Levels. This cantrip's damage increases by 1d10 at levels 5, 11, and 17.

Classes: Artificer, Druid, Sorcerer, Wizard,

Thermal Charge

(You change the temperature of things. It only gains combat potential at 5th level.)
level 0 Transmutation

  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: S
  • Duration: 1 round

You can intensely heat, cool, or electrify an area or object within range. The potency of the charge depends both on how much area is being charged and how conductive the material is, ranging from anywhere to an comfortably warmed floor to a flaming marble.

At Higher Levels: Starting at 5th level, when used on an object, the first creature struck by the object during the duration takes 1d8 damage of the appropriate type. If the object fires a projectile, the projectile receives the elemental boost. This damage increases by 1d8 at levels 11 and 17.

Classes: Artificer, Bard, Sorcerer, Wizard

1st-Level Spells

Return to Page 1

Crash

level 1 Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You make an unarmed strike against the target. On a hit, the target takes the normal damage of your unarmed strike, and your punch causes an explosion in a radius of 10 feet. Each creature in that radius must make a Dexterity saving throw or take 1d8 thunder damage and 1d8 fire damage, taking half as much on a successful save. You take half damage from this explosion, or none on a successful save. If you fall at least 20 feet on the same turn before casting this spell, you may use d10s, instead of d8s, to determine the damage.

At Higher Levels. The radius of the explosion increases by 5 feet, the fire damage and thunder damage both increase by 1d8 for each level above 1st. When cast at 4th level or higher, you automatically succeed on the saving throw.

Classes: Barbarian, Sorcerer, Hell Rider

Elemental Eruption

1st-level Evocation


  • Casting Time: 1 attack
  • Range: 60 feet (10 foot cube)
  • Components: V, S
  • Duration: Instantaneous

You strike the ground, causing an eruption to burst from the ground in a 10-foot cube at a point you can see within range. All creatures in the area must succeed on a dexterity saving throw or take 2d6 + 2 damage, or half as much on a successful save. You may choose any damage type other than force, radiant, or psychic for the eruption as part of the casting, and it will deal damage of the chosen type. For example, a plume of lava may erupt for fire damage, or a rocky stalagmite for piercing damage. The erupting matter is nonmagical physical material, and, while it is not difficult terrain, it can still interact and be interacted with by creatures, although it recedes into the ground after 6 seconds.

At Higher Levels. For each level above 1st, you may choose to either increase the size of the cube by 15 feet, or increase the damage by 2d6.

Classes: Barbarian, Artificer, Wizard, Druid

Ground Flip

1st-level Evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You can target a cubic area adjacent to you, of size up to 15 feet, to pulled up with your might. That area becomes difficult terrain for 1 minute, and any creature standing in that area at the time of being flipped must make a Strength saving throw or take 2d8 bludgeoning damage and fall prone, taking half as much damage on a successful save without falling prone. If the creature is burrowing in that area, they immediately fail the save and take double damage, landing aboveground.

At Higher Levels. For each level above 1st, the maximum area increases by 5 feet and the damage increases by 1d8, to a maximum of 6d8. When cast at 4th level or higher, the target becomes restrained, instead of prone, and can make a Strength saving throw on their turn to end the effect.

Classes: Barbarian, Druid, Ranger

Hurl

1st-level Enchantment


  • Casting Time: 1 reaction, which you make upon grappling a creature, or 1 bonus action
  • Range: Touch (Grappled Creature Only)
  • Components: S
  • Duration: 1 minute

You throw the target to a point within 30 feet. The grapple is immediately ended, and the target takes 2d6 bludgeoning damage, or the falling damage of falling from the point they were thrown to, whichever is higher (If you throw the creature straight up, they do not fall on you) and the creature falls prone. Additionally, if thrown at another creature, then the other creature must make a Dexterity saving throw or take the same damage and fall prone.

At Higher Levels. When cast at 2nd level or higher, the damage increases by 1d6 for each level above 1st, and you can throw the target 10 feet further (at 2nd level, throw them to a point within 40 feet).

Classes: Empowered, Paladin

Lick Wounds

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You create mending enzymes in your saliva as you lap at the wounds of an ally. The ally regains 1d8 hitpoints, and then regains hitpoints equal to 1d8 + your Constitution modifier after 1 minute. A creature can only benefit from this spell once per short or long rest.

