Spells
# Cantrips
# Geyser Blade
Level Cantrip | Casting time 1 Action | Range/Area Self | Components V, M* |
Duration 1 round | School Evocation | Attack/Save Melee | Damage/Effect Cold |
You brandish the weapon used in the casting of this spell and make a melee attack with it against one creature within the weapon's range. On a hit, the target suffers the weapon attack's normal effect and a small geyser forms underneath the target. If the target does not move at least 5 feet from this spot before the start of your next turn, they take 1d8 cold damage as the geyser erupts under them.
This spell’s damage increases when you reach certain levels. At 5th level, the attack deals an extra 1d8 cold damage to the target on a hit, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
* - (a melee weapon worth atleast 1 sp)
Sorcerer Warlock Wizard# Pacifying Blade
Level Cantrip | Casting time 1 Action | Range/Area Self | Components V, S, M* |
Duration 1 round | School Evocation | Attack/Save Melee | Damage/Effect Radiant |
You brandish the weapon used in the casting of this spell and make a melee attack with it against one creature within the weapon's range. On a hit, the target suffers the weapon attack's normal effect and is coated in radiant energy until the start of your next turn. If the target makes an attack before then, it takes 1d8 radiant damage.
This spell’s damage increases when you reach certain levels. At 5th level, the attack deals an extra 1d8 radiant damage to the target on a hit, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
* - (a melee weapon worth atleast 1 sp)
Cleric# Mind Lash Strike
Level Cantrip | Casting time 1 Action | Range/Area Self | Components V, S, M* |
Duration 1 round | School Evocation | Attack/Save Melee | Damage/Effect Psychic |
You brandish the weapon used in the casting of this spell and make a melee attack with it against one creature within the weapon's range. On a hit, the target suffers the weapon attack's normal effect and is suffused in psychic energy until the start of your next turn. If the target both moves and uses its action on its next turn, it takes 1d8 psychic damage. It can use bonus actions as normal.
This spell’s damage increases when you reach certain levels. At 5th level, the attack deals an extra 1d8 psychic damage to the target on a hit, and the triggered damage increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
* - (a melee weapon worth atleast 1 sp)
Wizard Sorcerer Warlock# Constellation Bow
Level Cantrip | Casting time 1 Action | Range/Area Self | Components S, M* |
Duration 1 minute | School Conjuration | Attack/Save Ranged | Damage/Effect Radiant |
You conjure a bow of starlight. It sheds dim light in a 10 foot radius around you. When you cast the spell, and as an action on subsequent turns, you can draw the bow, which creates a spectral arrow gleaming with starlight, and make a ranged spell attack against a target creature within 120 feet. On a hit, the target takes 1d6 radiant damage.
The bow can make multiple attacks when you reach higher levels: two attacks at 5th level, three attacks at 11th level and four attacks at 17th level. You can attack You can shoot multiple arrows when you reach higher levels: two at 5th level, three at 11th level and four at 17th level. You can target all the arrows at the same creature or different ones. Make a separate attack roll for each arrow.
* - (a silver piece, which is consumed)
Cleric Druid# Mind-numbing Arrow
Level Cantrip | Casting time 1 action | Range/Area Self | Components S, M* |
Duration 1 Round | School Evocation | Attack/Save Ranged | Damage/Effect Poison |
You brandish the weapon used in the casting of this spell and make a ranged attack with it against one creature within the weapon's range. On a hit, the target suffers the weapon attack's normal effect and is injected with a psychedelic venom that lasts until the start of your next turn. If the target casts a spell before then, it takes 1d8 poison damage as the venom reacts to the magic. This effect is instantly triggered if the target is concentrating on a spell.
This spell’s damage increases when you reach certain levels. At 5th level, the attack deals an extra 1d8 poison damage to the target on a hit, and the damage the target takes for casting increases to 2d8. Both damage rolls increase by 1d6 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
* - (a ranged weapon worth atleast 1 sp)
Bard Druid# First Level
# Douse Flames
Level 1st | Casting time 1 action | Range/Area Self (60 feet) | Components V, S |
Duration Instantaneous | School Transmutation | Attack/Save None | Damage/Effect Utility |
All nonmagical fires and other light-sources within 60 feet of you are instantly extinguished.
