Orbnus's Tome of Magick - Spell Collection

by Orbnus

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Orbnus's
Tome of Magick
50 new spells for your game!

Orbnus' Homebrew
Orbnus' Homebrew

Omen

Divination cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Wizard

You glimpse a fleeting omen of a creature’s fate, perceiving the moment where its defenses will falter.

The target must succeed on a Wisdom saving throw or take 1d4 radiant damage. On a failed save, the next attack roll made against the target before the start of your next turn has advantage.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Snake Portal

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Warlock, Druid

You tear open a tiny rift in space at a point you can see within range. A spectral serpent lashes out from the rift before it snaps shut.

Make a ranged spell attack against a creature. On a hit, the target takes 1d6 poison damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sling

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Druid, Artificer

You magically accelerate a small object within range, hurling it at a creature.

Choose a Tiny, unattended object within range that isn’t being worn or carried. The object flies in a straight line toward a creature you can see within range. The target must make a Dexterity saving throw or take 1d8 bludgeoning damage. On a failed save, the target is pushed 5 feet.

The spell’s damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Inspire

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special
  • Classes: Cleric, Wizard, Bard

You lace your words with subtle magic, bolstering an ally’s resolve while planting doubt in a foe’s mind.

The target must succeed on a Wisdom saving throw or take 1d4 psychic damage. You then choose a creature within 15 feet of you that can hear you. That creature gains a 1d4 bonus to the next attack roll it makes before the start of your next turn.

The spell’s damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Flicker Step

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Bard

You snap your fingers and briefly flicker through space.

You teleport up to 10 feet to an unoccupied space you can see, provided you could reach that space by walking.

This spell fails if your speed is 0.

Flashsword

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot reach)
  • Components: S
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

You conjure a blade of shimmering magical force and strike at a creature within 5 feet of you. The blade vanishes immediately after each strike.

Make a melee spell attack against the target. On a hit, the target takes 1d10 force damage.

The number of attacks increases as you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones within range.

Orbnus' Homebrew
Orbnus' Homebrew

Art Credit: Dave Greco

Vanishing

1st-level illusion


  • Casting Time: 1 reaction
  • Trigger: When a creature makes an attack roll against you, or you are forced to make a Dexterity saving throw
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Bard, Sigilwright

You vanish in a brief distortion of space, reappearing a moment later nearby.

  • If triggered by an attack roll, the attack is made with disadvantage.
  • If triggered by a Dexterity saving throw, you have advantage on the save.

Immediately after the attack or saving throw is resolved, you can teleport up to 5 feet to an unoccupied space you can see.


You then become invisible until the end of the current turn.

Rico’s Phantom Feint

1st-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a large, brightly colored feather and a melee weapon worth at least 1 sp)
  • Duration: Until the end of your turn
  • Classes: Bard, Ranger, Wizard, Sigilwright

You conjure a fleeting illusion of your striking hand, mimicking your movements with deceptive precision. The false strike vanishes just before impact, throwing your foe off balance.

The next time you make a melee weapon attack before the spell ends, you have advantage on the attack roll. If the attack hits, it deals an extra 2d4 psychic damage.

The spell ends after the attack hits or misses.

Scribe’s Recital

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a fine quill or arcane writing implement)
  • Duration: Until the next long rest
  • Classes: Wizard, Bard

You inscribe a spell into a magical recital, weaving its magic into a latent form that awaits the moment of need. Choose a spell you know that requires concentration and has a casting time of 1 action. The chosen spell must be of 2nd level or lower and must target only you or one or more creatures.

When you cast Scribe’s Recital, you expend a spell slot of the chosen spell’s level and provide any material components required for that spell, consuming them if the spell would normally do so. You then choose any number of creatures within 15 feet of you that would be valid targets for the chosen spell.

Until the end of your next long rest, when you roll initiative, you may use your reaction to immediately cast the chosen spell, targeting only yourself or the creatures you selected when you cast Scribe’s Recital. This casting requires no components and does not expend an additional spell slot. The stored spell still requires concentration after firing.

After the stored spell is cast in this way, you can’t cast another spell of 1st level or higher until the end of your first turn in combat.

The chosen spell fails if none of the selected creatures are within range at the time of casting. Once the stored spell is cast, or if you finish a long rest, the effect ends.

You can have only one Scribe’s Recital active at a time. Casting this spell again ends any previous recital you have stored.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum level of the spell you can choose increases by 1 for each slot level above 1st.

Orbnus' Homebrew
Orbnus' Homebrew

Bestial Claw

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a tuft of bestial fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sorcerer

One of your arms transforms into a massive bestial limb covered in matted fur and tipped with vicious black claws.

Until the spell ends, when you take the Attack action on your turn, you can replace one attack with a feral swipe.

Choose one creature within 10 feet of you, and a second creature within 5 feet of the first creature and within 10 feet of you. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 slashing damage plus 1d4 poison damage, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 for each slot level above 1st.

Ghostflame Blade

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock, Paladin, Sorcerer, Sigilwright

You wreathe your weapon in pale ghostflame, its edge flickering with cold, spectral fire.

Until the spell ends, your weapon attacks deal cold damage instead of their normal damage type and deal an additional 1d4 necrotic damage on a hit.

