Mythmaker's Grimoire Vol. 3 V 1.0 - 9.30.22

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 30

Mythmaker's Grimoire Vol.

3
Version 1.0 | A collection of spells for the world's greatest roleplaying game

1
Welcome! Patron Shoutouts
Welcome to Mythmaker's Grimoire Volume 3! This installment A massive thank you to all those who have supported me in
of my homebrew spell series features just over 90 spells, every way, but especially those who are part of the patreon
bringing the total for the three volumes to well over 300. community <3
Your support has helped make this content and the tons of
Using These Spells content before it possible. There are big things to come!
Worried one of these spells might not be a good fit for your
table? Overwhelmed by the number of options? You don't have Distinguished Guests
to give your players access to this entire compendium at once! Cpt Demos
Loot. The easiest way to use this content is to give out one or Daniel T.
a few spells as loot. You might put them on magic scrolls, Dogtag34
limited charge magic items, or even turn them into potion Kamryn S.
effects. Mechanaght
Turn the Befoul Flesh 2nd level spell into a sketchy looking MelaninMacguyver
but powerful potion, or the Memory Surge 8th level spell into a Risque Rhino
gamechanging 1x use consumable! Rusty
Monsters. These spells also make for easy additions to Spider Queen
monster abilities! Want something cool for the basic monsters
of vanilla 5e to spice them up? Pick a spell from this grimoire VIPs
and let the monster cast it. Candles
Throw Necrosphere onto your undead, Chaos Armor on a Strangest Of Them
goblin chief, or Dazzling Barrage on some guard constructs, for Zirm
a few examples.
Traps. Like monsters, you can also attach the spells found
Innkeepers
Natara
here to magical traps or glyphs in your dungeons. Players might
S1R1U5
expect a fireball or lightning bolt trap, but a 3rd level Hand Rot
Soshiro
spell that causes the players hand to fall off and run away from
them... now that's a memorable trap!
Other favorites for traps include Haunt, Intoxicate, Burden, Playtest Disclaimer
Obsidian Tomb, Creeping Cage, Necrosmaug, and Volcanic Rift, All content within this compendium is playtest
Ghostlance, and Hellhounds. content. Although utmost attention was given,
Worldbuilding. Should you really wish to dive deep, you balance issues might be found. Add these options to
might also find worldbuilding inspiration in these spells. your games with discretion. Any feedback you can
For example, spells like the 6th level Archive Mind or 9th provide after playtesting would be hugely
level Extradimensional Exile spell could raise questions about appreciated!
magic, science, mortality, and the universe itself! Even a simple
spell like Tidecall (1st level) could change the way entire
societies communicate. OGL Disclaimer
Mythmaker's brews adhere to the Open Game License
Flexible Spell Lists (OGL). More info can be found at the end of this
The class lists presented here are suggestions. If a spell fits document.
your player really well, feel free to let them learn or prepare it,
even if it isn't on their class list. Spells that heal are the main
exception to this rule; they should stick with their listed classes
in most cases.

A Note on Artificers
I do not include artificer in the class lists of my spells
as I have no experience with the class or real desire to
learn or brew for it. Many of the wizard spells in this
supplement might be fitting to artificers. Work with
your DM to use those instead, with this note in mind.

2
Conditions Damage Conditions
Each of the following conditions is tied to a specific damage
Dazed type, noted in parentheses after the condition name. A
A dazed creature can't take reactions. On its turn, it can take creature resistant or immune to that damage type is
only an action or a bonus action -- not both. It also has also immune to the condition.
disadvantage on saving throws against being Stunned.
Afflicted (Poison)
Exposed An afflicted creature also has disadvantage on saving throws
An effect which imposes this condition always specifies one or while it is poisoned. If an afflicted creature would gain this
more damage types. While exposed: condition again, it instead takes 1d6 poison damage.
Any immunity the target has to a specified damage type is
Branded (Radiant)
reduced to resistance
Any other resistance it would have to a specified damage A branded creature sheds bright light in a 5 foot radius and dim
type is nullified light for an additional 5 feet, and has disadvantage on Wisdom
(Perception) checks. If a branded creature would gain this
Shaken condition again, it instead takes 1d6 radiant damage.
A shaken creature can't willingly move closer to the source of
its condition, and has disadvantage on saving throws against
Chilled (Cold)
being frightened. Any feature which grants advantage against A chilled creature can't increase its speed or gain additional
or immunity to the frightened condition can also affect this movement. If a chilled creature would gain the condition again,
condition it instead takes 1d6 cold damage. The condition ends early if
the creature becomes Scorched.
Sickened
A sickened creature can not roll ability checks or attack rolls
Corroding (Acid)
with advantage; if it would roll twice due to advantage, it rolls A corroding creature loses 1 AC when it gains the condition and
normally instead. It also has disadvantage on saving throws whenever it takes acid damage. This penalty can stack and
against being poisoned. Any feature which grants advantage resets at the start of each of the creature's turns while
against or immunity to the poisoned condition can also affect corroding, or when the condition ends. If a corroding creature
this condition would gain this condition again, it instead takes 1d6 acid
damage.

Decaying (Necrotic)
When a decaying creature would regain hit points, it regains
only half as many. If a decaying creature would gain this
condition again, it instead takes 1d6 necrotic damage.

Resonant (Thunder)
A resonant creature is deafened and has disadvantage on
Dexterity (Stealth) checks. If a resonant creature would gain
this condition again, it instead takes 1d6 thunder damage.

Scorched (Fire)
A scorched creature has disadvantage on Constitution saving
throws to resist exhaustion or maintain concentration. If a
scorched creature would gain this condition again, it instead
takes 1d6 fire damage. The condition ends early if the creature
becomes Chilled.

Shocked (Lightning)
A shocked creature can't take reactions. If a shocked creature
would gain the condition again, it instead takes 1d6 lightning
damage.

Stupefied (Psychic)
A stupefied creature has disadvantage on Intelligence saving
throws. If a stupefied creature would gain this condition again,
it instead takes 1d6 psychic damage.

3
Master Spells List
Name Level School Classes
Abjure Element Cantrip Abj Druid, Sorcerer
Arcane Arsenal Cantrip Conj Bard, Sorcerer, Wizard
Cinder Kiss Cantrip Evoc Druid, Sorcerer, Wizard
Dizzy Cantrip Ench Bard, Sorcerer, Warlock, Wizard
Focus Force Cantrip Evoc Sorcerer, Warlock, Wizard
Glacial Grasp Cantrip Evoc Druid, Sorcerer, Wizard
Imbue Element Cantrip Evoc Sorcerer, Wizard
Leaping Lightning Cantrip Evoc Druid, Sorcerer
Runespark Shield Cantrip Abj Sorcerer, Wizard
Shimmershard Blade Cantrip Evoc Bard, Sorcerer, Warlock, Wizard
Soul Burst Cantrip Abj Cleric
Wildspear Cantrip Evoc Druid
Windbind Cantrip Evoc Druid, Sorcerer, Warlock, Wizard
Aberrant Arms 1st Conj Sorcerer, Warlock, Wizard
Abyssal Gaze 1st Evoc Sorcerer, Warlock, Wizard
Arms of Atlantea 1st Conj Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard
Call of the Wild 1st Ench Bard, Druid, Ranger
Dazzling Barrage 1st Illu Bard, Sorcerer, Wizard
Ghostlight 1st Conj Cleric, Paladin, Sorcerer, Warlock, Wizard
Haunt 1st Necro Bard, Sorcerer, Warlock, Wizard
Intoxicate 1st Trans Bard, Sorcerer, Warlock, Wizard
Lingering Wound 1st Necro Cleric, Sorcerer, Warlock, Wizard
Minor Necromancy 1st Necro Cleric, Wizard
Moonharvest Blade 1st Conj Druid, Ranger
Moonsprout 1st Conj Druid
Pyrolash 1st Evoc Sorcerer, Warlock, Wizard
Sludgeskin 1st Trans Druid, Ranger, Sorcerer, Wizard
Stormcall Smite 1st Conj Paladin
Summerswell 1st Conj Druid
Tidecall 1st Evoc Sorcerer, Warlock, Wizard
Transfer Charge 1st Trans Sorcerer, Wizard
Bamboo Barrage 2nd Conj Druid, Ranger
Battering Smite 2nd Evoc Paladin
Battlebeard's Ballista 2nd Trans Sorcerer, Wizard
Befoul Flesh 2nd Necro Sorcerer, Warlock, Wizard
Blackscale's Bite 2nd Conj Sorcerer, Warlock, Wizard
Blighted Smite 2nd Necro Paladin
Bond of Battle 2nd Abj Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
Booming Bludgeon 2nd Conj Sorcerer, Warlock, Wizard
Burden 2nd Conj Cleric, Sorcerer, Warlock, Wizard
Emberbeast 2nd Conj Druid, Ranger
Flaming Flail 2nd Conj Druid, Sorcerer, Warlock, Wizard
Geomancer's Greatclub 2nd Conj Druid, Sorcerer, Warlock, Wizard
4
Name Level School Classes
Glacial Glaive 2nd Conj Druid, Sorcerer, Warlock, Wizard
Grasp of the Deep 2nd Conj Druid, Sorcerer, Warlock, Wizard
Gravity Knives 2nd Conj Sorcerer, Warlock, Wizard
Ironblood 2nd Abj Druid, Ranger, Sorcerer
Lacerate 2nd Necro Sorcerer, Warlock, Wizard
Radiant Blade 2nd Conj Cleric, Paladin, Sorcerer
Runebolts 2nd Trans Druid, Ranger, Sorcerer, Wizard
Spectral Smite 2nd Necro Paladin
Spellforce Greatsword 2nd Conj Sorcerer, Warlock, Wizard
Stormlance 2nd Conj Druid, Sorcerer, Warlock, Wizard
Sun/Moon Bow 2nd Conj Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock
Swordsquall 2nd Conj Druid, Sorcerer, Wizard
Warmage's Memories 2nd Div Bard, Sorcerer, Wizard
Chaos Armor 3rd Abj Bard, Sorcerer, Warlock, Wizard
Elemental Arrows 3rd Trans Artificer, Druid, Ranger, Sorcerer, Wizard
Evolve 3rd Trans Druid, Ranger, Sorcerer, Wizard
Fragment 3rd Ench Sorcerer, Warlock, Wizard
Hand Rot 3rd Necro Sorcerer, Warlock, Wizard
Hunter's Smite 3rd Div Paladin
Necrosphere 3rd Necro Cleric, Sorcerer, Warlock, Wizard
Phantom Blade 3rd Necro Sorcerer, Warlock, Wizard
Rites of the Dead 3rd Necro Cleric
Sonic Shield 3rd Abj Sorcerer, Warlock, Wizard
Splitting Slime 3rd Conj Sorcerer, Warlock, Wizard
Thunderwells 3rd Conj Druid, Sorcerer
Twisting Torrent 3rd Conj Druid, Sorcerer, Wizard
Water Weird 3rd Conj Sorcerer, Warlock, Wizard
Collossal Strikes 4th Trans Sorcerer, Warlock, Wizard
Fatigue 4th Necro Cleric, Druid, Sorcerer, Wizard
Obsidian Tomb 4th Conj Cleric, Sorcerer, Warlock, Wizard
Resplendent Shield 4th Abj Bard, Cleric, Paladin, Sorcerer
Solidarity 4th Abj Sorcerer, Warlock, Wizard
Vortex 4th Conj Druid, Sorcerer
Chant of the Ancient Voice 5th Ench Bard, Cleric
Creeping Cage 5th Conj Druid, Ranger
Glorious Smite 5th Ench Paladin
Stormrage Strikes 5th Conj Druid, Ranger, Sorcerer, Wizard
Submerse 5th Trans Druid, Ranger, Sorcerer, Warlock, Wizard
Temporal Atrophy 5th Trans Sorcerer, Warlock, Wizard