At Higher Levels. The healing after 1 minute is increased by 1d8 + your Constitution modifier for each level above 1st.

Classes: Barbarian, Fighter, Sorcerer

Mashimo's Triple Rebound

1st-level Transmutation (From that angle and distance?!)


  • Casting Time: 1 attack
  • Range: Self
  • Components: M (A ranged weapon that fires a projectile and causes recoil)
  • Duration: Instantaneous

You fire the weapon used in the spell's casting, and can leap to point within 15 feet without using any movement as you use the weapon's recoil to propel you, which does not provoke opportunity attacks.

In addition, the projectile can ricochet a single time. When failing an attack roll or targeting an object, you can make another attack with disadvantage from the point the projectile struck. For the first ricochet attack, the attack does not have disadvantage if an ally within your line of sight can see the intended target. To ricochet off of a creature that was successfully struck, the bullet must ricochet twice instead of once to target a new creature.

Finally, the first ranged attack made against you before the start of your next turn is made with disadvantage.

At Higher Levels. the distance you can leap increases by 10 feet and the projectile can ricochet one additional time. When cast at third level or higher, all ranged attacks against the user are made with disadvantage until the start of their next turn.

Classes: Artificer, Fighter, Ranger

Rattle

1st-level Enchantment


  • Casting Time: 1 bonus action
  • Range: Touch (Grappled Creature Only)
  • Components: S
  • Duration: 1 minute

You shake the target violently, causing them to hemorrhage internally. The target takes 2d6 typeless damage, which cannot be reduced, and must make a constitution saving throw at the end of each of its turns. On a failed save, it takes 1d6 typeless damage, and on a successful save, it ends the effect. A target can only suffer from one instance of this internal bleeding effect at a time.

At Higher Levels. When cast at 3rd level or higher, the initial damage and damage on a failed save both increase by 1d6 for every 2 levels above 1st.

Classes: Barbarian, Fighter

Single Out

1st-level Illusion


  • Casting Time: 1 reaction, which you take when reducing a creature to 0 hit points.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a creature within range, which you glare at after killing another creature, making a clear threat on their life. That creature must make an Intelligence saving throw or be frightened of you for 1 minute. The frightened creature can repeat this save at the end of each of its turns, ending the effect on a success.

At Higher Levels. For each level above 1st, you can target 1 additional creature.

Classes: Barbarian, Paladin

Shriek

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: S
  • Duration: Instantaneous

You let out a mind-piercing shriek that disorients everyone within range, and can be heard from 300 feet away. All creatures within range (excluding you) must make a Constitution saving throw or take 2d10 psychic damage and become Dazed, taking half as much damage on a successful save without becoming dazed. A dazed creature has its movement speed halved, cannot use reactions, and can use either an action or bonus action on its turn, but not both.

At Higher Levels. For each level above 1st, you can choose to increase the radius by 10 feet (can be heard from 100 more feet away) AND the damage increases by 1d10, to a maximum of 4d10.

Classes: Barbarian, Bard, Warlock

Skullstomp

1st-level Transmutation


  • Casting Time: 1 attack
  • Range: Self
  • Components: S
  • Duration: Instantaneous

As part of the casting of this spell, you expend any amount of grounded movement to make a vertical jump, ascending an amount equal to the movement spent, then move up to 10 feet in mid-air. If you successfully land on a creature (they can make a Dexterity saving throw to avoid you), they take the full amount of falling damage in your place.
Alternatively, this spell can be used as a reaction when falling onto a creature, before they make a saving throw. You may not ascend when the spell is cast in this way, but if you successfully land on the creature, the spell takes effect and they take the full fall damage.

At Higher Levels. For each level above first, a target takes an additional 1d6 bludgeoning damage if you successfully land on them. When cast at 3rd level or higher, you can cast the spell as a bonus action, instead of an attack.

Classes: Barbarian, Fighter, Paladin, Warlock

Structure

1st-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You conjure an ephemeral, pink rhombus around a creature you can see within range. You can then choose for this rhombus to Collapse or Repair. If you choose to Collapse, the rhombus turns white, then rapidly spins and shrinks, leaving several shallow cuts in a line around the target. The target must make a Dexterity saving throw or take 2d6 magical slashing damage. If a target is surrounded by 3 or more rhombuses which collapse, they cannot make this saving throw and immediately take 2d6 damage per rhombus. If you choose to Repair, the rhombus will heal the target for 2d6 hit points. If the target is surrounded by 3 or more rhombuses which repair, the rhombuses can also reinforce the creature, giving them 2d6 temporary hit points.