Once on each of your turns, when you hit a creature with this weapon, the target must succeed on a Constitution saving throw or be unable to regain hit points until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 for each slot level above 1st, to a maximum of 5d4.

Uncertain Certainty

1st-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Bard, Wizard, Sigilwright

You catch fleeting glimpses of moments where failure turns to success.

Once per turn when you miss with an attack roll, you can roll a d20. On an 11 or higher, you can replace the missed roll with the number rolled and add your proficiency bonus to it.

This spell can successfully alter an attack roll up to three times before the spell ends.

Warding Stride

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour
  • Classes: Sorcerer, Paladin, Sigilwright

A shimmering ward forms around you, shifting with every step. It cushions incoming blows and propels your movements, urging you onward with unnatural speed.

You gain 5 temporary hit points for the duration.

While you have these temporary hit points, your walking speed increases by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 1st.

Magic Barrier

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Wizard, Sigilwright

You conjure a shimmering wall of force that protects you and your allies.

The barrier appears in an unoccupied space adjacent to you. It is 15 feet wide, 5 feet thick, and 15 feet tall. When you cast the spell, choose a direction for the barrier to face. The barrier extends outward from one side of your space.

The barrier moves with you, maintaining its position relative to you.

At the start and end of each of your turns, you can rotate the barrier around yourself, changing which side of you it extends from.

The barrier is transparent and does not obscure vision. Creatures can move through the barrier, but the barrier’s space is difficult terrain.

A creature behind the barrier has half cover against attacks and other effects originating from the opposite side of the barrier. A creature is considered behind the barrier if a line drawn from the attacker or point of origin to the target passes through the barrier.

Creatures benefiting from this cover can make ranged attacks through the barrier without granting cover to their targets.

In addition, Magic Missile cannot target creatures benefiting from the barrier’s cover.

Orbnus' Homebrew
Orbnus' Homebrew

Purging Flame

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small ember or piece of charcoal)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Warlock, Sorcerer, Sigilwright

You invoke a surge of searing flame that washes over your body, burning away afflictions along with your flesh.

You can end any number of the following effects on yourself:

  • A disease
  • A condition affecting you. The condition can be blinded, deafened, or poisoned
  • An effect currently reducing your hit point maximum.

For each effect ended in this way, you take 1d6 fire damage, which cannot be reduced in any way. This damage can’t reduce you below 1 hit point.

Chameleon Veil

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small sketch of a mundane object, drawn by hand)
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Wizard, Sigilwright

You weave illusion magic around yourself, causing your form to appear as an inanimate object.

You transform to resemble a Small or Medium nonmagical object you have seen before, such as a crate, statue, barrel, or piece of furniture. Your game statistics remain unchanged.

While transformed, you are indistinguishable from a normal object unless a creature closely examines you. A creature can use its action to inspect you and must succeed on an Intelligence (Investigation) check against your spell save DC to discern your true nature. A creature that physically interacts with you has advantage on this check.

While the spell lasts, you can move up to 10 feet on each of your turns, provided you remain on the ground. Your movement must be consistent with the object’s form, such as sliding, rolling, or subtly shifting.

If you move while a creature can clearly see you, that creature has advantage on its Investigation check to discern your true nature until the end of its next turn.

The spell ends early if you take any damage, make an attack, or cast a spell. You can also end the spell at any time (no action required).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature within 30 feet of you for each slot level above 2nd.

Each target gains its own instance of this spell and maintains concentration on it independently, using your spell save DC for any Investigation checks to discern its true nature.

If one creature’s transformation ends, the spell continues for the other affected creatures.

Art Credit: Chris Rahn

Arcane Draw

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous or Concentration, up to 1 round (see below)
  • Classes: Wizard, Sigilwright, Artificer

You conjure a sleek arcane bow of condensed magical force and nock a shimmering arrow of energy.

When you cast this spell, you can immediately release the arrow, making a ranged spell attack against a creature you can see within 120 feet. On a hit, the target takes 3d10 force damage.

Charged Casting

Alternatively, you can choose to hold the draw, charging the arrow with greater power. If you do, you must concentrate on the spell until the start of your next turn. At that time, the arrow releases without requiring an action.

If released in this way, the attack deals 5d10 force damage instead.

If your concentration is broken before the arrow is released, the spell fails and the spell slot is wasted.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Orbnus' Homebrew
Orbnus' Homebrew

Shockwave Reprisal

2nd-level evocation


  • Casting Time: 1 reaction, which you take when you are hit by a melee attack
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Druid, Sigilwright, Artificer

You unleash a concussive burst of force in response to being struck, blasting creatures away from you.

Each creature of your choice within 10 feet of you takes 2d6 thunder damage.

Each affected creature is pushed 10 feet directly away from you.

A creature must make a Strength saving throw. On a failed save, the creature is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Shin’s Force Gauntlet

2nd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard, Sigilwright, Artificer

You conjure a protective shell of force around your hand, reinforcing your defenses and turning your strikes into bursts of repelling energy.

While the spell lasts, you gain a +1 bonus to A*.

In addition, on each of your turns, you can use a bonus action to attempt to shove a creature within 5 feet of you.

The target must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you or knocked prone (your choice).

This shove counts as a magical effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the AC bonus increases to +2.