5
Name Level School Classes
Archive Mind 6th Div Warlock, Wizard
Meteor 6th Evoc Sorcerer, Warlock, Wizard
Necrosmaug 6th Conj Cleric, Sorcerer, Warlock, Wizard
Volcanic Rift 6th Conj Druid, Sorcerer, Wizard
Ghostlance 7th Necro Cleric, Sorcerer, Warlock, Wizard
Hellhounds 7th Conj Cleric, Sorcerer, Warlock, Wizard
Create Deathguard 8th Necro Cleric, Sorcerer, Wizard
Memory Surge 8th Div Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Star Spears 8th Evoc Cleric, Druid, Sorcerer
Arboreal Ally 9th Conj Druid
Extradimensional Exile 9th Abj Sorcerer, Warlock, Wizard

Looking For Class Lists?


You can filter these spells by class via the 5e Tools compendiums. You can also use Ctr F to easily highlight a specific class
in the table above :)

6
Abjure Element Dizzy
Abjuration cantrip

Enchantment cantrip

Druid, Sorcerer Bard, Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: S
Duration: 1 minute Duration: 1 round
Tracing magic sigils in the air, you ward yourself from a certain You send a disorienting wave of psychic energy towards a
element you choose when you cast the spell: acid, cold, fire, creature you can see within range. The target must make an
lightning, or thunder. Intelligence saving throw. On a failed save, the target suffers
For the duration, when you take damage of the chosen type, 1d6 psychic damage and becomes dizzied until the end of its
you can gain resistance to the damage from the triggering effect next turn. If the target willingly moves 5 feet or more before
(no action required). The spell then ends. then, it must make a Dexterity saving throw. On a failed save,
Starting on your next turn, must use a bonus action on each the target falls prone and the spell ends. On a save that fails by
of your turns to maintain the spell. If you end your turn without 5 or more, the target falls prone and its movement speed is
having done so, the spell ends. reduced to 0 until the end of its turn, at which point the spell
ends.
Arcane Arsenal This spell's damage increases by 1d6 when you reach 5th
Conjuration cantrip

level (2d6), 11th level (3d6), and 17th level (4d6).


Bard, Sorcerer, Wizard
Casting Time: 1 bonus action
Focus Force
Evocation cantrip

Range: Self
Sorcerer, Warlock, Wizard
Components: V, S
Duration: 1 minute Casting Time: 1 action
Range: 60 feet
You manifest a weapon of pure arcane energy in your hands. It
Components: V, S, M (an arcane spellcasting focus worth at
counts as a simple melee weapon with which you are
least 5 gp)
proficient. It has the versatile property and deals 1d6 damage
Duration: Instantaneous
on a hit, or 1d8 damage if you wield the weapon with two
hands. When you cast the spell, you choose whether the This spell is a basic offensive magic used by many novice
weapon deals bludgeoning, piercing, or slashing damage. spellcasters. Using an arcane spellcasting focus, you create a
Additionally, you can use your spellcasting ability instead of mote of magical energy and launch it from the focus towards a
Strength for the attack and damage rolls of melee attacks using target within range. Make a ranged spell attack. On a hit, the
the weapon. target suffers 1d6 force damage. Depending on which focus you
If you drop the weapon or throw it, the spell ends. use, the spell also has one of the properties below. If you use an
arcane focus not listed, choose the closest equivalent property
Cinder Kiss with the help of your GM.
Evocation cantrip

Crystal - The spell creates two projectiles, instead of one, but


Druid, Sorcerer, Wizard the damage die becomes a d4. You can direct the projectiles at
the same target or at different ones, provided the targets are no
Casting Time: 1 action
more than 15 feet apart from each other. Make a separate
Range: Touch
attack roll for each projectile.
Components: V, S
Orb - The range becomes 30 feet. The attack ignores cover
Duration: 1 round
and is unaffected by disadvantage.
A tongue of flame lashes forth from your hand to a creature you Rod - On a hit, the target must succeed on a Strength saving
try to touch. Make a melee spell attack, with advantage if the throw or be pushed up to 10 feet away from you.
target is scorched. On a hit, the target suffers 1d6 fire damage Staff - If the target is within 10 feet of you, make a melee spell
and becomes scorched until the end of your next turn. attack instead of a ranged one. On a hit, add your spellcasting
Scorched. A scorched creature has disadvantage on ability modifier to the damage.
Constitution saving throws to resist exhaustion or maintain Wand - The range becomes 120 feet, and the attack scores a
concentration. If a scorched creature would gain this condition critical hit on a roll of 19 or 20.
again, it instead takes 1d6 fire damage. The condition ends
This spell's projectile(s) increases by one damage die when
early if the creature becomes Chilled. A creature resistant or you reach 5th level (2 dice), 11th level (3 dice), and 17th level
immune to fire damage is immune to this condition. (4 dice).
At Higher Levels. This spell's damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).

7
The ball jumps one additional time to a target within 15 feet
Glacial Grasp of the most recent target when you reach 5th level (2 jumps),
Evocation cantrip

11th level (3 jumps), and 17th level (4 jumps).


Druid, Sorcerer, Wizard
Casting Time: 1 action Runespark Shield
Range: Touch Abjuration cantrip

Components: V, S Sorcerer, Wizard


Duration: 1 round
Casting Time: 1 action
You channel biting frost through your hand to a creature you Range: Self
try to touch. Make a melee spell attack. On a hit, a creature Components: V, S, M (a garnet with an abjuration rune carved
suffers 1d6 cold damage and becomes chilled until the end of into it, worth at least 15 gp)
your next turn. If the target is already chilled, its speed is also Duration: 1 minute
reduced by 15 feet until the end of your next turn.
Invoking the rune magics of old, you create a field of arcane
Chilled. A chilled creature can't increase its speed or gain
lightning around yourself which lasts for the duration. The
additional movement. If a chilled creature would gain the
color of the lightning matches the color of the garnet used in
condition again, it instead takes 1d6 cold damage. The
the spell's casting. The next time a creature hits you with a
condition ends early if the creature becomes Scorched. A
melee weapon attack during the spell's duration, that creature
creature resistant or immune to cold damage is immune to this
takes 1d6 lightning damage and must make a Constitution
condition.
saving throw. A creature resistant or immune to lightning
At Higher Levels. This spell's damage increases by 1d6 damage automatically succeeds this saving throw. On a failed
when you reach 5th level (2d6), 11th level (3d6), and 17th level save, the creature is Stunned until the end of that turn. This
(4d6).
spell then ends.
The spell's damage increases by 1d6 when you reach 5th
Imbue Element level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation cantrip

Sorcerer, Wizard
Shimmershard Blade
Casting Time: 1 action Evocation cantrip

Range: Touch Bard, Sorcerer, Warlock, Wizard


Components: S, M (a stone from the elemental plane of air,
Casting Time: 1 action
fire, or water worth at least 25 gp)
Range: Self
Duration: 1 minute
Components: S, M (a melee weapon worth at least 1 sp)
Grasping the stone used in the spell's casting, you imbue Duration: 1 round
elemental energy into a weapon you touch for the duration or
You brandish the weapon used in the spell's casting and make a
until you cast this spell again. An unwilling creature holding the
melee weapon attack with it against a target you can see within
weapon can attempt a Dexterity saving throw to avoid this
the weapon's reach. On a hit, the target suffers the weapon
spell.
attack's normal effects, as a spectral, iridescent copy of your
When you cast the spell, choose cold, fire, or lightning. Your weapon appears and hovers next to it, growing in clarity and
choice may be limited by the stone used in the spell's casting, at brightness.
the GM's discretion: lightning for an air stone, fire for a fire
At the end of the target's next turn, it suffers 1d8 radiant
stone, and cold for a water stone.
damage if it is inside an area of magical bright light, or 1d4
The next time a weapon attack with the affected weapon hits, radiant damage if it is in non-magical bright light. The spell
it deals an additional 1d4 damage of the chosen type. The spell then ends. The spell ends early with no effect if the target
then ends. enters an area of total darkness.
This spell can affect one additional attack before the spell
This spell's damage increases when you reach certain levels.
ends at 5th level (2 attacks), 11th level (3 attacks), and 17th At 5th level, the melee attack deals an extra 1d8 radiant
level (4 attacks). damage to the target on a hit, and the damage the target takes
at the start of your next turn increases to 2d8/2d4. Both
Leaping Lightning damage rolls increase by 1d8 at 11th level (2d8 and 3d8/3d4)
Evocation cantrip

and again at 17th level (3d8 and 4d8/4d4).