At Higher Levels: For each slot level above 1st, you create one additional rhombus. You can form this rhombus around the same target or another, similarly to the Scorching Ray spell, and can choose for each to collapse or repair individually.

Classes: Artificer, Bard, Wizard, Cleric, Paladin

Sword Energy

(You cut their very soul and ignore AC.)
1st-level Divination


  • Casting Time: 1 attack
  • Range: 30 feet
  • Components: S, M (A weapon which you have proficiency with)
  • Duration: Instantaneous

You focus in on the living energy of a creature, and make an attack against it with the weapon used in the spell's casting. The attack is made against an AC of 10 + the target's Dexterity modifier, regardless of the actual AC of the creature, and its damage cannot be resisted.

Classes: Artificer, Bard, Druid, Paladin, Fighter

Envision Slice

(Wackass AoE damage)
1st-level Abjuration


  • Casting Time: 1 action
  • Range: 40 feet, 20 foot line
  • Components: V, S
  • Duration: Instantaneous

Choose a point in range. An imperceptibly thin gash is momentarily created, manifesting as a 20-foot long, 5 foot wide line perpendicular to the direction the user must face to see that point. All enemies on the line must make a Dexterity saving throw or take 2d10 Force damage, taking half as much damage on a successful save.

At Higher Levels: For each slot level above 1st, the damage is increased by 1d10, and the range and the length of the line are both increased by 10 feet. For every two slot levels above 1st, the width of the line also increases by 5 feet.

Classes: Artificer, Sorcerer, Wizard

Buzz

(Scorching ray but uses your mod)
1st-level Abjuration


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Instantaneous

You swipe your palm through the air and two translucent, bug-like projectiles follow in its wake, buzzing as they accelerate into your foes. You can direct them to one target or multiple. Make a ranged spell attack for each projectile, dealing 1d6 + your Spellcasting modifier Necrotic damage on a hit. This attack cannot benefit from critical hits.

At Higher Levels: For each slot level above 1st, you create one additional projectile.

Classes: Artificer, Sorcerer, Wizard

Amp

(Low-level support spell)
1st-level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute, concentration

You briefly flood up to 2 targets within range with magical enhancement, adding a +2 bonus to their first weapon attack roll and damage roll each turn for the duration of the spell. You can apply this bonus multiple times to a single target, increasing the value of the bonus by 1 for each time they are targeted.

At Higher Levels: For each slot level above 1st, you can target one additional creature.

Classes: Artificer, Bard, Sorcerer, Wizard

2nd-Level Spells

Return to page 1

Acid Drill

(There aren’t many acid moves.)
1st-level Abjuration


Casting time: 1 action Range: 60 feet Components: V, S Duration: Instant


You create a persistent stream of acid attempting to bore a hole through a creature or object within range. If the target is a creature, the target must make a Constitution saving throw, taking 3d8 acid damage on a failed save, or half as much on a success. If a creature which is wearing armor or is otherwise reliant on a hard shell fails this save, their AC is reduced by 2. This effect does not stack with itself, and ends after 1 minute.

At Higher Levels. For each level above 2nd, the acid damage increases by 1d10.

Classes: Sorcerer, Artificer, Ranger.

Barrier Aura

(Lets casters protect their allies from their explosions.)
1st-level Abjuration


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 rounds (1 minute)

Choose one willing creature within range. For the duration of the spell, when you deal damage to the target, they will take half damage instead. If they succeed on a saving throw to halve the damage of one of your spells or effects, they will instead take no damage.

At Higher Levels. For each level above 2nd, you can target two additional creatures.

Classes: All Classes.

Conjure Hole

(Zhwoop.)
2nd-level Conjuration

  • Casting time: 1 bonus action
  • Components: V, S
  • Duration: 10 rounds (1 minute)
  • Target: Ground/Object Range: 90 feet

You create a 5 foot wide, 8 foot deep hole at a point on solid ground within range. Any medium or smaller creature who walks over the hole immediately falls in, and must use an amount of movement speed equal to their base speed to get out. If this hole is created directly under a creature, they can make a dexterity saving throw to jump out of the way if they cannot fly. The DC of this save increases by 2 for every size category the creature is below the maximum capacity of the hole.