Wizard Ranger Druid Bard# Snuff Magic
Level 1st | Casting time 1 action | Range/Area 30 feet | Components S |
Duration Instantaneous | School Abjuration | Attack/Save Con save | Damage/Effect Warding |
Pick a creature within range that is concentrating on a spell. That creature must succeed on a Constitution saving throw against your spell save DC or lose concentration on the spell.
Wizard Sorcerer Bard# Second Level
# Sword Leap
Level 2nd | Casting time 1 action | Range/Area 30 feet | Components V, S |
Duration Instantaneous | School Transmutation | Attack/Save Dex save | Damage/Effect Bludgeoning |
You leap high in the air with supernatural strength before crashing down in an unoccupied space you can see within 30 feet. All creatures within 5 feet of that location must make a Dexterity saving throw or take 2d6 bludgeoning damage and fall Prone. On a successful save, they take half damage and do not fall prone. A creature that is more than one size larger than you does not fall Prone.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the range increases by 10 feet for each slot level above 2nd.
Paladin Ranger# Unstable Shield
Level 2nd | Casting time 1 reaction* | Range/Area Self | Components V, S |
Duration 1 round | School Abjuration | Attack/Save None | Damage/Effect Warding |
An crackling barrier of unstable force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the Magic Missile spell.
When an attack misses you while your Unstable Shield spell is active, the attacker is immediately hit with a single Magic Missile bolt, which deals 1d4+1 force damage. If you are hit by the magic missile spell, you take no damage from it and reflect double the amount of bolts back at the caster.
If a Magic Missile bolt would bounce between two Unstable Shields indefinitely, both shields overload and send out an uncontrollable explosion of Magic Missile bolts. Each creature within 30 yards of either caster (not including the caster themselves - but they can be hit by the other explosion) are hit by 1d4 Magic Missile bolts, each dealing 1d4+1 force damage. Both Unstable Shields are then removed.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the number of bolts reflected at attackers is increased by one per spell level above second.
* - which you take when you are hit by an attack or targeted by the Magic Missile spell
Sorcerer Warlock Wizard# Elemental Blast
Level 2nd | Casting time 1 action | Range/Area 60 ft ( 5ft) | Components V, S |
Duration Instantaneous | School Evocation | Attack/Save DEX save | Damage/Effect Fire... |
You release a blast of energy from one of the elemental planes. All creatures in a 5-foot radius sphere centered on a point in range must make a Dexterity saving throw or take 3d6 damage. The damage from this spell explodes, as long as you roll the maximum number on any dice, you can reroll it and add it to the total.
When you cast the spell, choose a elemental plane whose energy you call upon. This determines the spell's damage type, and it gains an additional effect depending on the chosen plane:
- Fire: (Fire damage) You can add your spellcasting modifier to the damage dealt by the spell.
- Water: (Cold damage) Creatures who fail their save have their movement speed reduced by 10 ft until the end of your next turn.
- Earth: (Bludgeoning damage) Creatures who fail their save are pushed 10 feet away from the caster.
- Air: (Lightning damage) Creatures who fail their save cannot take reactions until the end of your next turn.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell level above second.