Druid, Sorcerer
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You hurl a ball of lightning towards a creature you can see
within range. Make a ranged spell attack. On a hit, the target
suffers 1d6 lightning damage, and the ball jumps to another
target within 15 feet of the first. If the original attack roll would
hit the new target, it deals lightning damage equal to 1d6 plus 2
for each time the lighning has jumped. Otherwise, the lightning
fizzles out and the spell ends. 8
Soul Burst Aberrant Arms
Abjuration cantrip

1st-level conjuration

Cleric Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You amplify the soul of a willing creature you can see within Tendrils of dark energy surround and constrain a creature you
range, causing a burst of spiritual energy around them. can see within range. The target must make a Strength saving
Creatures within 5 feet of the target must make a Constitution throw. On a failed save, the target takes 3d6 necrotic damage
saving throw. On a failed save, a creature suffers 1d4 radiant and has disadvantage on attack rolls until its next turn ends. On
damage (if the target is Good aligned), necrotic damage (if the a successful save, the target takes half damage, but suffers no
target is evil aligned), or thunder damage (if the target is other effect.
neutral aligned). The damage die becomes a d6 for an affected At Higher Levels. When you cast this spell using a spell slot
creature that has dealt damage to the target within the last 24 of 2nd level or higher, the damage increases by 1d6 for each
hours. slot level above 1st.
This spell's damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4). Abyssal Gaze
1st-level evocation

Wildspear Sorcerer, Warlock, Wizard


Conjuration cantrip

Casting Time: 1 action


Druid Range: Self (20-foot cone)
Casting Time: 1 action Components: S
Range: 90 feet Duration: Instantaneous
Components: V, S, M (a twig with a leaf on one end and a
A crest of shadow energy appears around you and opens like an
sharp stone tied to the other)
eyelid, sending a 15-foot cone of magical darkness out from
Duration: Instantaneous
you. Creatures in the spell's area must make a Constitution
A spectral green energy swirls around you and coalesces into a saving throw. On a failed save, a creature takes 1d8 necrotic
spear, which you throw at a creature within range. Make a damage and, until the start of its next turn, treats all areas of
ranged spell attack. On a hit, the target suffers 1d8 piercing bright or dim light as darkness. On a successful save, a creature
damage, and the spear bursts into a cloud of spores, causing the takes half as much damage and suffers no additional effect.
ground within 5 feet of the target to become difficult terrain At Higher Levels. When you cast this spell using a spell slot
until the start of your next turn. of 2nd level or higher, the damage increases by 1d8 for each
This spell's damage increases by 1d8 when you reach 5th slot level above 1st.
level (2d8), 11th level (3d8), and 17th level (4d8).
Arms of Atlantea
Windbind 1st-level conjuration

Evocation cantrip

Cleric, Paladin, Ranger, Sorcerer, Warlock, Wizard


Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 30 feet Components: V, M (a pearl and an aquamarine gem, each
Components: S worth at least 10 gp)
Duration: Concentration, up to 1 minute Duration: 1 hour
You evoke a swirling tether of wind and use it to bind a creature You evoke the warrior magic of the lost city of Atlantea,
you can see within range. Make a grapple attempt against the summoning a magical weapon and shield in your hands. The
target. For the purposes of initiating and maintaining this weapon can be a Scimitar or Trident.
grapple, add your spellcasting ability modifier and your If using Mythmaker's Equipment Overhaul, options also
proficiency bonus to your rolls, in place of Strength (Athletics). include a Crescent Sword, Tribal Blade, and Sickle Sword, and
If the target successfully resists the grapple or escapes, the the shield can be a Light or Medium Shield.
spell ends. These armaments last until the spell ends. You are proficient
While the target is grappled by this spell, you can use an with them, and they count as magical for the purposes of
action to send a surge of concentrated chill through the tether, overcoming resistance or immunity.
dealing 1d6 cold damage to the target. The spell then ends. If you drop or throw a summoned armament, it dissipates at
This spell's range increases by 30 feet when you reach 5th the end of the turn. Thereafter, while the spell persists, you can
level (60 feet), 11th level (90 feet), and 17th level (120 feet). use a bonus action to cause the armament to reappear in one of
Additionally, this spell's cold damage increases by 1d6 when your hands.
you reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).

9
Call of the Wild Ghostlight
1st-level enchantment

1st-level conjuration

Bard, Druid, Ranger Cleric, Paladin, Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 1 mile Range: Touch
Components: V, S, M (*See below) Components: S, M (a lamp, torch, candle, or similar conduit
Duration: Instantaneous for light no larger than 1 square foot and worth at least 1 cp)
Duration: 1 hour
Whistling a brief tune tailored to a beast you seek, you send out
a call which is carried into the wind by your magic. If you cast You conjure a supernatural source of light to reveal and weaken
this spell as a ritual, it requires material components: sticks laid undead in its area, while simultaneously protecting you and
out in a 1-foot radius circle, sand poured into the circle, and the your allies. For the duration, a pale, eerie light emits from the
shape of the beast you seek drawn in the sand. object used in the spell's casting, shedding bright light in a 20-
Choose a type of Beast. You can be specific to a species, such foot radius, and dim-light for an additional 20-feet.
as "Deer" or "Wolf", or more general, such as "a bird" or "a large An undead creature inside the bright or dim light radius can't
mammalian predator". Alternatively, if you know a beast by benefit from being invisible. While inside the bright light
name, such as your own horse or your party's canine radius, it is also exposed to all damage.
companion, you can call that specific beast. The nearest beast Any other creatures of your choice inside the bright or dim
that meets your specification within range hears your call and light radius are immune to being possessed by undead. A
is magically coerced to travel towards your location as fast as it possessed creature that enters the area for the first time on a
can. If no beast of the kind you specified is within range, you turn may repeat the saving throw against one instance of
learn that fact and the spell has no other effect. A beast of CR 2 undead possession affecting it.
or higher may make a Wisdom saving throw against this spell if Additionally, the object used in the spell's casting can hover
it is unwilling. A beast that knows you recognizes you as the up to 10 feet off the ground. You can move the object up to 30
caller. feet on each of your turns (no action required).
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can call out to one additional beast Haunt
for each slot level above 1st. You can choose the same species, 1st-level necromancy

or different ones, for the creatures you call. Additionally, this Bard, Sorcerer, Warlock, Wizard
spell's range increases when you use certain higher level spell
Casting Time: 1 action
slots: 5 miles using a 3rd level slot, 10 miles using a 5th level
Range: 60 feet
slot, 25 miles using a 7th level slot, and Unlimited using a 9th
Components: V
level s Duration: Concentration, up to 1 minute

Dazzling Barrage You call forth a ghostly spirit to haunt a creature you can see
1st-level illusion

within range. The target must make a Wisdom saving throw. On


Bard, Sorcerer, Wizard a failed save, the spirit latches onto it, causing the target to be
shaken by you for the duration. The target can repeat the saving
Casting Time: 1 bonus action
throw at the end of each of its turns, ending the effect on itself
Range: Self (20-foot radius)
on a success.
Components: S
Additionally, once per round, when a shaken target would
Duration: Instantaneous
make an attack roll, ability check, or saving throw (except a
You create a rapid series of illusory flashes of light, save against this spell), you can invoke the spirit to roll 1d6 and
accompanied by loud noises, carefully crafted to overwhelm the substract the number rolled from the target's total (no action
senses of those around you. Creatures inside the spell's area required). If the target fails its roll, it also suffers psychic
must make a Wisdom saving throw. On a failed save, a creature damage equal to the number rolled on the d6.
loses concentration on any spell or effect they are A shaken creature can't willingly move closer to the source of
concentrating on, and becomes dazed* and deafened until the its condition, and it has disadvantage on saving throws against
end of their next turn. being frightened.
*Dazed is a condition under which a creature can't take At Higher Levels. When you cast this spell using a spell of
reactions. Additionally, on a dazed creature's turn, it can take slot of 2nd level or higher, you can target one additional
only an action or a bonus action -- not both. Lastly, a dazed creature for each slot level above 1st. You can impose a penalty
creature has disadvantage on saving throws vs being stunned. with the spirit no more than once per round, regardless of the
number of affected targets.

10
When you cast the spell, and on each of your turns as a bonus
Intoxicate action, you can mentally command the creature if it is within 60
1st-level transmutation

feet of you. You decide what action the creature will take and
Bard, Sorcerer, Warlock, Wizard
where it will move during its next turn. If you don't issue a
Casting Time: 1 action command, at the start of the undead creature's turn, you must
Range: 30 feet succeed on a DC 13 ability check using your spellcasting ability,
Components: V, S, M (a pint of alcohol worth at least 1 cp, otherwise the spell ends. On a successful check, the creature
which the spell consumes) takes the Dodge action and ends its turn.
Duration: 1 minute When the spell ends, the creature returns to its lifeless,
You attempt to intoxicate a creature you can see within range. inanimate state.
The target must make a Constitution saving throw. On a failed At Higher Levels. When you cast this spell using certain
save, for the duration, the target is poisoned due to the magical higher level spell slots, you can create a more powerful kind of
drunkeness caused by this spell. Additionally, the first time undead. Using a spell slot of 2nd level or higher, you can create
each the turn the target attempts to move, it must succeed a a ghoul (MM pg 148). Using a spell slot of 3rd level or higher,
Dexterity saving throw or fall prone and have its speed reduced you can create a poltergeist (MM pg 279). Using a spell slot of
to 0 for the rest of the turn. 4th level or higher, you can create a mummy (MM pg 228) or
The target can repeat the saving throw against this spell at wight (MM pg 300)
the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot Moonharvest Blade
of 2nd level or higher, you can target one additional creature for 1st-level conjuration