At Higher Levels. For each level above 2nd, the diameter and depth of the hole increases by 5 feet, increasing the maximum size capacity of the hole by 1 size category.

Classes: Bard, Sorcerer, Warlock, Wizard, Artificer.

Empowered Static

(Direct lightning damage.)
2nd-level Evocation


  • Casting time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A torrent of electricity leaps from your extended fingers to creatures within range. You conjure 2 electric bolts, and can direct them to the same target or different targets. Make a separate spell attack roll for each bolt, dealing 1d6 + your Spellcasting modifier on a hit. If the target is wearing metal armor or is otherwise conductive, you make the attack roll with advantage.

At Higher Levels. For each level above 2nd, you can create one additional bolt.

Classes: Artificer, Warlock, Wizard, Sorcerer

Gale Strike

(Long-ranged high damage cut)
2nd-level Evocation


  • Casting Time: 1 attack
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

With a lightning fast strike, you cut through the air, sending a blade of wind at an opponent. Make a ranged spell attack against a creature within range, dealing 2d8 + STR slashing damage on a hit. This functions as a weapon attack.

At Higher Levels. For each level above 2nd, deal an additional 1d8 slashing damage.

Classes: Barbarian, Bard, Cleric, Ranger, Sorcerer

Laser Vision

(Shoot out scorching rays as bonus action and use them to disintegrate bullets.)
2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: 1 minute, Concentration

Immediately when casting this spell, and as a bonus action on every turn it is active, you can blast a ray of concentrated energy from your eyes, making a ranged spell attack against an enemy within range and dealing 2d6 fire damage on a hit. You can fire one of these beams as an attack, as well. Additionally, as a reaction when a projectile is fired and passes into the range of this spell, you can try to disintegrate it with your heat vision. Make a ranged spell attack. If your attack roll is higher than the attack roll of the projectile, its damage is reduced by 10, and is disintegrated if that reduces its damage to 0.

At Higher Levels. For every 2 levels above 2nd, you can fire one additional ray for each bonus action and reaction.

Classes: Barbarian, Monk, Sorcerer, Wizard

Palm Blast

(A pure and simple melee damaging spell.)
2nd-level Evocation


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You thrust an open palm forward before it blasts out concussive force. Make a melee spell attack against a creature within range. On a hit, the target takes 6d6 Thunder damage + your CON modifier. This functions as a weapon attack.

At Higher Levels. The attack deals an additional 1d6 Thunder damage for each level above 2nd.

Classes: Artificer, Barbarian, Cleric, Paladin, Rogue, Sorcerer, Warlock, Wizard

Seiken

(Piercing ranged stab.)
2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: S
  • Duration: Instantaneous

You can project an ethereal simulacrum of your favorite weapon which will thrust forward through a foe. Choose a target within range that you can see. Make a ranged spell attack, dealing 4d8 radiant damage on a hit. This attack does not provoke reactions, and ignores the AC boost granted by the Shield spell.

At Higher Levels. For each level above 2nd, deal an additional 1d10 radiant damage on a hit.

Classes: Barbarian, Fighter, Cleric, Paladin, Sorcerer, Wizard

Shadow Sneak

(Sneak attack.)
2nd-level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

You immediately take the hide action, and subtly merge into the shadows. You roll your Stealth check, and can use your spellcasting modifier instead of dexterity. As part of the same casting of the spell, if you successfully hide, you can move up to your speed and make a melee spell attack against a target, dealing 4d6 + spellcasting mod Necrotic damage. If the target is surprised, they take an additional 2d6 Necrotic damage. This functions as a finesse weapon attack.

At Higher Levels. For each slot level above 2nd, deal an additional 1d6 necrotic damage for both the base attack damage and surprise attack bonus damage.

Classes: Barbarian, Druid, Ranger, Sorcerer, Warlock, Wizard

Compress

2nd-level Evocation


  • Casting Time: 1 reaction, which you make upon grappling a creature, or 1 bonus action
  • Range: Touch (Grappled Creature Only)
  • Components: S
  • Duration: Instantaneous

You crush the target with tremendous force, dealing 1d12 + STR typeless damage, which cannot be reduced. This functions as a weapon attack. Additionally, the target must make a Constitution saving throw or be stunned until the end of your next turn. If you use the Hurl spell on a target within 2 rounds of casting Compress on them, you've shaped the target into the perfect form for throwing, and Hurl takes effect as if it were cast 2 levels higher than the slot expended to cast it.

