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Level 2

Adamantine Weapon

  • School: Transmutation
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (a green pebble)
  • Duration: 1 hour
  • Classes: Cleric, Paladin

A steel weapon you touch transforms into adamantine, increasing its damage die by one size [1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8] and increasing its critical hit range by 1. While in this state, the weapon cannot rust or corrode.

The effect ends early if you cast this spell again with the same level spell slot.

Higher Levels: When cast with a spell slot of 3rd level or higher, the duration increases to 1 hour. When cast with a spell slot of 5th level or higher, the duration increases to 8 hours and no longer requires concentration.

Ancestral Blessing

  • School: Necromancy
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a family heirloom)
  • Duration: Special
  • Classes: Druid, Paladin, Ranger

You entreat your ancestors in one of the following ways:

  • Oracle: You summon the spirit of one of your ancestors in the past five generations and ask it a single question. A hostile ancestor is not compelled to be truthful or may be cryptic. Its reply may last no longer than one minute.
  • Blessing: Once in the next 24 hours, when you fail a saving throw, you may reroll it and use the new roll.
  • Guardian: You instruct the spirit to watch over your home or residence while you are away, which you must be inside of when you cast the spell. You may describe what creatures are allowed to come and go. If a creature you did not describe arrives or leaves the premises, the spirit will magically contact you immediately, regardless of distance or plane. The spirit departs after 1 month of monitoring the premises.

You cannot have more than one of each effect active at the same time.

Attract

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a lodestone)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You target an object of size Medium or smaller that you can see within range, and powerfully charge it to draw in nearby creatures. Creatures within 30 feet of the object must succeed on a Strength saving throw or be pulled to the nearest available open space to the object. Creatures wearing metal armor or made of metal have disadvantage on the saving throw.

Augment Familiar

  • School: Abjuration
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Druid, Warlock, Wizard

You grant your familiar or animal companion 10 temporary hit points, resistance to nonmagical physical damage, and advantage on a saving throw of your choice.

Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the temporary hit points granted by this spell increase by 5 for each spell level above 2nd.

Azdregath's Elusive Elixer

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a warm tablespoon of lard)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Wizard

You coat a willing creature or uncontrolled object in a glistening fluid. While this spell lasts, when the target receives damage, the DM rolls a d8, and the target teleports 15 feet in the direction of the d8 (1 = North, 2 = Northeast, etc). If the target lands in a space occupied by another creature or object, the target is shunted to the nearest available safe location along its direction of travel.

Blessing of Courage

  • School: Abjuration
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric

You issue a protective prayer for a creature within range. For the next minute, the target has advantage on saving throws against being Frightened, Charmed, or Stunned, and also rolls death saving throws with advantage. As a bonus action, you can end the spell early to restore 2d4 hit points to the creature.

Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the healing of this spell increases by 1d4 for each spell level above 2nd.

Blistering Invective

  • School: Evocation
  • Casting Time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard

You deliver an outburst of profanity so apalling and vicious that it literally sets your foes ablaze. All creatures other than yourself within 30 feet of you with an intelligence of 4 or higher must make a Charisma saving throw. On a failure, the creature takes 4d10 fire damage. A creature that does not speak any of the languages you do has advantage on the saving throw.

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

Call of Arms

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You conjure three martial weapons your choice that float in the air beside you before streaking toward a target point, creature, or uncontrolled object. You can select a different target for each weapon. Make a ranged spell attack for each summoned weapon. On a hit, regardless of its form, the weapon deals 1d12 magical damage, of a type consistent with the weapon's shape.

Once conjured, the weapons remain for the duration and may be picked up and used by other creatures. Once picked up, the weapons deal their normal damage, but are considered magical for the purpose of overcoming resistances and immunities.

Higher Levels: For each spell level this is cast at above 2nd, another weapon is conjured. At 4th level, the weapons have a +1 bonus to attack and damage rolls. At 6th, this grows to +2; at 8th, it grows to +3. These bonuses apply both to the initial spell attack and to any melee weapon attacks made with them thereafter.

Cloud of Daggers

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

As an action on your turns while the spell persists, you can move the cloud up to 30 feet to another location you can see.

Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Destabilize

  • School: Evocation
  • Casting Time: 1 Bonus Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You summon a ball of chaotic energy and hurl it at a foe to weaken their defenses. Make a ranged spell attack. On a hit, the target takes 2d8 force damage and it is marked with destructive magic. If you deal damage to the target creature with a cantrip before the end of your current turn, it takes an additional 2d8 damage.

Higher Levels: For each spell level this is cast at above 2nd, the initial and triggered damage both increase by 1d8.

Detect Thoughts

  • School: Divination
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Wizard

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Higher Levels: If cast with a 3rd level slot, the duration increases to 10 minutes. If cast with a 4th level slot, the duration increases to 1 hour. If cast with a 5th level slot, the duration increases to 4 hours. If cast with a 6th level slot or higher, the duration increases to 8 hours and this spell no longer requires concentration.

Detect Vitals

  • School: Divination
  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Druid, Ranger, Warlock, Wizard

You grant a creature you touch the ability to see inside other creatures. For the duration, when the target damages another creature, leaving the victim below one quarter of its health, the victim must make a Constitution saving throw to resist dropping to 0 hit points and begin dying. The DC is equal to 10 or half the damage dealt (rounded down), whichever is higher.

Additionally, when the target creature makes a ranged or spell attack, it can elect to deal non-lethal damage.

Finally, when the target heals another creature, the healed creature heals for an additional amount equal to the target's proficiency bonus.

Dig

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a miniature silver shovel worth 5gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Wizard

You banish the nonmagical dirt or clay in a 5-foot cube you can see, and harden the edges to prevent cave-ins. While the spell persists, you can use your action to banish another cube within range.

This spell can also target earth elementals, and forces them to make a Constitution saving throw. On a failure, they take 4d6 force damage, or half as much on a success.

Higher Levels: When cast as a 4th level spell or higher, this spell can also dig through unworked nonmagical stone. When cast as an 8th or 9th level spell, this spell can banish all nonmagical nonliving substances short of adamantine.

Endless Sword

  • School: Conjuration
  • Casting Time: Special
  • Range: Self (10-foot radius)
  • Components: M (a melee weapon that deals slashing damage)
  • Duration: Concentration, up to 1 round
  • Classes: Bard, Warlock, Wizard

On your turn, you can cast this spell, no action required. When you do so, your blade absorbs echoes of the destruction it wreaks until the end of your current turn. On your next turn, you can use your action to release this energy, summoning a storm of ephemeral razors. If you do not release the energy, it fades away, and the spell ends.

When you release the energy, creatures other than you within 10 feet of you must succeed on a constitution saving throw or take slashing damage equal to half the amount of slashing damage you dealt with the material component for this spell since you cast the spell. A creature that succeeds on its saving throw takes half as much damage. After releasing the energy, the spell ends.

Higher Levels: For each spell level higher than 2nd this spell is cast at, you can increase the radius by 10 feet.

Endurance

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (a bit of wet clay)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Warlock

You touch a creature and shroud it in reinforcing magic. For the duration, at the start of each of its turns turns if it has at least 1 hit point, the target gains temporary hit points equal to this spell's level and regains half as many hit points. Any remaining temporary hit points are lost when the spell ends.

Enlarge/Reduce

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You cause a creature or unrestrained object within range to grow or shrink, which lasts for the duration. If the target is an unwilling creature, it can make a Constitution saving throw to resist.

  • Enlarge: The target's size increases by one class, and its weight octuples. If there isn't enough room for this growth, the target attains the maximum size possible for the available space. Until the spell ends, the target has advantage on Strength checks and Strength saving throws. Additionally, the target's weapons grow to match its new size. When the creature makes a weapon attack, it deals an additional 1d4 damage.
  • Reduce: The target's size decreases by one class, and its weight shrinks to one-eighth of normal. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws. Additionally, the target's weapons shrink to match its new size. When the creature makes a weapon attack, it deals 1d4 less damage.

Higher Levels: For every two spell levels above 2nd this is cast at, the creature's size class increases or decreases by one additional tier, altering its weight appropriately and adding or removing another d4 of damage.