each slot level above 1st. Druid, Ranger


Casting Time: 1 bonus action
Lingering Wound Range: Self
1st-level necromancy

Components: V, S
Cleric, Sorcerer, Warlock, Wizard Duration: Concentration, up to 1 minute
Casting Time: 1 action This spell must be cast under the light of the moon. You
Range: 30 feet manifest a sickle of solidified moonlight in your hand. This
Components: V, S, M (a nightshade) magic sickle lasts until the spell ends. It counts as a simple
Duration: Instantaneous melee weapon with which you are proficient. It deals 2d12
A tendril of necrotic energy lashes from your hand towards a radiant damage on a hit and has the finesse and light
creature you can see within range. Make a ranged spell attack. properties. Targets are also exposed to radiant damage dealt by
On a hit, the creature suffers 1d12 necrotic damage and this weapon.
becomes wounded by this spell. While wounded, the creature When you hit a creature with this weapon and that creature
can't regain hit points. At the end of each of its turns while is not reduced to 0 hit points by the attack, the spell's damage
wounded, the creature must make a Constitution saving throw. dice decrease by one size category: from a d12 to d10, then to a
On a failed save, it suffers 1d10 necrotic damage from the d8, d6, and finally d4. If the dice are already d4 and would be
wound, then 1d8 on a subsequent failure, followed by 1d6, 1d4, reduced, the spell ends. When you reduce a creature to 0 hit
and 1 damage, after which time the effect ends for it. On a points with the weapon, increase the die size by one category,
successful save, it takes no damage and the effect ends early for not exceedin
it. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals one additional die of
of 2nd level or higher, the number of damage dice rolled for damage for every two slot levels above 1st.
each instance of damage increases by 1 for every two slot levels
above 1st. Moonsprout
1st-level conjuration

Minor Necromancy Druid


1st-level necromancy

Casting Time: 1 action


Cleric, Wizard Range: 10 feet
Casting Time: 1 action Components: V, S, M (an acorn)
Range: 10 feet Duration: 1 minute
Components: V, S You conjure a glowing tree at an unoccupied point on the
Duration: Concentration, up to 1 minute ground you can see within range. The trunk of the tree extends
This basic necromancy spell is an early introduction into up to 20 feet tall and has a 5-foot radius, while the crown
animating undead. Choose a pile of bones or a corpse of a extends a further 10 feet vertically and out to a 15-foot radius.
Medium or Small humanoid within range. Your spell imbues the Structures and Huge or smaller creatures block the tree's
target with a foul mimicry of life, raising it as an undead growth. Large or smaller creatures are pushed outside the
creature. The target becomes a skeleton if you chose bones or a tree's space to a side of the creature's choosing.
zombie if you chose a corpse (the DM has the creature's game
statistics).

11
The new tree lasts for the duration or until you cast this spell
again. It is a magical plant with an AC of 12, 40 hit points, and
Stormcall Smite
1st-level conjuration

resistance to non-magical damage. It sheds bright light in a 20-


Paladin
foot radius, and dim light for an additional 20 feet. This light
counts as moonlight. Creatures of your choice who use the tree Casting Time: 1 bonus action
as cover gain an additional +1 bonus to AC and Dexterity saving Range: Self
throws from that cover. Components: V, S
At Higher Levels. When you cast this spell using a spell slot Duration: 1 minute
of 2nd level or higher, the duration is 10 minutes. Using a spell The next time you hit with a melee weapon attack during this
slot of 3rd level or higher, the duration is 1 hour, and with a 4th spell's duration, lightning surges around your weapon as you
level or higher spell slot, it is 8 hours. Using a 5th level spell slot strike, and the attack deals an extra 1d10 lightning damage to
or higher, the duration is 24 hours. Using a 6th level spell slot the target. Additionally, the target must make a Dexterity saving
or higher, the duration is instantaneous, and the tree lasts until throw as a bolt of lightning simultaneously strikes down at it
destroyed. from the heavens. The target takes 2d10 lightning damage on a
failed save, or half as much on a success. The spell ends early if
Pyrolash you cast another Smite spell.
1st-level evocation

At Higher Levels. When you cast this spell using a spell slot
Sorcerer, Warlock, Wizard
of 3rd level or higher, the damage of the lightning bolt increases
Casting Time: 1 action by 1d10 for each slot level above 2nd.
Range: 15 feet
Components: V, S, M (a short wooden handle) Summerswell
Duration: Instantaneous or Concentration, up to 1 round (see 1st-level conjuration

below) Druid
A tendril of fire lashes out from you like a whip towards a Casting Time: 1 action
creature within range. Make a melee spell attack. On a hit, the Range: 60 feet
target suffers fire damage equal to 2d6 plus your spellcasting Components: V, S, M (a sunflower)
ability modifier. If the target is Large or smaller, it is also pulled Duration: Instantaneous
up to 10 feet towards you. You gather primordial energy into a swirling orb within your
If the attack hits, you can choose to concentrate on this spell, hands and launch it towards a point you can see within range.
causing the fiery whip to grapple the target for the duration. Creatures within 5 feet of the point must succeed on a Dexterity
Use your spellcasting ability modifier plus your proficiency saving throw or take 2d6 fire damage.
bonus in place of Strength (Athletics) for any ability check A 10-foot radius sphere around the point then becomes filled
made to maintain this grapple. At the start of your next turn, with a swarm of spectral butterflies, flowers, and leaves until
the grappled target suffers 1d6 fire damage, and the spell ends. the start of your next turn. The sphere spreads around corners,
If the target escapes the grapple, the spell ends early. and its area is heavily obscured. It also sheds bright light in a
At Higher Levels. When you cast this spell using a spell slot 10-foot radius, and dim light for an additional 10 feet.
of 2nd level or higher, the damage increases by 1d6 for each At Higher Levels. When you cast this spell using a spell slot
slot level above 1st. of 2nd level or higher, the damage increases by 1d6 for each
slot level above 1st.
Sludgeskin
1st-level transmutation

Tidecall
Druid, Ranger, Sorcerer, Wizard 1st-level evocation

Casting Time: 1 action Sorcerer, Warlock, Wizard


Range: Touch Casting Time: 1 action
Components: V, S, M (a handful of mud, tar, or a similar Range: Special
sludge) Components: V
Duration: Concentration, up to 1 hour Duration: Instantaneous
Smearing a bit of mud, tar, or a similar sludge onto a creature With your head underwater, you speak a message no more than
you touch, you can turn flesh and bone soft and sludge-like. An 25 words. Your words are carried magically through the water
unwilling creature can make a Dexterity saving throw to avoid to all creatures submerged within the same body of water
your touch. For the duration, an affected creature appears to be within 1 mile of you, causing them to instantly hear the
covered in sludge and is under the following effects: message. Alternatively, you can direct the message to one
creature you are familiar with that is submerged within the
Every 1 foot of movement costs it 2 feet
same body water, out to any distance.
It is resistant to bludgeoning damage
It can move throw spaces as narrow as 1 inch without If a recipient knows you, it recognizes you as the sender. The
squeezing. spell enables creatures with Intelligence scores of at least 1 to
It has advantage on ability checks made to initiate, maintain, understand the meaning of your message.
or escape a grapple. Additionally, the magic of the elements amplifies the power
A creature grappled by it is also restrained. of your message. You have advantage on any Charisma
(Deception), Charisma (Intimidation), or Charisma
(Persuasion) check you make for the message. 12
Transfer Charge Battering Smite
1st-level transmutation

2nd-level evocation

Sorcerer, Wizard Paladin


Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Components: V, S Components: V
Duration: 10 minutes Duration: 1 minute
You touch a substance corresponding to one element from acid, The next time you hit a creature with a melee weapon attack
cold, fire, or lightning and transfer some of its energy into during this spell's duration, a spectral force resembling bull's
another object you subsequently touch. For the duration, or horns, a triceratops head, or a giant ram appears and strikes
until you cast this spell again, the object is imbued with the alongside your weapon. The attack deals an additional 1d6
transfered energy and is immune to damage of the force damage and knocks the target prone.
corresponding damage type. If the object is destroyed by any Additionally, if you moved at least 20 feet in a straight line
means, all creatures within 10 feet of it must succeed a towards the taget immediately before hitting it with the attack,
Dexterity saving throw or suffer 1d6 damage of the energy the attack deals an extra 1d6 force damage for every 20 feet
type. The spell then ends. you moved in that way, to a maximum of 3d6, and pushes the
If the object is a weapon, the next time it hits with an attack, target 10 feet away from you.
it deals an extra 1d8 damage of the energy type, and this spell The spell ends early if you cast another smite spell.
then ends. If the object is a piece of armor, the next time a At Higher Levels. When you cast this spell using a spell slot
creature wearing the armor would take damage of the energy of 3rd level or higher, the initial damage and maximum damage
type, the creature has resistance to the damage, and this spell you can attain from moving towards the target each increase by
then ends. 1d6 for each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage dealt if the object is Battlebeard's Ballista
destroyed increases by 1d6 for each slot level above 1st. 2nd-level transmutation

Additionally, the damage added to a weapon attack increases by Sorcerer, Wizard


1d8 for every two slot levels above 1st, and an affected piece of Casting Time: 1 action
armor can resist damage one additional time before the spell Range: Touch
ends for every two slot levels above 1st.
Components: V, S, M (a crossbow worth at least 1 gp)
Duration: Concentration, up to 1 minute
Bamboo Barrage
2nd-level conjuration

Harnessing old dwarven war magics, you transform any kind of


Druid, Ranger crossbow which you touch into a magically oversized version of
itself. For the duration, the crossbow requires at least 15
Casting Time: 1 action
strength to wield without disadvantage. It deals two additional
Range: Self (90-foot line)
dice of damage when it hits, and its long and short ranges are
Components: V, S, M (a shortbow or longbow worth at least 1
doubled. Any ammunition placed into the crossbow also
sp)
becomes oversized, but returns to its normal size after being
Duration: Instantaneous
used for an attack or unloaded from the crossbow, or when the
Drawing back the string of the bow used in the spell's casting, a spell ends.
spectral bamboo arrow forms in place of ammunition. Make a As an action, you can conjure a bolt of magical energy within
ranged weapon attack using the bow against a creature you can the crossbow and fire it, making a ranged weapon attack. On a
see within 90 feet. On a hit, the target suffers the attacks hit, the attack deals force damage, instead of the crossbow's
normal effects, except the damage is magical and the normal damage type, and the target must succeed on a Strength
ammunition disappears after the attack. Whether the attack saving throw or be pushed back 10 feet and knocked prone.
hits or misses, all other creatures in a 15-foot wide line The bolt then vanishes.
between you and the target must succeed a Dexterity saving At Higher Levels. When you cast this spell using a spell slot
throw or suffer 2d6 piercing damage. of 3rd level or higher, the crossbow deals one additional
At Higher Levels. When you cast this spell using a spell slot damage die for every two slot levels above 2nd.
of 3rd level or higher, the weapon attack you make as part of
casting this spell deals an additional 1d6 damage for each slot
level above 2nd, and the area effect damage increases by 1d6
for each slot level above 2nd.