At Higher Levels. When cast at 3rd level or higher, the damage increases by 1d12 for each level above 2nd.

Classes: Barbarian

Violent Beam

level 2 Evocation


  • Casting Time: 1 action
  • Range: 60 feet, 5 foot line
  • Components: S
  • Duration: Instantaneous

You charge up an intense mote of energy from your mouth, and fire it off in a devastating beam, originating from your position. You make a spell attack roll against every creature that falls on that line, dealing 6d6 force damage on a hit. This functions as a weapon attack.

At Higher Levels. For each level above 2nd, the damage increases by 1d6 and the range increases by 20 ft. When cast at 4th level or higher, you can add your Constitution modifier to the damage, and the beam increases to 15 feet wide.

Classes: Artificer, Barbarian, Monk, Sorcerer, Warlock

Capacitant Stake

level 2 Evocation


  • Casting Time: 1 action
  • Range: 60 feet, 20 foot Sphere
  • Components: S
  • Duration: 1 minute

You place a stake in the ground at a point you can see within 60 feet. The stake has 15 hit points and 10 AC. Once per turn, when a creature makes an attack roll, damage roll, or saving throw within 30 feet of the stake, they can reduce the stake's HP by 1 and add a +1 bonus to the roll.

At Higher Levels. For each level above 2nd, the stake's HP increases by 5. Additionally, a creature within 30 feet can draw a number of hit points from the stake equal to half the spell level, rounded up, gaining a bonus to their roll equal to the number of hit points drawn.

Classes: Artificer, Bard, Druid, Warlock

3rd-Level Spells

Return to page 1

Earth Shatter

(Earth tremor but improved for 3rd level.)
3rd-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You cause a violent tremor in the ground in a 25-foot radius. Each creature other than you in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose to either increase the damage by 1d6 or increase the radius by 5 feet for each slot level above 3rd.

Classes: Artificer, Barbarian, Druid, Wizard

Great Hammer

(Serious Punch)
3rd-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You wreathe your fist (or other method of unarmed strike) in a massive kinetic aura. Make an unarmed strike attack or melee spell attack against the target. On a hit, instead of the normal damage, the target takes 8d4 force damage and must make a Strength saving throw. On a failed save, they take 4d4 bludgeoning damage, are knocked back 40 feet in a straight line and fall prone, or are knocked back 20 feet without falling prone and take half as much bludgeoning damage on a successful save.

At Higher Levels. The damage increases by 2d4 for each level above 3rd.

Classes: Artificer, Barbarian, Sorcerer, Wizard

Heighten Mind

(It’s the inverse of haste, giving a reaction instead of an action.)

Casting time: 1 action Components: V, S Duration: Concentration, up to 1 minute. Range: 60 feet

Choose a willing creature you can see within range. For the duration of the spell, the target has an additional reaction on each of its turns. In addition, once per round, they can add a d8 to any attack roll, saving throw, or ability check they make. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Classes: Bard, Cleric, Druid, Ranger, Paladin, Warlock.

Human Missile

(Luigimaxxing)
3rd-level Transmutation Casting Time: 1 action Range: Self Components: S Duration: 1 round

You charge up an immense amount of kinetic and protective energy in your body. As a bonus action on the same round, you can make a melee spell attack roll against a creature within 60 feet that you can see, which is a critical hit on a roll of 19 or 20. On a critical hit, you can change the target to any creature within 90 feet. On a successful hit, you deal 3d12 bludgeoning damage plus 3d12 fire damage. Regardless of a hit or miss, you move to a space adjacent to the target without provoking opportunity attacks.

At Higher Levels. For each slot level above 3rd, you deal 1d12 additional bludgeoning and fire damage.

Classes: Artificer, Bard, Fighter, Ranger, Paladin, Warlock

Panic Explosion

(Explode when someone touches you.)
3rd-level Transmutation

  • Casting time: 1 bonus action
  • Range: Self
  • Components: V, S, M (Any sentimental object.)
  • Duration: 1 minute, concentration.