Ensnaring Smite

  • School: Conjuration
  • Casting Time: 1 Bonus Action, which you take immediately after hitting with a melee Strike.
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your weapon is sheathed in creeping frost that jumps to your target, dealing an extra 3d6 cold damage.

The target must succeed on a dexterity saving throw or be rooted to the ground by the ice, reducing its speed to 0 until the target or another creature uses an action to break the target free.

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

Flame Blade

  • School: Evocation
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (a leaf of sumac)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 2d10 fire damage plus your Wisdom modifier.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every two slot levels above 2nd.

Fling

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Psion, Sorcerer, Wizard

You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.

If you fling them straight up, they immediately fall, taking 4d6 damage falling damage, and fall prone. If you fling them any other direction, they take 2d6 damage and fall prone. If their movement would be stopped early by a creature or object, both the target and creature or object take 3d6 bludgeoning damage.

Source: KibblesTasty

Glamor Trap

  • School: Illusion
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Bard, Sorcerer, Warlock, Wizard

You create a visual glamor that occupies a 20-foot cube centered on a point you can see within range. A creature that navigates the area by sight finds its path bending and twisting before it. Any ranged attack passing through, into, or out of the cube is made with disadvantage. Whenever a creature moves to exit the cube, roll a d4 to determine which side they actually emerge from (1 = North, 2 = East, 3 = South, 4 = West). If the creature flies, use a d6 instead to account for vertical movement (5 = Down, 6 = Up). If the face rolled is blocked by an obstacle, the creature moves to that boundary and comes to a stop instead.

Gravity Surge

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: Self (20-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Sorcerer, Wizard

You create a crushing field of gravity in a 15-foot radius sphere. Any creature within the area must make a Strength saving throw. On a failure, a creature falls prone and takes 3d6 bludgeoning damage. On a success, a creature takes no damage and is not knocked prone. Creatures that are not on the ground make this saving throw with disadvantage.

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

Harvest

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You cause nearby plants with edible components to grow rapidly, instantly producing full-size ripe produce. Food picked from the plants rots after 24 hours if not consumed.

Immolating Gaze

  • School: Evocation
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

Your eyes flash with energy and unleash glowing beams of energy toward a target. If the target is a creature, it can make two Dexterity saving throws to dodge the beams individually. For each beam that is not avoided, the target takes 3d6 fire damage.

Higher Levels: For each spell level above 2nd this is cast at, increase the damage of each beam by 1d6.

Launch

  • School: Evocation
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

A 5-foot square of earth or stone that you choose within range that is adjacent to a target Medium or smaller creature or uncontrolled object springs toward the target and catapults it into the air, then settles back into its previous position. The target creature receives 2d6 bludgeoning damage and must succeed on a Strength saving throw or be launched 10 feet away in a direction of your choice. The creature does not take fall damage unless it would fall further, such as if it is launched off a cliff.

Higher Levels: For each spell level above 2nd this is cast at, the damage increases by 1d6 and the distance increases by 10 feet.

Magic Weapon

  • School: Transmutation
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Paladin, Wizard

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls.

The effect ends early if you cast this spell again with the same level spell slot.

Enchantment: On-hit or on-shot effects can be specified at time of enchantment, and concentration is no longer required.

Higher Levels: When you cast this as a 4th level spell, the bonus increases to +2. At 6th, it becomes +3. At 8th, it becomes +4.

Mana Transference

  • School: Transmutation
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Wizard

You touch a willing creature. The creature gains a spell slot of a level equal to one less than the spell level this was cast at. If the creature was missing a spell slot of that level, it is restored instead. Otherwise, the creature gains a temporary spell slot that expires in one hour, and it takes 1d4 force damage for each level of the slot it gained.

Materialize

  • School: Conjuration
  • Casting Time: 1 Action Ritual
  • Range: 30 feet
  • Components: V, S, M (the physical remains of an incorporeal undead)
  • Duration: 1 minute
  • Classes: Cleric, Druid

Select an incorporeal creature within range, such as a ghost or a creature affected by the Incorporealness spell. The target must succeed on a Charisma saving throw or receive 2d8 psychic damage and become manifest, losing its Incorporeal trait, any resistance or immunity to nonmagical weapons, and its fly speed.