13
If you spent one or more sorcery points as part of casting this
Befoul Flesh spell, it also gains the following feature: As an action, you can
2nd-level necromancy

flourish the halberd and summon spectral green dragon's


Sorcerer, Warlock, Wizard
wings at your back which carry you to a point you can see
Casting Time: 1 minute within 30 feet. Creatures within 5 feet of the point you left
Range: Touch behind must succeed a Dexterity saving throw or take 1d10
Components: V, S, M (a handful of henbane, a pinch of black acid damage. The spell then ends.
salt, and one square inch of hag's skin) At Higher Levels. When you cast this spell using a spell slot
Duration: 8 hours of 3rd level or higher, the damage caused by the spectral dragon
You imbue the flesh of a willing creature you touch with wings increases by 1d10 for every slot level above 2nd.
necromantic energy. For the duration, the target's creature type Additionally, when you cast it using a 3rd- or 4th-level spell
counts as undead, if it doesn't already (in addition to any other slot, the damage of the weapon increases to 3d10. It increases
creature type it possesses). If the target is already undead, it again to 4d10 using a 5th- or 6th-level slot, and to 5d10 using a
also gains 5 temporary hit points which last for the spell's spell slot of 7th level or higher.
duration. Additionally, an affected creature has the following
features until the spell ends: Blighted Smite
2nd-level necromancy

It is resistant to necrotic and poison damage. Paladin

It has advantage on saving throws against being poisoned or Casting Time: 1 bonus action
sickened. Range: Self
Components: S
A creature that touches it must succeed on a Constitution Duration: 1 minute
saving throw or become Sickened until the end of its next
The next time you hit with a melee weapon attack during this
turn.
spell's duration, your attack deals an extra 2d6 poison damage.
It gains no benefit from magical healing, except healing Additionally, the target must succeed on a Constitution saving
specifically intended for undead creatures. throw or be poisoned until the spell ends. While poisoned in
this way, the target also can not regain hit points. The spell ends
A sickened creature can not roll ability checks or attack rolls early if you cast another Smite spell.
with advantage; if it would roll twice due to advantage, it rolls At Higher Levels. When you cast this spell using a spell slot
normally instead. A sickened creature also has disadvantage on of 3rd level or higher, the extra damage increases by 1d6 for
saving throws against being poisoned. Any feature which grants each slot level above 2nd.
advantage against or immunity to the poisoned condition can
also affect this condition. Bond of Battle
At Higher Levels. When you cast this spell using a spell slot 2nd-level abjuration

of 3rd level or higher, the temporary hit points granted to an Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard
undead target increase by 5 for each slot level above 2nd.
Casting Time: 1 bonus action
Range: 10 feet
Blackscale's Bite Components: V, S
2nd-level conjuration

Duration: Concentration, up to 1 minute


Sorcerer, Warlock, Wizard
You harness the heat of battle to forge a magical bond between
Casting Time: 1 bonus action
yourself and one willing creature you can see within range. For
Range: Self
the duration, while you and the target remain within 10 feet of
Components: V, S, M (A black dragon scale)
each other, you each have the following benefits:
Duration: Concentration, up to 1 minute
• You gain 5 temporary hit points at the start of your turn.
You temporarily transform the black dragon scale used in the • You can't be Flanked, if using the optional flanking rules.
spell's casting into an imposing halberd with a black metal arm • When you make a weapon or spell attack against a target
and a head made of pure acidic energy. This magic weapon lasts while Flanking it with the other creature affected by this spell,
until the spell ends. It counts as a simple melee weapon with add 1d4 fire damage to the attack or to one damage roll of the
which you are proficient. It deals 2d10 acid damage on a hit spell.
and has the heavy, reach, and two handed properties. • You have advantage on saving throws against being
Additionally, choose one creature within 5 feet of the target. It charmed, frightened, pulled, or pushed.
must succeed a Dexterity saving throw or take half the acid
At Higher Levels. When you cast this spell using a spell slot
damage dealt by the attack as the acid splashes towards it.
of 3rd level or higher, the temporary hit points increase by 5 for
If you drop one of the weapons or throw it, it dissipates at every two slot levels above 2nd, and the added fire damage
the end of the turn. Thereafter, while the spell persists, you can increases by 1d4 for every two slot levels above 2n
use a bonus action to cause one or both weapons to reappear in
your hand.

14
At Higher Levels. When you cast this spell using a spell slot
Booming Bludgeon of 3rd level or higher, the size category of creatures you can
2nd-level conjuration

target increases by one for each slot level above 2nd.


Sorcerer, Warlock, Wizard
Additionally, the damage increases by 1d8 for each slot level
Casting Time: 1 bonus action above 2nd.
Range: Self
Components: V, S Emberbeast
Duration: Concentration, up to 1 minute 2nd-level conjuration

You concentration sonic energy around you into a mace or Druid, Ranger
hammer of solidified sound in your hand. It counts as a simple Casting Time: 1 bonus action
melee weapon with which you are proficient. It deals 2d8 Range: 60 feet
thunder damage on a hit and has the light property. In addition, Components: V, S
when you attack a deafened creature with the weapon, the Duration: 1 minute
attack has advantage. When you hit a creature with the weapon,
You create a spectral, flaming, bestial spirit, within range that
that creature becomes deafened.
lasts for the duration or until you cast this spell again. The
If you drop the weapon or throw it, it dissipates at the end of
spirit sheds bright light in a 20-foot radius, and dim light for an
the turn. Thereafter, while the spell persists, you can use a
additional 20 feet. When you cast the spell, you can make a
bonus action to cause the weapon to reappear in your hand.
melee spell attack against a creature within 5 feet of the spirit.
If you spent one or more sorcery points as part of casting this On a hit, the target takes fire damage equal to your spellcasting
spell, it also gains the following feature: As an action, you can ability modifier and catches fire. Until someone takes an action
unleash the sonic energy inside the weapon in a 20-foot radius to douse the fire, the creature takes fire damage equal to your
around you. Creatures in that area must make a Constitution
spellcasting ability modifier at the start of each of its turns.
saving throw. On a failed save, a creature takes 2d8 thunder
As a bonus action on your turn, you can move the spirit up to
damage, becomes deafened, and is knocked prone. A creature
20 feet and repeat the attack against a creature within 5 feet of
takes half as much damage and suffers no other effects on a
it.
successful save. The spell then ends.
The spirit can take whatever Large or smaller bestial form
At Higher Levels. When you cast this spell using a spell slot
you choose.
of 3rd level or higher, the damage of the sonic burst increases
As a reminder, while the spirit's appearance is described as a
by 1d8 for every slot level above 2nd. Additionally, when you
creature, it does not count as a creature. It does not occupy its
cast it using a 3rd- or 4th-level spell slot, the damage of the
space or have statistics. Treat the spirit like other spell effects
weapon increases to 3d8. It increases again to 4d8 using a 5th-
such as spiritual weapon and mage hand.
or 6th-level slot, and to 5d8 using a spell slot of 7th level or
At Higher Levels. When you cast this spell using a spell slot
higher.
of 3rd level or higher, the damage of each attack increases by
1d8 for every two slot levels above 2nd.
Burden
2nd-level conjuration

Cleric, Sorcerer, Warlock, Wizard


Flaming Flail
2nd-level conjuration

Casting Time: 1 action Druid, Sorcerer, Warlock, Wizard


Range: 60 feet
Casting Time: 1 bonus action
Components: V, S, M (a stone you hold weighing at least 20
Range: Self
pounds)
Components: V, S
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You concentrate negative energy into a dark, spectral orb which
Your body heat intensifies and focuses into your hands, where a
weighs down on the shoulders of a medium or smaller creature
magical flail manifests, with chain and head made from pure
you can see within range, potentially crushing it unless it can
flame. This magic weapon lasts until the spell ends and sheds
sustain the orb's immense weight. The target must make a
bright light in a 10-foot radius, plus dim light for an additional
Strength saving throw. A target can choose to automatically fail
10 feet. It counts as a simple melee weapon with which you are
this saving throw.
proficient. It deals 2d8 fire damage on a hit. In addition, when
On a successful save, the target upholds the orb, preventing
you attack a creature with the flail but miss, that creature still
itself from being crushed, but suffering a great burden. While
takes half as many dice of fire damage (round down).
upholding the orb, the target's speed is halved, it has
If you drop the weapon or throw it, it dissipates at the end of
disadvantage on attack rolls and Dexterity saving throws, and
the turn. Thereafter, while the spell persists, you can use a
attack rolls against it have advantage. A target upholding the
bonus action to cause the flail to reappear in your hand.
orb must repeat the saving throw at the end of each of its turns.
If the success exceeds the DC by 5 or more, the spell ends.
On a failed save, or if the target is knocked prone or
incapacitated while upholding the orb, the target is crushed,
suffering 2d8 force damage and being knocked prone. The spell
then ends.