When under the effects of this spell, you will explode as a defense mechanism. Any time an enemy targets you with an attack, you can use a reaction to glow white hot before unleashing an instinctive blast. Any creature other than you within 10 feet takes 1d12 thunder damage and then must make a Strength saving throw. On a failed throw, they take 2d6 fire damage and are pushed 10 feet away, and on a successful throw, they are pushed 10 feet away, taking no damage.
If the triggering attack is a melee attack, the attack misses if you are no longer in range.
If the triggering attack is a projectile, the explosion destroys the projectile (within reason).

At Higher Levels. The fire damage and thunder damage increase by 1d6 each for each level above 3rd

Classes: Bard, Cleric, Paladin, Sorcerer, Wuzard

Prepare Bolts

  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 minute

You launch a swarm of glimmering projectiles which hover in the air. You can designate 6 unoccupied spaces within range to send them to. These spaces become threatened, and if a creature moves onto one of these spaces within the duration, you can cause the projectile to crash into them (no action required), and the creature immediately takes 4d6 Radiant damage. The projectiles are clearly visible to all creatures. The projectiles all disintegrate after the duration of this spell ends or you cast the spell again.

At Higher Levels: You can launch two more projectiles for each slot level above 4th, and designate additional threatened squares as appropriate.

Telekinetic Volley

(Pull up some shards of glass to protect you then shoot them at someone for massive damage.)

  • Casting time: 1 action
  • Range: 50 feet
  • Components: V, S, M (small, sharp objects.)
  • Duration: 2 rounds

You levitate up to four small, sharp objects within range, such as knife blades or broken glass, and cause them to orbit around you. For every 4 objects orbiting you, you gain a +2 bonus to AC. You can use your bonus action to magically fling any amount of these blades at once at any creatures nearby, targeting one creature or several. Make a ranged spell attack roll for each blade, dealing 1d6 + your spellcasting modifier slashing damage on a hit. If an enemy has multiple blades flung at them, each blade will have a +2 bonus to its attack roll compared to the last, whether or not the last blade hit. If the blades have not been used by the end of your next turn, the spell ends, and they fall to the ground harmlessly.

At Higher Levels. For each level above 3rd, two extra blades can be used.

Classes: Fighter, Rogue, Sorcerer, Wizard

Thunderlight Strikes

  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make 4 melee spell attacks against a creature within range. On a hit, you deal 2d8 Lightning damage.

At Higher Levels: You make one additional attack as part of this spell for each slot level above 3rd.

Classes: Paladin, Ranger, Sorcerer, Wizard

Unleash

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: Self (20 foot radius)
  • Components: V, S, M (A scrap of paper)
  • Duration: Instantaneous

You violently burst with an awe-inspiring display of magic. Every creature of your choice within range must make a Constitution saving throw, taking 3d12 Radiant damage on a failed save, or half as much on a successful save. Additionally, you gain 2d12 temporary hit points.

At Higher Levels. The damage and temporary hit points gained both increase by 1d12 for each level above 3rd.

Classes: Empowered, Artificer

4th-Level Spells

Return to page 1

Divine Death Blast

4th-level Evocation (Very generic long-range spell attack. Pretty strong, too.)


  • Casting Time: 1 action
  • Range: 250 feet
  • Components: V, S
  • Duration: Instantaneous

You create three beams of power and accelerate them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 3d8 thunder damage.

At Higher Levels. You make one additional attack for each slot level above 4th.

Classes: Sorcerer, Paladin, Wizard

Meteor Fold

(Call down a tactical nuke… in 1 minute.)


Casting time: 1 action Components: V, S Duration: 1 minute, concentration. Target: Area Range: 30 feet/40 foot sphere


Saving Throw: Perception, DC 12, Dex, Spell save DC Upcasting Effect:

Choose a point within range. After the full duration has ended and concentration has been maintained, a meteor will fall onto that point. The meteor deals 12d8 fire damage and 8d12 bludgeoning damage to all creatures within 30 feet of the point of impact. One round before the meteor would strike, every creature within the meteor’s range makes a perception saving throw, and does so with advantage if they are not fighting or otherwise distracted. On a successful save, they notice the meteor, and will likely attempt to run away. If a creature is at least 20 feet from the point of impact, they can make a dexterity saving throw, and on a successful save, will halve the damage they take.