Foretell

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until the start of your next turn
  • Classes: Cleric, Bard, Sigilwright

You glimpse fragments of a creature’s immediate future, reading its movements before they occur.

Choose one creature within range.

Until the start of your next turn:

  • You have advantage on melee attack rolls against the target
  • The target has disadvantage on melee attack rolls against you

Inevitable Fate

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Sigilwright

You glimpse a moment of failure in a creature’s future and repeatedly press toward that destined outcome.

Choose one creature within range. The target must make a Wisdom saving throw.

On a failed save, the next time the target makes a saving throw against a spell you cast before this spell ends, it does so with disadvantage. When this effect is triggered, the spell ends.

On a successful save, the spell has no effect.

While concentrating on this spell, you can use a bonus action on subsequent turns to target the same creature again with this spell.

Orbnus' Homebrew
Orbnus' Homebrew

Lisha’s Grave Reliquary

2nd-level conjuration (ritual)


  • Casting Time: 1 action (or 10 minutes as a ritual)
  • Range: Touch
  • Components: V, S, M (a silver reliquary worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Wizard

You bind funerary magic to a silver reliquary, transforming it into a vessel for the dead.

When you cast this spell, you can touch a corpse of a Small, Medium, or Large creature and cause it to vanish, sealed within an extradimensional space contained inside the reliquary. Alternatively, you can cause one corpse stored within the reliquary to appear in an unoccupied space within 5 feet of you.

The extradimensional space can hold up to six Small corpses. A Medium corpse counts as two Small corpses, and a Large corpse counts as four Small corpses. The corpse must be no larger than Large.

Only the corpses of creatures can be stored in this way. Objects and living creatures cannot be placed within the space.

The space resembles a quiet, dim reliquary lined with stone niches, where the dead lie undisturbed. Time does not pass for corpses stored within the space, and they do not decay. This stasis does not extend any time limit for spells or effects that return a creature to life.

You can place a corpse into the reliquary or retrieve one only when you cast this spell. Casting this spell again allows you to access the same extradimensional space, provided you use the same reliquary.

If the reliquary is destroyed, the extradimensional space collapses, and all stored corpses harmlessly appear in unoccupied spaces as close as possible to the reliquary.

Art Credit: Artwork © FromSoftware — Bloodborne (2015)

Art Credit: Artwork © FromSoftware — Elden Ring (2022)

Orbnus' Homebrew
Orbnus' Homebrew

Bearification

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Ranger

You transmute a nonmagical object into a feral beast animated by primal magic.

Choose a Medium or Large nonmagical object within range. The object transforms into a bear that occupies its space for the duration.

The type of bear depends on the level of the spell slot used:

  • 2nd level: Black Bear
  • 3rd level: Brown Bear
  • 4th level: Polar Bear
  • 5th level or higher: Owlbear

The creature uses the statistics of the chosen form.

The bear acts on its own initiative, immediately after yours. It is not under your control. On its turn, it moves toward and attacks the nearest creature it can perceive. If multiple creatures are equally close, the DM determines its target.

When the creature drops to 0 hit points or the spell ends, it reverts to its original object.

If the creature has taken damage, the object may be damaged or destroyed, at the DM’s discretion. Particularly durable objects may remain intact.

  • The object must be able to occupy the space of the resulting creature
  • The creature cannot speak, cast spells, or take complex actions

Reap What You Sow

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a broken silver mirror)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Sigilwright

You curse a creature with a cruel reflection of its own violence.

Choose one creature within range. The target must make a Wisdom saving throw.

On a failed save, the creature is charmed by you for the duration.

Once per turn, when the creature hits another creature with a weapon attack, it must use its reaction to deal the attack’s damage to itself as psychic damage.

At the start of each of its turns, the creature can repeat the saving throw, ending the spell on a success.

Art Credit: Kevin Zamir Goeke

Circle of Harvest

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sigilwright

You invoke a predatory aura that feeds on the vitality of your foes.

A 20-foot-radius aura emanates from you for the duration.

When you deal damage to one or more creatures within the aura, you regain hit points equal to half the damage dealt, to a maximum of 15 hit points per turn.

This healing only applies to damage dealt to creatures within the aura.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum healing increases by 5 for each slot level above 2nd.

Orbnus' Homebrew
Orbnus' Homebrew

Cryostasis

2nd-level evocation


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V, S
  • Duration: Until the start of your next turn
  • Classes: Sorcerer, Druid, Sigilwright

You instantly encase yourself in solid ice, redirecting the incoming blow into a frozen shell.

When you cast this spell, you become encased in ice. The triggering attack deals its damage to the ice instead of you.

The ice has the following properties:

  • AC: 12
  • Hit Points: 25
  • Damage Vulnerabilities: fire, bludgeoning
  • Damage Immunities: poison, psychic

While encased:

  • You are incapacitated and restrained.
  • You cannot take actions, bonus actions, or reactions.
  • You cannot move.
  • All further attacks and effects that would target you instead target the ice.

The ice lasts until it is reduced to 0 hit points or until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ice’s hit points increase by 10 for each slot level above 2nd.

Defibrillator

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Druid, Sigilwright, Artificer

You channel a violent surge of energy into a creature, forcing its heart to beat once more.