Sorcerer Druid Wizard# Electrocute
Level 2nd | Casting time 1 action | Range/Area Touch | Components S, M* |
Duration Instantaneous | School Evocation | Attack/Save Melee, CON save | Damage/Effect Lightning |
You attempt to touch the target and deliver a fatal shock. Make a melee spell attack against the target. On a hit, the target takes 3d12 lightning damage and must make a Constitution saving throw or be Stunned until the end of your next turn. A creature wearing metal armor has disadvantage on this save.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
* - (a coil of copper wire)
Bard Sorcerer Wizard Druid# Third Level
# Giant Snowball
Level 3rd | Casting time 1 action | Range/Area 60 ft ( 5ft, 15ft) | Components V, S, M* |
Duration Instantaneous | School Conjuration | Attack/Save Dex save | Damage/Effect Cold |
You conjure up a massive snowball and send it towards a point within range, where it shatters into a snowy hail of icicles. All creatures in a 5-foot wide line towards the point and within a 15-foot radius sphere of that point must make a Dexterity saving throw. On a failure they take 5d8 cold damage and are knocked Prone. On a success, they take half damage and are not knocked prone.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
* - (a cup of water)
Druid Sorcerer Wizard# Spell Steal
Level 3rd | Casting time 1 action | Range/Area 60 feet | Components V, S |
Duration Instantaneous | School Abjuration | Attack/Save Cha save | Damage/Effect Utility |
Choose one creature, object, or magical effect within range. If the target is a creature, they must first make a Charisma saving throw. If they succeed, this spell fails. A creature can willingly fail this save. One spell effect that is affecting the target is transferred to you. If the spell is of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell is transferred to you. If the spell requires concentration, you must concentrate on it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically steal the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Wizard Sorcerer Warlock# Bind Weapon
Level 3rd | Casting time 1 bonus action | Range/Area Self | Components S |
Duration 1 minute | School Conjuration | Attack/Save - | Damage/Effect Utility |
You bind the weave into a weapon in your hand. It takes the form of any simple or martial weapon, and you are considered proficient with it and can use it as an arcane focus. You can use your spellcasting modifier for the attack and damage rolls with it. You can attack twice with this weapon, even if you do not have the Extra Attack feature.
When you cast this spell, choose a damage type from the table below. The weapon deals that damage type and gains a special effect depending on the chosen damage type.
Damage Type | Effect |
---|---|
Psychic | If your target is in dim light or darkness, you have advantage on the attack. |
Force | When you hit a creature that is no more than one size larger than you with this weapon you can push it back 10 feet. |
Radiant | The weapon emits sunlight in a 15 foot radius and deals 2d8 extra damage to fiends and undead. |
Necrotic | Targets hit with this weapon cannot regain hit points until the start of your next turn. |
B/P/S | The weapon deals an additional damage die of damage. |
If the weapon you bind can be wielded in one hand, you can also bind a second weapon in your other hand, or a translucent shield of force (which you are considered proficient with). If you drop or throw the bound weapon it disappears after impact. While you concentrate on this spell, you can bind new weapon(s) as a bonus action. Bound weapons do not require ammunition, instead creating their own magical projectiles when you attack.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the weapons you summon gain a +1 bonus to attack and damage rolls for every spell slot level above 3rd, to a maximum of +3.
Wizard Sorcerer Warlock# Fourth Level
# Steel Whirlwind
Level 4th | Casting time 1 action | Range/Area 10 feet | Components V, S, M* |
Duration 1 minute | School Transmutation | Attack/Save Dex save | Damage/Effect Slashing (...) |
You become a magically empowered whirlwind of weapons, spinning around the battlefield wreaking havoc as you go.
While the spell is active, all creatures who come within 10 feet of you on your turn must make a Dexterity saving throw or take 4d10 damage of the type dealt by the weapon used as the material component for this spell. On a successful save, they take half damage. Additionally, while the spell lasts you do not provoke attacks of opportunity. You must use your action to maintain the spell or it fades (this counts as taking the Attack action).
If you use a component weapon with a magical bonus to attacks, you add that bonus to your spell save DC for this spell.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each level above 4th.
* - (a Versatile or Two-Handed melee weapon you are proficient with)
Wizard Ranger Paladin# Aelessa's Arcane Armaments
Level 4th | Casting time 1 minute | Range/Area Self | Components V, S, M* |
Duration 8 hours | School Transmutation | Attack/Save None | Damage/Effect Warding |
You give yourself protective and offensive enchantments that enhance your physical combat prowess. For the duration, you gain the following benefits:
- Your AC becomes 13 + your spellcasting modifier.
- You can use your spellcasting modifier for weapon attacks.
- When you make a Strength ability check or saving throw, you can use your spellcasting modifier instead.