At Higher Levels. Damage increases by 1d12 fire or bludgeoning damage per level of upcast, the radius of the damage from the meteor increases by 10 feet, and the saving DC increases by 1. Additionally, choose one of the following: Initial range increases by upcast * 30, and the spell deals an additional (upcast) damage per die rolled, OR, duration decreases by upcast * 12 seconds (2 rounds).

Rave Against Thought and Hope

4th-level Illusion


  • Casting Time: 1 action
  • Range: 10 feet, 20 foot cube
  • Components: S
  • Duration: 1 minute, concentration.

You create a mind-melting area which forces incomprehensible amounts of information through anything that steps into it. You create this From the outside, this strange cube is clearly visible with pieces of images rapidly flashing across it A creature who steps into this area is immediately blinded and becomes frightened of all other creatures. While frightened in this way, the creature cannot have disadvantage on attack rolls against you. Upon exiting the cube, the creature can make a Wisdom saving throw, and make it again at the end of each of its turns outside the cube. The first time they pass this saving throw, they end the blinded condition on themselves, and the second time they pass this saving throw, they end the frightened condition on themselves and the effects of this spell ends on them. A creature takes 1d6 psychic damage on a failed save, or takes 2d6 damage upon ending their turn in the area of the cube. You are immune to the effects of this spell.

Prepare Bolts


Casting time: 1 action Range: 90 feet Components: V, S Duration: 1 minute


You launch a swarm of glimmering projectiles which hover in the air. You can designate 6 unoccupied spaces to send them to. These spaces become threatened, and if a creature moves onto one of these spaces within the duration, you can cause the projectile to crash into them (no action required), and the creature immediately takes 4d6 Radiant damage. The projectiles are clearly visible to all creatures.

At Higher Levels: You can launch two more projectiles for each slot level above 4th, and designate extra threatened squares as appropriate.

Paradigm Shift

(If someone is spamming buffs, turn them into nerfs.)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute, Concentration

Positive becomes negative and negative becomes positive. Choose any creature within range, if it is unwilling it can make an Intelligence saving throw to fully resist the effects. If it fails, or is willing, choose one of the following options to subject them to:

Reversive Body. Any rolls with disadvantage directed at or made by the creature become rolls with advantage, and rolls with advantage become rolls with disadvantage. Additionally, negative conditions become positive, and positive becomes negative, i.e. the Haste effect acts like the Slow effect, the Slow effect acts like the Haste effect, any residual DoT effects give temporary HP instead of dealing damage. If they would be stunned, their movement speed doubles, and the effects of exhaustion are reversed, except for death.

Mental Backflip. Alignments, ideals, virtues and flaws all become the closest opposite for the creature. They will still have all their former memories, though, and are unlikely to start attacking their allies without good reason.

Classes: Bard, Cleric, Sorcerer, Wizard, Warlock.

Class Exclusive Spells

1st-level

Return to page 1

Black Wind

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: 1 minute, concentration.

You cough up a mass of ethereal, but sharp and corrosive black particulates, which you control. It appears in an unoccupied space within range, and uses the Black Wind statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black wind shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required). It uses the Black Wind statblock below. The slot's level is used in certain places in the statblock.

Classes: Militiaman

Temper

1st-level Enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute, Concentration

While this spell is active, you can add an additional 1d4 damage to any attack you add your rage damage to.

At Higher Levels. When cast at 3rd level or higher, this spell no longer requires concentration. When cast at 4th level or higher, this size of the die increases for levels 4-6, to 1d6 at level 4, 1d8 at level 5, and 1d10 at level 6.

Classes: Barbarian


Black Wind

Medium Elemental


  • Armor Class 8
  • Hit Points Spell Level * 7
  • Speed 15 feet, hover

STR DEX CON INT WIS CHA
0 (-5) 10 (+0) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Immunities Psychic, Radiant
  • Damage Resistances Bludgeoning, Piercing, and Slashing
  • Condition Immunities All Conditions
  • Senses -
  • Languages -
  • Challenge -

Greater Incorporeal Movement. The Black Wind can move through other creatures and objects freely.

Actions

Curse. The Black Wind must be occupying the space of another creature to take this action. For the duration, whenever the creature takes damage, it takes additional Necrotic damage equal to the spell's level until the beginning of the Black Wind's next turn.