You touch a creature that has died within the last round (since the end of your previous turn). The creature returns to life with 1 hitpoint and temporary hitpoints equal to 3d8 + your spellcasting ability modifier.

For 1 minute after being revived in this way, the creature has disadvantage on death saving throws.

A creature revived by this spell cannot benefit from it again until it finishes a long rest.

When the creature is revived, it can immediately:

  • Stand up without expending movement
  • Move up to half its speed without provoking opportunity attacks

Glacial Prison

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Druid, Sigilwright

You conjure a mass of freezing ice around a creature, locking it in place.

A creature you can see within range must make a Dexterity saving throw. On a failed save, the creature takes 3d8 cold damage and becomes encased in thick ice. On a successful save, the creature takes half as much damage and is not encased.

The ice has the following properties:

  • AC: 12
  • Hit Points: 30
  • Damage Vulnerabilities: fire, bludgeoning
  • Damage Immunities: poison, psychic

While encased:

  • The creature is incapacitated and restrained.
  • It cannot take actions, bonus actions, or reactions.
  • All attacks and effects that would target the creature instead target the ice.

The creature remains encased until the ice is reduced to 0 hit points or the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ice’s hit points increase by 10 for each slot level above 3rd.

Corpse Rain

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a humanoid finger bone)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard, Cleric, Sigilwright

You tear open a rift to an unknown realm of the dead, causing humanoid corpses to rain from the sky in a gruesome torrent.

Choose a point within range. A 20-foot-radius, 30-foot-high cylinder forms centered on that point.

Each creature in the area must make a Dexterity saving throw, taking 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The area becomes difficult terrain as the corpses pile across the ground. The corpses remain after the spell ends.

Most of the corpses are too damaged or decayed to be of practical use. However, 1d4 humanoid corpses are left sufficiently intact to serve as valid targets for spells that require a corpse, such as the Animate Dead spell.

Orbnus' Homebrew
Orbnus' Homebrew

Conductive Surge

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Druid, Sigilwright

You unleash a burst of lightning that violently discharges through the area.

Each creature within a 10-foot-radius sphere must make a Constitution saving throw, taking 6d8 lightning damage on a failed save, or half as much damage on a successful one.

On a failed save, a creature also loses its reaction until the start of its next turn.

If the area contains standing water, the lightning spreads through it.
The lightning spreads through connected water surfaces up to 20 feet from the origin point. Creatures in contact with that water that have not already been affected by this spell are affected by this secondary discharge.

Creatures in this area must make a Constitution saving throw, taking 5d8 lightning damage on a failed save, or half as much damage on a successful one.

On a failed save, they also lose their reaction

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

Foreseen Demise

3rd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Wizard, Sigilwright

You force creatures to witness a vision of their own imminent death, shattering their resolve.

Each creature of your choice in a 20-foot-radius sphere must make a Wisdom saving throw.

On a failed save, a creature is incapacitated until the end of its next turn.

On a successful save, a creature is unaffected.

A creature that succeeds on this saving throw is immune to this spell for 24 hours.

Crackling Conduit

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Druid, Sigilwright, Artificer

You conjure a crackling arc of lightning that leaps between creatures, leaving one charged with unstable energy.

Choose a creature within range. Lightning arcs to that creature, then leaps to a second creature within 20 feet of the first.

  • An enemy takes 3d8 lightning damage (Dexterity saving throw for half damage)
  • An ally gains temporary hit points equal to 2d8

The final creature struck becomes charged until the start of your next turn.

Charged condition

The charged creature gains an effect based on its type:

  • Ally: +10 feet movement speed and +1d4 to attack rolls
  • Enemy: −10 feet movement speed and −1d4 to attack rolls

Extend Lightning Arc

On each of your turns while concentrating, you can use your action to extend the lightning:

  • It arcs from the charged creature to a creature within 20 feet
  • It then leaps to another creature within 20 feet of that one

Apply effects as above. The final creature struck becomes the new charged creature.

  • A creature can only be affected by this spell once per turn
  • The chain ends if no valid targets are available

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage and temporary hit points each increase by 1d8 per slot level above 3rd.

Peek Behind the Curtain

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a silver thread tied in five knots)
  • Duration: 8 hours
  • Classes: Wizard, Bard, Sigilwright

You glimpse fragments of a coming conflict, witnessing moments of triumph and failure before they unfold.

When you cast this spell, roll five d20s and record the results in the order rolled.

The next time you roll initiative before the spell ends, the next five d20 rolls you make during that combat are replaced by the recorded results in order.

Once a recorded result is used, it is removed from the sequence. The spell ends early if all five results are used.

Orbnus' Homebrew
Orbnus' Homebrew

Sar’s Giantsflame

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shard of volcanic stone or a strand of fire giant hair)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Druid, Sigilwright

You hurl a massive orb of roaring flame in a heavy arc to a point on the ground you can see within range, where it erupts in a violent explosion. The sphere must be centered on a point on the ground and cannot detonate in midair.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The flames ignite flammable objects in the area that aren’t being worn or carried.

A creature that fails this saving throw is also pushed up to 10 feet away from the center of the explosion.

Charged Casting

When you cast this spell, you can choose to delay its release, holding the blazing orb in your grasp. If you do, you must concentrate on the spell until the start of your next turn, at which point the spell is released without requiring an action.