15
If you spent one or more sorcery points as part of casting this You breath becomes icy frost and manifests an icy polearm into
spell, it also gains the following feature: As an action, you can your hands. This magic weapon lasts until the spell ends. It
wind up the flail and launch a ball of fire from it towards a point counts as a simple melee weapon with which you are
you can see within 30 feet. Creatures in 20-foot radius centered proficient. It deals 2d10 cold damage on a hit and has the two
on that point must make a Dexterity saving throw, taking 2d8 handed and reach properties. In addition, when you hit a
fire damage on a failed save, or half as much on a success. A creature that isn't resistant or immune to cold damage with the
creature more than 10 feet from the center of the radius has glaive, that creature becomes chilled until the end of its next
advantage on its save. The spell then ends. turn.
At Higher Levels. When you cast this spell using a spell slot If you drop the weapon or throw it, it dissipates at the end of
of 3rd level or higher, the damage of the ball of fire increases by the turn. Thereafter, while the spell persists, you can use a
1d8 for every slot level above 2nd. Additionally, when you cast bonus action to cause the glaive to reappear in your hand.
it using a 3rd- or 4th-level spell slot, the damage of the weapon If you spent one or more sorcery points as part of casting this
increases to 3d8. It increases again to 4d8 using a 5th- or 6th- spell, it also gains the following feature: As an action, you can
level slot, and to 5d8 using a spell slot of 7th level or higher. swing the glaive in a wide arc, creating a wave of frost magic in
a 30-foot cone centered on you. Creature's in the area must
Geomancer's Greatclub make a Dexterity saving throw. On a failed save, a creature
2nd-level conjuration

takes 3d6 cold damage and becomes chilled until the end of its
Druid, Sorcerer, Warlock, Wizard next turn. A creature that succeeds its save takes half as much
Casting Time: 1 bonus action damage and doesn't become chilled. The spell then ends.
Range: Self Chilled. A chilled creature can't increase its speed or gain
Components: V, S additional movement. If a chilled creature would gain the
Duration: Concentration, up to 1 minute condition again, it instead takes 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot
Spreading mud on your hands, a large greatclub made of
of 3rd level or higher, the damage of the cone of frost increases
earthen magic forms in your grip. This magic weapon lasts until
by 1d6 for every slot level above 2nd. Additionally, when you
the spell ends. It counts as a simple melee weapon with which
cast it using a 3rd- or 4th-level spell slot, the damage of the
you are proficient. It deals 7d4 bludgeoning damage on a hit
weapon increases to 3d10. It increases again to 4d10 using a
and has the two handed property. When you hit with an attack
5th- or 6th-level slot, and to 5d10 using a spell slot of 7th level
with this weapon, the target's speed is reduced by 10 feet until
or higher.
the end of its next turn, and the damage of this spell decreases
by 1d4, to a minimum of 1d4 unless the attack is a critical hit,
Grasp of the Deep
as chunks of the weapon break off.
2nd-level conjuration

If you drop the weapon or throw it, it dissipates at the end of Druid, Sorcerer, Warlock, Wizard
the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the glaive to reappear in your hand. Casting Time: 1 action
Range: 60 feet
If you spent one or more sorcery points as part of casting this
Components: V, S
spell, it also gains the following feature: As an action, you can
Duration: Instantaneous
animate the splintered chunks of the weapon and launch them
at targets you can see within 60 feet. The number of chunks You conjure massive spectral tentacles from the plane of water,
equals the number of d4s removed from this spell's weapon which reach up and grab a Large or smaller creature or object
damage through the duration. You can hurl them at one target you can see within range. The target must make a Strength
or several. Make a ranged spell attack for each chunk. On a hit, saving throw. An object automatically fails this save. On a failed
the target takes 1d4 piercing damage. The spell then ends. save, the target takes 4d6 bludgeoning damage and is pulled
At Higher Levels. At Higher Levels. When you cast this spell directly downward at a harmless speed up to 60 feet, or twice
using a 3rd- or 4th-level spell slot, the damage increases to 9d4. as far while it is underwater. On a successful save, the target
When you cast it using a 5th- or 6th-level spell slot, the damage takes half as much damage and is pulled half as far. If the save
increases to 11d4. When you cast it using a spell slot of 7th succeeds and exceeds the DC by 5 or more, the target is
level or higher, the damage increases to 13d4. unaffected.
At Higher Levels. When you cast this spell using a spell slot
Glacial Glaive of 3rd level or higher, the damage increases by 1d6 for each slot
2nd-level conjuration

level above 1st, and the distance a target is pulled increases by


Druid, Sorcerer, Warlock, Wizard 30 feet. Additionally, you can choose a Huge or smaller target
Casting Time: 1 bonus action when you cast this spell using a spell slot of 6th level or higher,
Range: Self which increases to Gargantuan or smaller using a 9th level spell
Components: V, S slot.
Duration: Concentration, up to 1 minute

16
Gravity Knives Lacerate
2nd-level conjuration

2nd-level necromancy

Sorcerer, Warlock, Wizard Sorcerer, Warlock, Wizard


Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You bind together the forces of gravity around you into a pair of You conjure a giant, spectral, skeletal claw to rip through the
daggers made of pure energy. These magic weapons last until flesh of a creature you can see within range. Make a melee spell
the spell ends. Each weapon counts as a simple melee weapon attack. On a hit, the target takes 3d10 slashing damage and
with which you are proficient. It deals 2d4 force damage on a begins bleeding until the condition ends. If the target is
hit and has the finesse, light, and thrown (20/60) properties. In resistant or immune to the slashing damage, it does not begin
addition, when you hit a creature with the weapon, it must bleeding.
succeed a Strength saving throw or be knocked prone. If it is If the attack misses, but only by 5 or less, the target suffers
already prone, the attack deals an additional die of force 1d10 slashing damage.
damage. A bleeding creature has disadvantage on constitution saving
If you drop one of the weapons or throw it, it dissipates at throws and can not regain hit points by completing a short or
the end of the turn. Thereafter, while the spell persists, you can long rest, or from sources of non-magical, non-medicinal
use a bonus action to cause one or both weapons to reappear in healing (such as a Fighter's Second Wind ability). A creature
your hand. can suffer this condition multiple times. If a creature gains this
If you spent one or more sorcery points as part of casting this condition while already bleeding, it gains one level of
spell, it also gains the following feature: As an action, you can exhaustion. This can not impose a level of exhaustion exceeding
strike the blades together to create a shockwave of the third level. A DC 10 medicine check by a proficient creature
gravitational force in a 10-foot radius around you. Creatures in ends one instance of this condition. Magical healing ends all
the area must make a Strength saving throw. On a failed save, a instances of the condition.
creature takes 4d4 force damage, is pushed 10 feet away from At Higher Levels. When you cast this spell using a spell slot
you, and is knocked prone. A creature takes half as much of 3rd level or higher, both damage values increase by 1d10 for
damage and suffers no other effect on a successful save. The each slot level above 2nd.
spell then ends.
At Higher Levels. When you cast this spell using a spell slot Radiant Blade
of 3rd level or higher, the damage of the shockwave increases 2nd-level conjuration

by 1d4 for every slot level above 2nd. Additionally, when you Cleric, Paladin, Sorcerer
cast it using a 3rd- or 4th-level spell slot, the damage of the Casting Time: 1 bonus action
weapon increases to 3d4. It increases again to 4d4 using a 5th- Range: Self
or 6th-level slot, and to 5d4 using a spell slot of 7th level or Components: V, S
higher. Duration: Concentration, up to 1 minute

Ironblood You concentrate light into a blade of solidified radiance in your


2nd-level abjuration

hand. It counts as a simple melee weapon with which you are


Druid, Ranger, Sorcerer proficient. It deals 2d8 radiant damage on a hit and has the
finesse and light properties. In addition, when attack a target in
Casting Time: 1 reaction, which you take when you take non-
magical bright light with the weapon, you make the attack with
magical bludgeoning, piercing, or slashing damage
advantage.
Range: Self
If you drop the weapon or throw it, it dissipates at the end of
Components: S
the turn. Thereafter, while the spell persists, you can use a
Duration: 1 round
bonus action to cause the weapon to reappear in your hand.
You steel yourself against mundane injury, transmuting your If you spent one or more sorcery points as part of casting this
very flesh and blood into a hardened state like minerals or spell, it also gains the following feature: As an action, you can
metal. You have resistance to non-magical bludgeoning, lift the blade to the sky and create a burst of magical light
piercing, and slashing damage from the triggering effect and around you in a 10-foot radius. Creatures in the area, other than
until the start of your next turn. you, must make a Constitution saving throw. On a failed save, a
For the same duration, you reduce any instance of non- creature takes 1d8 radiant damage and is Blinded until the
magical bludgeoning, piercing, and slashing damage you would start of its next turn.
take that is 5 or lower (before resistances or vulnerabilities) to At Higher Levels. When you cast this spell using a spell slot
0. Until the spell ends, you also can not regain hit points. of 3rd level or higher, the damage of the burst of light increases
At Higher Levels. When you cast this spell using a spell slot by 1d8 for every slot level above 2nd. Additionally, when you
of 3rd level or higher, the threshold for damage which you cast it using a 3rd- or 4th-level spell slot, the damage of the
reduce to 0 increases by 5 for every two slot levels above 2nd. weapon increases to 3d8. It increases again to 4d8 using a 5th-
or 6th-level slot, and to 5d8 using a spell slot of 7th level or
higher.