Rush Through. The black wind passes through a target within 5 feet. That target must make a DC 12 Constitution saving throw or take 1d8 Necrotic damage, increasing by 1d8 for each slot level above 1st.

2nd-level

Black Spear

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: 1 minute, concentration.

Your black wind twists into a more corporeal form, capable of physically striking your enemies. It appears in an unoccupied space within range, and uses the Black Wind statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black spear shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required).


Black Spear

Medium Elemental


  • Armor Class 13
  • Hit Points Spell Level * 12
  • Speed 20 feet, hover

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 2 (-4) 4 (-3) 0 (-5)

  • Saving Throws -
  • Skills -
  • Damage Immunities Psychic, Radiant
  • Damage Resistances -
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses -
  • Languages -
  • Challenge -

Actions

Jab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 2) necrotic damage. Damage increases by 2d6 per slot level above 2nd.

Burst. The black spear deforms before flashing brightly and exploding outward. All creatures within 15 feet of the black spear must make a DC 14 Constitution saving throw, taking 4d10 Necrotic damage on a failed save, or half as much on a successful save. The damage increases by 1d10 for each slot level above 2nd.

Disrupt. The black spear twirls around, deflecting attacks. All attack rolls against allies within 5 feet of the black spear are made with disadvantage until the end of the black spear's next turn.

Reactions

Cover. As a reaction to an ally being made the target of an attack, the Black Spear can redirect all attacks against that ally to itself until the end of its next turn.

Empower

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: 15 ft.
  • Components: S
  • Duration: 1 minute, concentration

The target gains the full benefits of your Rage for the duration, using your resistances, rage damage, and applicable passive features. Additionally, they can use the Reckless Attack feature for the duration.

At Higher Levels. When cast at 3rd level or higher, the target can also use your Strength modifier, instead of their own, whenever applicable. When cast at 4th level or higher, this spell no longer requires concentration.

Classes: Barbarian

Soulcrush

(Hex but its for everyone, and you can only apply it once)

  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, whenever the creature is hit with an attack, they take 1d6 necrotic damage. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. When the target dies, the spell ends immediately.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When cast using a 3rd-level spell slot, the damage increases to 1d8, and to 1d10 when using a 5th level slot.

Classes: Warlock

3rd-level

Black Semblance

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: 1 minute, concentration.

Your black wind shapes into a rough form of a humanoid, able to move and fight alongside you. It appears in an unoccupied space within range, and uses the Black Semblance statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black spear shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required).

Classes: Militiaman

Engulf

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch (Grappled target only)
  • Components: S
  • Duration: 1 minute

Make an unarmed strike attack against the target. If the attack hits, the target is pulled into a pit of darkness, and the grapple ends. The engulfed target is blinded and restrained, it has total cover against attacks and other effects, and it takes 3d6 acid or necrotic damage at the start of each of your turns. You can have only one target engulfed at a time. The target can attempt a strength saving throw on each of its turns, ending the spell on a success. When the spell ends, the target is shunted to a space within 5 feet of you, rendered prone.

At Higher Levels. For each slot level above 3rd, you deal 1d6 additional damage each turn, and the DC to escape increases by 1.

Classes: Barbarian


Black Semblance

Medium Elemental


  • Armor Class 13
  • Hit Points Spell Level * 15
  • Speed 30 feet

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 18 (+4) 8 (-1) 6 (-2) 8 (-1)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Immunities Radiant
  • Damage Resistances -
  • Condition Immunities blinded, charmed, exhaustion, frightened, prone
  • Senses -
  • Languages -
  • Challenge -

Actions

Multiattack. The Black Semblance makes a number of attacks equal to half the spell's level, rounded up. It chooses from the Bash, Fire, and Burst options.

Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 2) necrotic damage. Damage increases by 2d6 per slot level above 2nd.

Burst. The black spear deforms before flashing brightly and exploding outward. All creatures within 15 feet of the black spear must make a DC 14 Constitution saving throw, taking 5d12 Necrotic damage on a failed save, or half as much on a successful save. The damage increases by 1d12 for each slot level above 2nd. \

Reactions

Cover. As a reaction to an ally being made the target of an attack, the Black Spear can redirect all attacks against that ally to itself until the end of its next turn.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.