If the spell is released in this way:

  • The damage increases to 10d6 fire damage
  • Creatures that fail the saving throw are pushed up to 20 feet away from the center
  • A creature pushed in this way is also knocked prone

If your concentration is broken before the spell is released, the spell fails and the spell slot is wasted.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Slonk’s Ravenous Flame

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot line)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Warlock, Sigilwright

You channel blasphemous, life-devouring flame through a weapon you hold and sweep it outward in a searing arc.

The wave forms a 20-foot-long, 5-foot-wide line that originates from your weapon and extends in a direction you choose.

Each creature in the line must make a Constitution saving throw, taking 3d8 fire damage and 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

You regain hit points equal to half the necrotic damage dealt by this spell, up to a maximum of 5 times the level of the spell slot used.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 fire damage and 1d6 necrotic damage for each slot level above 3rd.

Phantasmal Effigy

3rd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until the end of your next turn
  • Classes: Wizard, Bard, Warlock, Sigilwright

You create a flickering illusory duplicate of a creature you can see within range.

The target must succeed on a Wisdom saving throw or a duplicate appears in an unoccupied space you can see within 30 feet of you.

A faint, shimmering tether of arcane energy links the duplicate to the target. Whenever damage is transferred by this spell, the tether pulses with visible force.

The duplicate is a magical illusion with AC 12 and hit points equal to 5 times the spell’s level, and it is immune to all conditions.

Whenever the duplicate takes damage, it instead takes half that damage (rounded down), and the target takes that amount as force damage.

The spell ends early if the target is ever more than 60 feet away from the duplicate. If the spell ends in this way, the target takes 3d6 psychic damage, as the tether violently snaps.

The duplicate disappears at the end of your next turn.

Orbnus' Homebrew
Orbnus' Homebrew

Chromatic Rune

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of colored chalk)
  • Duration: 1 hour
  • Classes: Artificer, Wizard, Sigilwright

You inscribe a hidden magical rune at a point on the ground you can see within range. The rune occupies a 10-foot-radius area and remains for the duration or until triggered. A rune must be at least 10 feet away from any other rune created by this spell.

The rune is invisible. A creature can discern its presence and location by succeeding on a Wisdom (Perception) check against your spell save DC, or by having a passive Perception equal to or higher than your spell save DC.

A creature that sees you cast this spell knows the rune’s location.

Creatures you choose when you cast the spell can perceive the rune as a faint magical mark and do not trigger it.

Trigger

When a creature enters the area for the first time on a turn or starts its turn there, the rune activates and then disappears.

Each creature in a 15-foot-radius sphere centered on the rune must make a Dexterity saving throw.

On a failure: The creature takes 5d6 damage of the chosen type and suffers an additional effect. On a success: The creature takes half as much damage and suffers no additional effect.

Rune Effects (choose one):

  • Acid. The creature takes an additional 2d6 acid damage at the start of its next turn.
  • Cold. The creature’s speed is halved until the end of its next turn.
  • Fire. The damage increases by 1d6, and flammable objects in the area that aren’t being worn or carried ignite.
  • Lightning. The creature can’t take reactions until the end of its next turn.
  • Poison. The creature is poisoned until the end of its next turn.
  • Thunder. The creature is pushed 10 feet away from the center of the rune and knocked prone.

Disarming the Rune

A creature that knows the rune’s location can use its action to make an Intelligence (Arcana) check against your spell save DC.

  • On a success: The rune is safely dispelled.
  • On a failure by 5 or more, the rune triggers.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional rune for each slot level above 3rd. Each rune must be placed within range at the time of casting and must be at least 10 feet away from any other rune created by this spell. You can choose a different effect for each rune.

Art Credit: Carcaneloce

Orbnus' Homebrew
Orbnus' Homebrew

Stormcleaver Arc

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a melee weapon worth at least 1 sp and a shard of amber and a tuft of wool)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Paladin, Ranger, Sigilwright

You channel the fury of a gathering storm into a weapon you are holding. Lightning coils along its edge, and distant thunder rolls with each movement.

While the spell lasts, you can unleash this power through your strikes. When you take the Attack action, you can replace one of your attacks with a crashing arc of storm energy.

The arc forms a 20-foot-long, 5-foot-wide line that originates from your weapon as you swing or thrust it, extending in a direction you choose.

Each creature in the line must make a Dexterity saving throw. A creature takes 1d12 lightning damage and 2d8 thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is pushed up to 10 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can replace up to two attacks when you take the Attack action with a crashing arc of storm energy, instead of one.

Art Credit: Aldo Dominguez

Vow of Silence

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin, Sigilwright

You invoke a sacred vow that binds both your voice and
that of another.

Choose one creature you can see within range.
The target must succeed on a Charisma saving throw
or be bound by the vow for the duration.

On a failed save, any spell the target is concentrating
on ends.

While bound, you and the target are unable to speak, your voices silenced by the vow, and cannot cast spells.

At the end of each of its turns, the target can repeat
the saving throw, ending the effect on a success.
The spell ends early if you lose concentration.

The spell has no effect on creatures immune to being charmed.

Orbnus' Homebrew
Orbnus' Homebrew

Art Credit: Kai Carpenter

Runic Confluence

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (four rune-etched stones worth at least 50 gp, which orbit you for the duration)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Druid, Sigilwright

You invoke ancient runes that rise and orbit you, inscribing a glowing circle on the ground in a 15-foot radius centered on yourself. The circle remains fixed in place for the duration.