17
If you spent one or more sorcery points as part of casting this
Runebolts spell, it also gains the following feature: As an action, you can
2nd-level transmutation

thrust the greatsword into the ground, causing its energy to


Druid, Ranger, Sorcerer, Wizard
disperse and surround you and your allies. Until the end of your
Casting Time: 1 action next turn, you have +3 AC and resistance to force damage. This
Range: Touch benefit also extends to any creature of your choice within 10
Components: V, S feet of you. The spell then ends.
Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell using a spell slot
You touch a quiver containing arrows or bolts. Ranged weapon of 3rd level or higher, the AC bonus of the energy shield
attacks using a piece of ammunition drawn from the quiver increases by 1 for every slot level above 2nd. Additionally, when
count as magical for the purposes of overcoming resistance and you cast it using a 3rd- or 4th-level spell slot, the damage of the
immunity. Additionally, the attacks are unaffected by weapon increases to 3d10. It increases again to 4d10 using a
disadvantage and score a critical hit on a roll of 19 or 20. The 5th- or 6th-level slot, and to 5d10 using a spell slot of 7th level
spell's magic ends on a piece of ammunition when it hits or or higher.
misses, and the spell ends when ten pieces of ammunition have
been drawn from the quiver. Stormlance
2nd-level conjuration

At Higher Levels. When you cast this spell using a spell slot
Druid, Sorcerer, Warlock, Wizard
of 3rd level or higher, the number of pieces of ammunition you
can affect with this spell increases by two for each slot level Casting Time: 1 bonus action
above 2nd. Range: Self
Components: V, S
Spectral Smite Duration: Concentration, up to 1 minute
2nd-level necromancy

You call a strike of lightning to your hand and form it into a


Paladin
lance of electric energy. It counts as a simple melee weapon
Casting Time: 1 bonus action with which you are proficient. It deals 2d8 lightning damage on
Range: Self a hit and has the two handed property. In addition, when you
Components: S move at least 20 feet in a straight line towards a creature then
Duration: 1 minute immediately hit it with an attack with this weapon, the attack
The next time you hit with a melee weapon attack during this has advantage and the target takes an extra 1d8 thunder
spell's duration, your attack deals an extra 1d8 force damage, damage on a hit.
and the target is exposed* to all damage from the attack. A If you drop the weapon or throw it, it dissipates at the end of
creature damaged in this way can not teleport or benefit from the turn. Thereafter, while the spell persists, you can use a
any trait which makes it incorporeal until the spell ends. The bonus action to cause the weapon to reappear in your hand.
spell ends early if you cast another Smite spell. If you spent one or more sorcery points as part of casting this
Exposed: An effect which imposes this condition always spell, it also gains the following feature: As an action, you can
specifies one or more damage types. While exposed, any gather a surge of electricity into the weapon and then unleash
immunity the target has to a specified damage type is reduced it. A line of lightning up to 60 feet long and 5 wide erupts from
to resistance, and any other resistance they would have to a you. Creatures in the line must make a Dexterity saving throw,
specified damage type is nullified. taking 1d8 lightning damage on a failed save, or half as much on
a successful save. Then, you teleport to the end of the line, and
Spellforce Greatsword the spell ends.
2nd-level conjuration

At Higher Levels. When you cast this spell using a spell slot
Sorcerer, Warlock, Wizard of 3rd level or higher, the damage of the line of lightning
increases by 1d8 for every slot level above 2nd. Additionally,
Casting Time: 1 bonus action
when you cast it using a 3rd- or 4th-level spell slot, the damage
Range: Self
of the weapon increases to 3d8. It increases again to 4d8 using
Components: V, S
a 5th- or 6th-level slot, and to 5d8 using a spell slot of 7th level
Duration: Concentration, up to 1 minute
or higher.
You manifest a spectral greatsword out of pure magical energy.
This magic weapon lasts until the spell ends. It counts as a Sun/Moon Bow
simple melee weapon with which you are proficient. It deals 2nd-level conjuration

2d10 force damage on a hit and has the two handed property. Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock
In addition, when you attack with this weapon against a Casting Time: 1 bonus action
creature that is currently under the ongoing effects of a spell, Range: Self
you make the attack with advantage.
Components: V, S
If you drop the weapon or throw it, it dissipates at the end of Duration: Concentration, up to 1 minute
the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the glaive to reappear in your hand. You call down celestial light to form a magic bow in your hands.
If you cast this spell in sunlight, you conjure a sun bow. If you
cast this spell in moonlight, you conjure a moon bow. If you are
in neither sun or moonlight when you cast the spell, it has no
effect.
18
The magic bow lasts until the spell ends. It counts as a simple Additionally, for the spell's duration, you can perform the
ranged weapon with which you are proficient. It deals 2d8 somatic components of spells even when you have weapons or
radiant damage on a hit and has a range of 150/600 feet. it also a shield in one or both hands.
sheds bright light in a 10-foot radius and dim light for an At Higher Levels. When you cast this spell using a 3rd level
additional 10 feet. spell slot or higher, you can also choose one fighting style from
Additionally, magical ammunition of pure light forms along the Fighter class list to gain the benefits of until the spell ends.
the bowstring as part of making an attack with it, and You can't choose a style you already have.
disappears after the attack. When you cast this spell using a 4th level spell slot or higher,
If you conjured a sun bow, on a hit, the damage counts as you can attack twice, instead of once, whenever you take the
radiant or fire (your choice). In addition, when you use the bow Attack action on your turn during the spell's duration.
to attack a target that is in sunlight, you make the attack roll
with advantage. Chaos Armor
If you conjured a moon bow, on a hit, the damage counts as 3rd-level abjuration

radiant or cold (your choice). In addition, when you use the Bard, Sorcerer, Warlock, Wizard
bow to attack a target that is in moonlight, you make the attack Casting Time: 1 action
roll with advantage. Range: 60 feet
If you drop the weapon or throw it, it dissipates at the end of Components: V, S
the turn. Thereafter, while the spell persists, you can use a Duration: Concentration, up to 1 hour
bonus action to cause the sword to reappear in your hand.
You touch a willing creature who isn't wearing armor, and a
At Higher Levels. When you cast this spell using a 3rd- or
protective magical force surrounds it until the spell ends. The
4th-level spell slot, the damage increases to 3d8. When you cast
target's base AC becomes 13 + its Dexterity modifier. The spell
it using a 5th- or 6th-level spell slot, the damage increases to
ends if the target dons armor.
4d8. When you cast it using a spell slot of 7th level or higher,
the damage increases to 5d8. Additionally, whenever the target is hit by an attack, roll 1d6
and consult the table of effects below.
Sword Squall 1 - The attacker suffers 3d6 damage of a random type,
2nd-level conjuration

determined by rolling 1d8 (1- Fire, 2- Acid, 3- Lightning, 4-


Druid, Sorcerer, Wizard Poison, 5- Cold, 6- Necrotic, 7- Psychic, 8- Radiant)
2 - The target immediately teleports to an unoccupied point
Casting Time: 1 action
of its choice that it can see within 30 feet
Range: 60 feet
3 - The attacker is immediately teleported to an unoccupied
Components: V, S
point of the target's choice that the target can see within 30 feet
Duration: Concentration, up to 1 minute
of the attacker. If the target can't see the attacker, this has no
You conjure a stormy aura in a 20-foot radius sphere centered effect.
on a point you can see within range. The sphere spreads around 4 - All creatures within 10 feet of the target must make a
corners, and its area is lightly obscured. Additionally, a wind of Dexterity saving throw, taking 4d6 force damage on a failed
20 mph constantly rages within the area. Any creature in the save, or half as much on a successful save. A creature that fails
area must spend 2 feet of movement for every 1 foot it moves is also pushed up to 10 feet away from the target.
when moving towards the outside of the area. 5 - Reduce the attack's damage by 2d6. If this reduces the
Additionally, when you cast the spell and as an action on damage to 0, roll 1d4 and consult this table of effects again.
subsequent turns for its duration, you can cause electricity 6 - The target is granted resistance to all damage from the
from the storm to form into the shape of a large blade or similar attack, and must roll 1d6. If it rolls a 6, it instead is granted
weapon, striking towards one creature inside the area. Make a immunity to all damage from the attack, but this spell ends.
melee spell attack. On a hit, the attack deals 2d8 lightning
damage. Elemental Arrows
At Higher Levels. When you cast this spell using a spell slot 3rd-level transmutation

of 3rd level or higher, the attacks you make with the spell deal Druid, Ranger, Sorcerer, Wizard
an additional 1d8 damage for each slot level above 2nd.
Casting Time: 1 action
Range: Touch
Warmage's Memories Components: V, S
2nd-level divination

Duration: Concentration, up to 1 hour


Bard, Sorcerer, Wizard
You touch a quiver containing arrows or bolts and choose of the
Casting Time: 1 action
elemental empowerments below to bestow on it. When a target
Range: Self
is hit by a ranged weapon attack using a piece of ammunition
Components: V, S, M
drawn from the quiver, the ammunition has an additional effect
Duration: 1 hour
specified by the chosen element. The spell's magic ends on a
You tap into the memories of the many warmage's before you, piece of ammunition when it hits or misses, and the spell ends
allowing you to benefit from some of their abilities and training when twelve pieces of ammunition have been drawn from the
for a short time. For the duration, you are proficient with all quiver.
armor, weapons, and shields.

19
Fire. The target takes an extra 1d6 fire damage. If the attack is a While affected, the target's vision is warped so that
critical hit, the target also starts burning and takes 1d6 fire everything it sees appears as though through a shattered
damage at the end of its next turn, unless it uses an action to mirror. The target has disadvantage on attack rolls, ability
extinguish the fire. checks, and saving throws, and attack rolls against it have
Ice. The target takes an extra 1d4 cold damage, and its speed advantage. Additionally, if the target would make an attack, cast
is reduced by 10 feet until its next turn ends. If the attack is a a spell, or use a similar feature that requires it to choose a
critical hit, the ice shatters, dealing 1d4 cold damage to the target, the feature has a 50% chance to fail due to the
target, and to any creature within 5 feet of the target that fails a disorienting nature of this spell. Any action or resource to be
Dexterity saving throw. used for the feature is wasted.
Storm. The target takes an extra 1d4 lightning damage and At Higher Levels. When you cast this spell using a spell slot
cant take reactions until its next turn ends. If the attack is a of 4th level or higher, you can target one additional creature for
critical hit, you can cause the lightning damage and reaction each slot level above 3rd.
effect to jump to another creature of your choice within 5 feet
of the target. Hand Rot
At Higher Levels. When you cast this spell using a spell slot 3rd-level necromancy

of 4th level or higher, the number of pieces of ammunition you Sorcerer, Warlock, Wizard
can affect with this spell increases by two for each slot level Casting Time: 1 action
above 3rd. Range: Touch
Components: S, M (A skeletal hand, wearing a lead ring, worth
Evolve at least 5 gp)
3rd-level transmutation