* - (a miniature adamantine shield worth 500 gp)
Wizard Sorcerer# Fifth Level
# Dracomorph
Level 5th | Casting time 1 action | Range/Area 60 ft | Components V, S, M* |
Duration 1 hour | School Transmutation | Attack/Save Wis save | Damage/Effect Control (...) |
This spell transforms a creature that you can see within range into a new draconic form. An unwilling creature must make a Wisdom saving throw to avoid the effect. This spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any dragon (no older than young). The challenge rating of the dragon must be equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen dragon. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. They also cannot use any legendary or lair actions the new form might have.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
At higher levels. When you cast this spell using a spell slot of 7th level or higher, you can turn the target into a adult dragon. If you use a 9th level slot, you can turn the target into an ancient dragon.
* - (a dragon's eye encased in glass)
Druid Sorcerer Wizard# Sixth Level
# Time Shift
Level 5th | Casting time 1 action | Range/Area Self | Components V, S, M* |
Duration Instantaneous | School Transmutation | Attack/Save - | Damage/Effect Lightning |
Everyone rerolls initiative. After your current turn, initiative restarts at the top of the round. You make your initiative check with advantage.
Wizard Sorcerer# Investiture of the Storm
Level 5th | Casting time 1 action | Range/Area Self | Components V, S, M* |
Duration 10 minutes | School Transmutation | Attack/Save - | Damage/Effect Utility |
Lightning surges around you. Until the spell end, you gain the following benefits:
- You gain a flying speed of 60 feet, and ranged attacks against you have disadvantage.
- You are immune to thunder and lightning damage.
- At the end of your turn, each creature of your choice within 5 feet of you takes 2d8 lightning damage.
- You can use your action to call down a crackling bolt of lightning from the sky. Each creature in a 10 foot cube within 120 feet must make a Dexterity saving throw, taking 4d10 lightning damage on a failure, or half as much on a success.
# Ninth Level
# Call Dragon
Level 9th | Casting time 1 minute | Range/Area 60 ft | Components V, S, M* |
Duration Instantaneous | School Conjuration | Attack/Save None | Damage/Effect Summoning |
You summon a draconic spirit that takes the form of a young dragon to serve as a loyal companion and mount. The dragon appears in an unoccupied space within range and takes the dragon of the same type as the scale used as the material component. It uses the following template for its statistics.
Dragon Spirit
large Dragon, your alignment
Magic Weapons: The dragon's weapon attacks are magical.
Amphibious: The dragon can breathe air and water.
Dragon Type: The dragon has immunity to, and its bite and breath weapon deal extra damage of a damage type corresponding to its type, referred to as Dragon Type damage in this statblock:
Dragon | Damage Type |
---|---|
Red, Gold, Brass | Fire |
Blue, Bronze | Lightning |
White, Silver | Cold |
Green | Poison |
Black, Copper | Acid |
# Actions
Multiattack: The dragon can make three attacks, one with its bite and two with its claws.
Bite: Melee weapon attack: your spell attack modifier to hit, reach 10ft, one target. Hit: 15 (2d10+4) piercing damage + 7 (2d6) Dragon Type damage.
Claw: Melee weapon attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 11 (2d6+4) slashing damage.
Breath Weapon (1/short rest): The dragon exhales in a 30-foot cone. All creatures in that area must succeed a Dexterity saving throw against your spell save DC or take 12d6 Dragon Type damage. On a successful save, the target takes half damage.
The dragon is an ally to you and your companions. In combat, the dragon shares your initiative count, but takes its turn immediately after yours. While it is within 10 miles of you, you can communicate with it telepathically and it obeys your commands (no action required). If you do not issue any it will act on its own volition. If you are mounted on the dragon, you can make any spell you cast that targets you also target your dragon.
The spirit disappears temporarily if it reaches 0 hit points, or when you dismiss it as an action. Casting this spell again re-summons the spirit, with all its hit points restored and any conditions removed.
* - (a single inscribed dragon scale of the type of dragon you wish to summon, worth 1000gp)
Druid Sorcerer Wizard