Alternatively, you can cast this spell using the physical remains of an incorporeal undead creature, targeting the undead, even if it is outside the spell's range. If the target fails its saving throw and is within 1 mile, it is also summoned to a random unoccupied space within 30 feet of you. If the distant target succeeds, however, it is immune to this spell for 24 hours.

Misty Step

  • School: Transmutation
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You discorporate into insubstantial silvery mist and are conveyed by this spell to an unoccupied space you can see within 30 feet.

Mountainmore's Tether

  • School: Abjuration
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

A gold chain launches from your hand at a target creature you can see within range. It must make a Dexterity saving throw or become bound by the spell as it encircles its neck. For the duration, you and the target cannot move farther apart. If you move closer together, the chain retracts into your hand. If one of you attempts to move farther away, you must make a contested Strength (athletics) check. If the mover is victorious, they succeed in dragging the other party.

The chain can pass through solid objects, but wraps around the corners of barriers of magical force.

Moonbeam

  • School: Evocation
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a several seeds from any moonseed plant)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

A silvery beam of pale light shines down in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

Enemies within the light feel themselves sapped of their strength while allies feel mightier. While an ally remains within the light, it adds 1d2 to its attack rolls. If an enemy starts its turn in the light or moves into it for the first time on its turn, it must succeed on a Strength saving throw or suffer a 1d2 penalty to its attack rolls until the start of its next turn.

Shapechangers have disadvantage on the save, and if they fail, they forced into their true form until the start of their next turn.

On each of your turns after you cast this spell, you can use a bonus action to move the beam up to 60 feet in any direction.

Higher Levels: For every 2 spell levels above 2nd this spell is cast at, the die size increases.

  • 4th Level: 1d4
  • 6th Level: 1d6
  • 8th Level: 1d8

Parasitic Melody

  • School: Enchantment
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: 1 minute
  • Classes: Bard

You sing an annoying jingle that becomes stuck in the head of a target creature that can hear you. For the duration, when the creature makes concentration checks with disadvantage. Additionally, the creature must make a Charisma saving throw or take 2d6 Psychic damage. Once the creature has lost concentration on a spell, this spell ends.

Phantasmal Force

  • School: Illusion
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Higher Levels: For each spell level above 2nd this is cast at, this spell can deal an additional 1d6 damage each round.

Premonition

  • School: Divination
  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (10gp plus the cost of the item produced)
  • Duration: -24 hours
  • Classes: Druid, Wizard

Upon casting this spell, your past self has a premonition and knows you will need something, and then performs the requisite activities to acquire it. As a result of this, you declare you now have an item in your possession. This object must be mundane and something you could have reasonably acquired in the last 24 hours and carried with you up to this point. The GM may require that you describe the point in the past where you acquired the item.

Ray of Ice

  • School: Evocation
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a vial of melted snow)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

You make a ranged spell attack against a creature or uncontrolled object within range. On a hit, the creature takes 4d6 cold damage, and if it is not flying, it is frozen to the ground, reducing its speed to 0. At the end of each of the target's turns, it may attempt to free its feet with a Strength saving throw.

Higher Levels: For each spell level above 2nd this is cast at, this spell deals an additional 2d6 damage on a hit.

Revive Animal

  • School: Necromancy
  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (a diamond with a gold value equal to 10 times the challenge rating of the target, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Ranger

You touch a beast that has been dead for no longer than 1 hour and restore it to life with one hit point. If this spell is used to restore a beast with a challenge rating of 0, no diamond is required.

Shining Smite

replaces Branding Smite

  • School: Evocation
  • Casting Time: 1 Bonus Action, which you take immediately after hitting with a Strike.
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your weapon transfers a burst of light onto your target, dealing an extra 2d4 radiant damage, or 3d4 if the strike was melee.

The target begins to shed dim light in a 5-foot radius, can't be Invisible for the duration of the spell, and attacks against the target have Advantage.

Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt by the attack increases by 1d4 for each slot level above 2nd.

Snilloc's Snowball Swarm

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a chip from a white rock)
  • Duration: Instantaneous
  • Classes: Druid, Wizard

A flurry of magical snowballs erupt from a point you can see within range. Each creature in a 5-foot radius must make a Dexterity saving throw. On a failed save, a creature receives 2d6 cold damage and is blinded. A creature that succeeds on its saving throw receives half as much damage, and is not blinded.