If you leave the area, the spell ends.

A low, resonant hum emanates from the runes, like distant stone grinding or a deep chant beneath the earth.

Creatures of your choice in the area gain the following benefits:

  • When a creature makes a spell attack roll, it can add 1d6 to the roll.
  • When a creature forces another creature to make a saving throw with a spell, the spell save DC increases by 1.
  • When a creature other than you makes a Constitution saving throw to maintain concentration, it gains a +1d6 bonus.

Isolde’s Ghostflame Ignition

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Paladin, Sigilwright

You channel pale ghostflame through a weapon you are holding and sweep it through the air, releasing a surge of teal spectral fire in a 15-foot cone.

Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 cold damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one.

On a failed save, a creature is wreathed in ghostflame for the duration. While affected, the creature can’t regain hit points, and at the start of each of its turns, it takes 2d6 cold damage and 2d6 necrotic damage.

At the start of each of its turns, the creature can make a Constitution saving throw, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt at the start of each turn increases by 1d6 cold damage and 1d6 necrotic damage for each slot level above 4th.

Orbnus' Homebrew
Orbnus' Homebrew

Skyscribe

4th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a blank parchment worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Druid, Sigilwright, Artificer

You release a glowing orb of light into the sky, where it ascends high above the land before vanishing from sight.

Over the course of the casting, the orb surveys the surrounding region before descending once more, imprinting a rough map upon the parchment used in the spell.

The map depicts the terrain within a 10-mile-square area centered on you, including major geographic features such as rivers, forests, mountains, coastlines, and lakes. The map contains no written language, only symbolic markings and illustrations, along with an arcane sigil indicating north.

When you cast this spell, you can choose one of the following additional details to appear on the map for each spell slot level above 4th used to cast it:

  • Population centers
  • Cave entrances
  • Areas of concentrated magic
  • Significant hostile presences or hazardous regions

The DM determines the accuracy and detail of any revealed information.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose two additional details to appear on the map for each slot level above 4th.

Anti-Magic Circle

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sigilwright

You project a field of disruptive magic that interferes with spellcasting.

An aura of anti-magic extends from you in a 30-foot radius. The aura moves with you, centered on you.

When a creature in the aura attempts to cast a spell of 1st level or higher, it must make a Wisdom saving throw against your spell save DC.

On a failed save, the spell fails and has no effect, but the creature does not expend a spell slot. The action, bonus action, or reaction used to cast the spell is still consumed.

A creature only makes this saving throw the first time it attempts to cast a spell on each of its turns.

This aura does not affect you or creatures you choose when you cast the spell.

Great Magic Barrier

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Wizard, Sigilwright

You conjure a massive shimmering barrier of force that moves with you, shielding your allies from harm and holding back advancing foes.

The barrier appears in an unoccupied space adjacent to you. It is 15 feet wide, 5 feet thick, and 15 feet tall. When you cast the spell, choose a direction for the barrier to face. The barrier extends outward from one side of your space.

The barrier moves with you, maintaining its position relative to you.

At the start and end of each of your turns, you can rotate the barrier around yourself, changing which side of you it extends from.

The barrier is transparent and does not obscure vision.

Hostile creatures treat the barrier’s space as difficult terrain. When a hostile creature attempts to move through the barrier for the first time on a turn, it must succeed on a Strength saving throw against your spell save DC or fail to pass through the barrier, stopping at the nearest unoccupied space on its original side.

A creature behind the barrier has three-quarters cover against ranged attacks and spell attacks originating from the opposite side of the barrier.

A creature is considered behind the barrier if a line drawn from the attacker or point of origin to the target passes through the barrier.

Hostile creatures on the opposite side of the barrier cannot make melee attacks through it against creatures benefiting from the barrier’s cover.

Hostile creatures on the opposite side of the barrier cannot target a point behind the barrier with a spell or magical effect unless they are within the barrier’s space.

Creatures benefiting from this cover can make ranged attacks and target points with spells through the barrier without the barrier providing cover to their targets.

In addition, Magic Missile cannot target creatures benefiting from the barrier’s cover.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the barrier’s width and height each increase by 5 feet for each slot level above 5th.

Orbnus' Homebrew
Orbnus' Homebrew

Zahar’s Catapult

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a small golden weight etched with geometric markings)
  • Duration: Instantaneous
  • Classes: Wizard, Warlock, Sorcerer, Sigilwright

You conjure a precise, crushing force that seizes a creature and defines its trajectory with ruthless clarity. Dust and loose debris lift from the ground as invisible pressure gathers around your target. With a flick of your wrist, the creature is violently displaced, as though dragged by unseen weight through the air.

Choose a Large or smaller creature within range. The target must make a Strength saving throw. On a failed save, it is hurled in a straight line up to 90 feet in a direction you choose.

If the creature collides with a solid surface, it takes 8d6 force damage and stops moving. If it collides with another creature, both creatures take this damage, and the second creature must succeed on a Dexterity saving throw or be knocked prone.

If the creature does not collide with a surface or creature, it falls at the end of the movement, taking normal falling damage.

On a successful save, the creature is pushed up to 10 feet instead and suffers no additional effect.

Artemis’s Winter Veil

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a shard of ice or a vial of glacial water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

A vast, gentle snowfall spreads from you, filling the area
with swirling frost and quiet stillness. The snowfall
glimmers faintly with silvery light, as if touched by the
quiet magic of the Feywild.

The area within 30 feet of you is lightly obscured by
falling snow. The area is difficult terrain for
hostile creatures.

When you cast this spell, any number of creatures of
your choice in the area regain 6d4 hit points.
Each creature regains hit points as frost settles
gently upon them, knitting wounds before melting into
silver mist.

Additionally, as an action on your turn, you can
cause any number of creatures of your choice in the
area to regain 4d4 hit points.

Scribe’s Grimoire

6th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (an unused spellbook worth at least 200 gp and a raven feather, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

You hurl a spellbook into the air, where it hovers and begins to turn its own pages. Ink lifts from the parchment in burning sigils, and the book ignites with arcane fire, transforming into a hovering grimoire of destructive power.


The spellbook becomes a Tiny construct in an unoccupied space within range.

The grimoire is destroyed if it drops to 0 hit points or if your concentration ends.


Scribe’s Grimoire

Tiny construct, unaligned


  • Armor Class 15
  • Hit Points 40
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 8 (-1)

  • Damage Immunities poison, psychic
  • Saving Throws Dex +5
  • Condition Immunities charmed, frightened, poisoned, prone

Traits

Bound Construct. The grimoire is magically bound to you and doesn’t take turns. On your turn, you can use your action to command it to move up to 20 feet or to use its Blazing Script, or both.

Evasive Script. If the grimoire succeeds on a Dexterity saving throw against a spell or other harmful effect, it takes no damage instead of half damage, and if it fails, it takes half damage instead of full damage.

Actions

Blazing Script (Commanded). When you use your action to command the grimoire, it casts the Fireball spell using your spell save DC, centered on a point you can see within 150 feet of it. This casting doesn’t expend a spell slot.

Each time the grimoire casts the spell, its pages are consumed by flame. After it has cast the spell three times, it is destroyed.

Orbnus' Homebrew
Orbnus' Homebrew

Art Credit: Félix Donadio

Grand Familiar Manifestation

7th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small arcane treat or morsel)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Warlock

You channel arcane power into your familiar, causing it to expand into a towering construct of perfected form and force. Dust and loose debris stir as its presence grows, its form becoming a larger, more precise expression of its original nature.

You must have a familiar summoned by Find Familiar or a Pact of the Chain feature to cast this spell.

Your familiar grows and uses the Grand Familiar stat block below. It retains its movement types and any non-damaging traits from its original stat block (such as Flyby, Spider Climb, or Keen Senses), but it does not retain any attack actions or features that deal damage.

The familiar is Large. If it lacks both a flying and climbing speed, you can instead choose for it to be Huge.

The familiar acts on your initiative and obeys your commands. It can move and use its reaction on its own, but it takes only the Dodge action unless you use a bonus action to command it to take another action.

When the spell ends, the familiar immediately returns to its normal size and form.


Grand Familiar

Large or Huge construct, unaligned


  • Armor Class 14 + your spellcasting ability modifier
  • Hit Points 115
  • Speed As the chosen form

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Str +6, Dex +5, Con +6
  • Damage Immunities psychic, poison
  • Damage Resistances force
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 11

Traits

Area Pressure. When the familiar moves, each creature of your choice within 5 feet of it must succeed on a Strength saving throw against your spell save DC or be pushed up to 5 feet away from it. A creature can be affected by this feature only once per turn. If a creature fails the saving throw by 5 or more, it is also knocked prone.

Actions

Multiattack. The familiar makes two Arcane Slam attacks.

Arcane Slam. Melee Spell Attack: your spell attack modifier to hit, reach 10 ft. (15 ft. if Huge), one target. Hit: 3d10 + your spellcasting ability modifier force damage.

Reactions

Arcane Interposition. When you take damage while within 30 feet of the familiar, the familiar can use its reaction to partially absorb the impact. Reduce the damage you take by 1d10 + your spellcasting ability modifier. The familiar must be able to see you to use this reaction.


Orbnus' Homebrew
Orbnus' Homebrew

Omen of the Dark Moon

9th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Druid

You call forth a vast, ethereal dark moon, its pale and unnatural light washing over the battlefield like a silent omen. As it hangs overhead, a heavy, unnatural snowfall begins to fall throughout the area, drifting soundlessly and blanketing the ground in frost.

A 120-foot-radius, 40-foot-high cylinder centered on a point you can see within range is bathed in silvery moonlight. The area is brightly lit, and magical darkness created by spells of 8th level or lower within the area is dispelled.


Lunar Sovereignty
The sky within the area appears as a vast, star-filled night, with the dark moon hanging impossibly close overhead.

The area is difficult terrain for hostile creatures, as frost and snow accumulate across the ground. At the end of each of your turns, each hostile creature of your choice in the area is subjected to the dark moon’s influence based on the number of charges the moon has, as shown below:

Charges Effect
1–2 Disadvantage on Wisdom (Perception) checks
3–4 Disadvantage on Dexterity saving throws
5–6 Speed halved
7–8 Disadvantage on attack rolls
9–10 Restrained

Beneath the dark moon’s gaze, shapechangers of your choice in the area revert to their true form and can’t assume a different form while within the area.