A creature blinded this spell may clear the snow from its face as a bonus action or a single-point legendary action.

Higher Levels: For each spell slot level above 2nd this is cast at, the radius increases by 5 feet.

Summon Ancestral Spirit

  • School: Necromancy
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a family heirloom worth at least 200gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Paladin, Warlock, Wizard

You call forth the free and willing spirit of one of your long-deceased ancestors. They manifest in an unoccupied space that you can see within range. Their corporeal form uses the Ancestral Spirit stat block and appears as an insubstantial facsimile of your ancestor in their prime. When you cast the spell, choose a form: Warrior, Mage, or Archer. The form determines certain traits in their stat block. Your ancestor disappears when they drop to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. Their memories of their life are foggy and filled with gaps, but they recall any previous times you have summoned them. In combat, your ancestor shares your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don't issue a command, they will attempt to defend you and your companions to the best of their ability.

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Vylja's Airbolt

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a balloon)
  • Duration: Instantaneous
  • Classes: Druid, Cleric, Wizard

You unleash a blast of air toward a target creature or uncontrolled object, dealing 4d8 bludgeoning damage and pushing it back 5 feet if it is size Large or smaller. A creature may make a Dexterity saving throw for half damage, but it is still pushed.

Higher Levels: For each spell level this is cast at above 2nd, the damage increases by 1d8.

Wall of Doom

  • School: Enchantment
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a skull)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You create a wall of faint red mist on the ground on a point you can see within range. The wall is 10 feet high, 5 feet thick, and 30 feet long. Alternatively, you can make a ringed wall 10 feet tall, 5 feet thick, and 20 feet in diameter. Physical objects can freely pass through the wall, and creatures aiming to distinguish color on the opposite side of the wall have disadvantage on the Perception check.

Creatures feel a hostile presence emanating from the wall, and creatures wishing to pass through the wall must succeed on a Wisdom saving throw against your spell save DC. A creature can attempt this save no more than once per turn.

Higher Levels: For each level higher than 2nd this spell is cast at, a creature that fails its save against this spell takes 1d6 psychic damage, or half as much on a success.

Warding Bond

  • School: Abjuration
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 8 hours
  • Classes: Cleric, Paladin

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. The target gains a +1 bonus to AC and saving throws. When the creature takes damage, you can use your reaction to grant the target resistance to the triggering damage. You then lose the same number of hit points.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than the range of this spell. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Higher Levels: The range of this spell's initial casting and the maximum leash range increase at higher spell slot levels.

  • 3rd: 300 feet
  • 4th: 500 feet
  • 5th: 1000 feet
  • 6th: 1 mile
  • 8th: 10 miles
  • 9th: 100 miles

Web

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Cleric, Wizard

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Higher Levels: For every two spell levels above 2nd this spell is cast at, the size of the cube increases by 5 feet.

Wings of Glass

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

You conjure stained glass wings for yourself that you may briefly use. As part of this action, you gain a fly speed of 30 feet that replaces your normal movement. At the end of your turn, you may make a melee spell attack with the wings against a target creature or uncontrolled object within five feet. On a hit, the attack deals 1d6 slashing damage for each five feet of movement you did not use.

Higher Levels: For each spell level higher that this is cast at, the fly speed increases by 10 feet.

Whirlpool Blade

  • School: Conjuration
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You conjure a ball of water at a point you can see within range and spin it rapidly. You then release your magic, and the orb explodes outward into a thin, high-pressure disk that carves through the space around it. Creatures within 10 feet of the orb must succeed on a Dexterity saving throw or receive 4d8 slashing damage.

Higher Levels: For each spell level above 2nd this is cast at, the damage increases by 1d8.

Withering Gaze

  • School: Necromancy
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

Your eyes turn black and leak dark smoke before and unleash a blast of negative energy toward a target. If the target is a creature, it can make two Charisma saving throws to resist the beams individually. For each beam that is not resisted, the target takes 3d6 necrotic damage.

Higher Levels: For each spell level above 2nd this is cast at, increase the damage of each beam by 1d6.