Moonfall
At the end of each of your turns, the moon gains 1 charge (maximum 10).

When the spell ends, the moon collapses unless you end it willingly or the duration expires. You can also use your action to end the spell and cause the collapse.

When the moon collapses, each creature in the cylinder must make a Constitution saving throw, taking 8d10 cold damage and 8d10 radiant damage on a failed save, or half as much damage on a successful one. This damage increases by 1d10 cold damage and 1d10 radiant damage for each charge the moon has, to a maximum of 18d10 cold damage and 18d10 radiant damage.

On a failed save, a creature is crushed beneath the dark moon’s ruin, as it is driven into the ground, knocked prone, and its speed becomes 0 until the start of your next turn.

At your side, the moon’s power does not fall, as though the dark moon itself refuses to strike its harbinger. The area within 20 feet of you is unaffected by this spell.

Art Credit: esuthio (with hue changed)

Orbnus' Homebrew
Orbnus' Homebrew

Orbnus' Homebrew
Orbnus' Homebrew

Requiem for the Dead

9th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a black onyx worth at least 500 gp and a tome of funerary rites, which you must hold open while casting the spell)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Bard, Cleric

As your requiem swells, the battlefield is claimed by a hollow, resonant thrum—the pulse of death made manifest. The earth itself is cursed, trembling as if remembering every corpse it has ever held. Where the wave passes, the living falter, and the fallen are seized by that rhythm. Bone grinds against soil as the dead answer your call, rising in dreadful unison.


Ruinous Dirge
You unleash a wave of death in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw.

On a failed save, a creature takes 12d10 necrotic damage, or half as much damage on a successful one.


The Answering Dead
Humanoids reduced to 0 hit points by this spell, as well as any humanoids that died within the spell’s area before you cast it, rise and are bound together into a single undead entity called a Chorus of the Dead (see statblock below).

When you cast this spell, you immediately form the Chorus using all available corpses in the area, up to a maximum number of units equal to four times your spellcasting ability modifier (minimum of 1). This is the maximum number of units the Chorus can have. The Chorus appears in an unoccupied space within the spell’s area. If more corpses are present than this maximum, the excess corpses remain inert.

At the end of each of your turns, you can reinforce the Chorus using additional available corpses within the area. You add a number of units up to your spellcasting ability modifier (minimum of 1), provided there are enough corpses, without exceeding the maximum number of units. These corpses are absorbed into the Chorus.

Corpses used to form or reinforce the Chorus are consumed and can’t be used again.


Grave Conductor
You can command the Chorus as a bonus action on your turn. It acts immediately after your turn and obeys your verbal commands.

If you issue no commands, it takes no actions.


Collapse into Silence
When the spell ends, the Chorus collapses into a heap of lifeless corpses and is destroyed.

Art Credit: Tuan Duong Chu

Orbnus' Homebrew
Orbnus' Homebrew

Chorus of the Dead

Medium, Large, or Huge undead, neutral evil


Armor Class 10
Hit Points 25 × bound units (see Bound Units)
Speed 20 ft.


STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Con +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages of its creator but can’t speak
Challenge — (special)


Traits

Bound Units. The Chorus is composed of multiple humanoid corpses bound into a single entity.

Each corpse forms one unit, and each unit has 25 hit points. The Chorus’s maximum hit points are equal to 25 × the number of units.

The Chorus’s size depends on the number of units:

  • 1–4 units: Medium
  • 5–9 units: Large
  • 10 or more units: Huge

The Chorus occupies a space appropriate to its size and is treated as a single creature for all effects. Individual units can’t be targeted separately.

Swarm Form. The Chorus can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Medium humanoid without squeezing.

The space within 5 feet of the Chorus is difficult terrain for hostile creatures.

Undead Fortitude (Chorus). When the Chorus takes damage, determine how many 25 hit point thresholds are crossed.

The Chorus then makes a Constitution saving throw with a DC equal to 5 + half the damage taken.

  • On a failure, the Chorus loses a number of units equal to the thresholds crossed.
  • On a success, it loses only one unit.

If the damage is radiant or from a critical hit, the Chorus loses the full number of units with no saving throw.

When the Chorus loses units, its hit points are reduced to the nearest remaining threshold.

Actions

Crushing Chorus. Each creature of your choice within 5 feet of the Chorus must make a Constitution saving throw against your spell save DC.

On a failed save, a creature takes necrotic damage based on the number of units in the Chorus:

  • 1–2 units: 2d6 + your spellcasting modifier
  • 3–4 units: 4d6 + your spellcasting modifier
  • 5–6 units: 6d6 + your spellcasting modifier
  • 7–8 units: 8d6 + your spellcasting modifier
  • 9 or more units: 10d6 + your spellcasting modifier

On a successful save, a creature takes half as much damage.

A creature that fails the saving throw has its speed halved until the start of its next turn.


Orbnus's
Tome of Magick

Version: 1.0.3

Last updated: 07-05-2026

Created by u/orbnus_

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Art Credit


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Covers: Archive Dragon by Tyler Walpole

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Orbnus' Homebrew
Orbnus' Homebrew
 

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