Duration: Concentration, up to 1 minute


Druid, Ranger, Sorcerer, Wizard
The touch of the skeletal hand used in the spell's casting
Casting Time: 1 action delivers a foul, rotting energy.
Range: Touch
Make a melee spell attack against a creature within your
Components: S
reach. On a hit, one of the target's hands (if it has at least one
Duration: Concentration, up to 1 hour or 1 hour (see below)
hand) of your choice severs from its body and shrivels, taking
You touch a willing creature and evolve its natural aspects for on a rotting appearance. You can immediately cause the hand to
the duration, as described below. If you cast this spell targeting crawl up to 15 feet (no action required). You can repeat this
a creature already under its effects, the new casting does not movement once on each of your turns for the duration.
require concentration. When you do, use the enhanced effects If the hand is more than 100 feet from the creature it belongs
noted. to at any point during the duration, the spell ends, and the hand
remains severed and rotten indefinitely. If the spell ends early
If the creature has natural armor, it has a +1 bonus to its AC. for any other reason, the hand moves back towards the body at
(Enhanced: +3) a speed of 15 feet per round until it arrives and magically
If the creature has natural weapons, those weapons have a reattaches itself, returning to its normal state.
+1 bonus to attack and damage rolls. (Enhanced: +3 and the
weapons count as magical for the purposes of overcoming Hunter's Smite
immunities and resistances) 3rd-level divination

If the creature has a special sense, such as darkvision, Paladin


tremorsense, or blindsight, the range of that sense is
Casting Time: 1 bonus action
doubled. (Enhanced: tripled)
Range: Self
The creature's speed is increased by 10 feet (Enhanced: 20
Components: S
feet), and its jump distance is doubled. (Enhanced: tripled)
Duration: 1 minute or Concentration, up to 1 hour (see below)
Fragment The next time you hit with a melee weapon attack during this
3rd-level enchantment

spell's duration, your attack deals an extra 2d8 force damage.


Sorcerer, Warlock, Wizard Additionally, the target becomes marked by you as your quarry,
Casting Time: 1 action surrounded by a feint glowing aura which only you can see. You
Range: 60 feet can see the aura even if the target is behind total cover or
Components: V, S, M (a tiny shard of obsidian) becomes invisible, in which case it does not benefit from being
Duration: Concentration, up to 1 minute invisible against you. You also have advantage on Wisdom
(Perception) or Wisdom (Survival) checks you make to find the
Crushing a shard of obsidian in your hand, you create a marked target, and advantage on attacks you make against the
fragmentation of time and reality in the mind of a creature you marked target for the duration.
can see within range. The target must succeed an Intelligence
The aura lasts until the spell ends, or for up to 1 hour if you
saving throw or be affected by the spell for the duration. The
choose to begin concentrating on this spell when the aura is
target can repeat the saving throw at the end of each of its
created. In either case, the spell ends early if you cast another
turns, ending the effect on a success.
Smite spell.

20
If you spent one or more sorcery points as part of casting this
Necrosphere spell, it also gains the following feature: As an action, you can
3rd-level necromancy

cause the spectral sword to disperse into a cloud of chill,


Cleric, Sorcerer, Warlock, Wizard
deathly fog. The fog spreads in a 20-foot radius sphere centered
Casting Time: 1 action on you, including around corners. Its area is heavily obscured.
Range: 60 feet When you create the fog, creatures of your choice in the area
Components: V, S, M (the corpse of a CR 0 beast and a must make a Wisdom saving throw or become Frightened of
malachite orb worth at least 100 gp) you until they leave the fog. The spell then ends.
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using a 4th-level
You create a 10-ft radius sphere of necromantic energy at a spell slot, the damage increases to 5d6. When you cast it using a
point you can see within range, which lasts for the duration. 5th- or 6th-level spell slot, the damage increases to 6d6. When
Creatures in the sphere's area when it is created must make a you cast it using a spell slot of 7th level or higher, the damage
Constitution saving throw. A creature suffers 2d12 necrotic increases to 7d6.
damage on a failed save, or half as much on a successful one. If
an affected creature is Undead, it automatically succeeds the Rites of the Dead
saving throw and, rather than taking damage, regains hit points 3rd-level necromancy (ritual)

equal to the damage. Cleric


As a bonus action, you can shrink the sphere into a tiny ball Casting Time: 1 action
of spectral energy and move it up to 30 feet in any direction. Range: Self (15-foot radius)
When the movement ends, the sphere grows back into a 10-ft Components: V, S, M (At least 50 gp of gold dust per target,
radius sphere, forcing creatures in its area to make the saving which the spell consumes, and the ashes of a cremated body)
throw against the sphere's damage. A creature can only be Duration: Concentration, up to 1 hour
affected by the sphere once per turn.
Performing a sacred burial rite, you bless up to 5 willing
Additionally, while inside the sphere's area, a creature that is
creatures within range with a ward of honor among the dead.
not Undead can not regain hit points.
For the duration, undead creatures of CR 1/8 or lower are
At Higher Levels. When you cast the spell using a spell slot charmed by an affected target while within 90 feet of it. If an
of 4th level or higher, the damage increases by 1d12 for every
affected target does anything harmful to a corpse or an undead
two slot levels above 3rd. creature, the spell immediately ends.
At Higher Levels. When you cast this spell using certain
Phantom Blade spell slots, the maximum CR of affected creatures increases: CR
3rd-level necromancy

1/2 at 4th level, CR 1 at 5th level, CR 2 at 6th level, CR 3 at 7th


Sorcerer, Warlock, Wizard
level, CR 4 at 8th level, and CR 5 at 9th level.
Casting Time: 1 bonus action
Range: Self Sonic Shield
Components: V, S, M (the skull of a humanoid killed by a 3rd-level abjuration

sword, fashioned to the hilt of a sword, gilded with at least 25 Sorcerer, Warlock, Wizard
gp of gold trim)
Casting Time: 1 reaction, which you take when you are hit by
Duration: Concentration, up to 10 minutes
an attack
A spectral, ghostly blade emerges from the skull used in the Range: 60 feet
spell's casting, formed from the life essence of the creature it Components: V, S
once belonged to in life, and resembling the sword that killed it. Duration: Concentration, up to 1 minute
This magic sword lasts until the spell ends. It counts as a simple
An invisible barrier of sonic energy forms and protects you.
melee weapon with which you are proficient. It deals 4d6 force
Until the start of your next turn, you have a +5 bonus to AC,
damage on a hit and has the finesse and light properties.
including against the triggering attack, and resistance to
Additionally, attacks with this weapon ignore any AC bonus
thunder damage. Whether the attack hits or misses, all
provided by a shield or by cover.
creatures within 5 feet of you must make a Strength saving
When you hit a creature with this weapon, you can cause throw. On a failed save, a creature takes 2d8 thunder damage, is
part of spirit of the blade to haunt that creature (no action pushed 10 feet away from you, is knocked prone, and is
required). The creature must make a Wisdom saving throw. On
deafened until the end of its next turn. A creatures takes half as
a failed save, it is Frightened of you until the end of your next much damage and no other effect on a successful save.
turn, or until you use this effect again.
At Higher Levels. When you cast this spell using a spell slot
If you drop the weapon, it dissipates at the end of the turn. of 4th level or higher, the damage increases by 1d8 for each slot
Thereafter, while the spell persists, you can use a bonus action level above 3rd.
to cause the sword to reappear in your hand.

21
Splitting Slime Twisting Torrent
3rd-level conjuration

3rd-level conjuration

Sorcerer, Warlock, Wizard Druid, Sorcerer, Wizard

Casting Time: 1 action Casting Time: 1 action


Range: 30 feet Range: 60 feet
Components: V, S, M (a pinch of bone marrow and a drop of Components: V, S
acid) Duration: Instantaneous
Duration: Concentration, up to 3 rounds You conjure three powerful streams of water that each twist
You conjure a 15-foot cube of gelatinous slime which drops and turn towards a creature of your choice you can see within
onto a point on the ground you can see within range. Creatures range. You can direct each stream towards the same target or
in the cube must make a Dexterity saving throw, suffering 4d6 different ones. Each target must make a Strength or Dexterity
acid damage on a failed save, or half as much on a successful saving throw (target's choice), doing so with disadvantage if
one. Objects in the area that aren't being worn or carried two or more streams target it. On a failed save, a target suffers
automatically take this damage. A creature that fails its save has 2d8 bludgeoning damage for each stream directed towards it.
its speed reduced to 0 until its next turn ends. Additionally, for each stream directed towards it, you can move
At the start of your next turn, the cube splits into two smaller, the target up to 10 feet in a direction of your choice. On a
10-foot cubes, which jump to new points of your choice on the successful save, a target suffers half as much damage and no
ground within 10 feet of the original cube. Creatures inside the additional effect.
area of the new cubes repeat the saving throw against this spell, At Higher Levels. When you cast this spell using a spell slot
although the damage is reduced to 2d6. of 4th level or higher, the spell creates one additional stream of
At the start of your next turn (2 rounds after casting the water for each slot level above 3rd.
spell), the two 10-foot cubes each split into two 5-foot cubes.
These new, smaller cubes jump to new points of your choice Water Weird
within 5 feet of their parent cube, forcing creatures in their area 3rd-level conjuration

to repeat the saving throw against this spell, although the Sorcerer, Warlock, Wizard
damage is now 1d6. The spell then ends. Casting Time: 1 action
*While the cube's appearance is described like an object or Range: 30 feet
creature, it does not count as either. It does not occupy its space Components: V, S
or have statistics, nor can it be interacted with in any way Duration: 1 minute
outside of what is explicitly described in the spell. Treat the
You conjure a swirling mass of water loosely resembling a
cube like other spell effects such as spiritual weapon and mage
water weird to assault a creature you can see within range. The
hand.
target must make a Dexterity saving throw. It takes 4d6
At Higher Levels. When you cast this spell using a 5th level bludgeoning damage on a failed save, or half as much on a
spell slot, the damage of each phase of cubes becomes 6d6, 3d6, successful one. A Medium or smaller creature that fails the save
and 2d6 respectively. Using a 7th level spell slot, the damage
also becomes Restrained for the duration. The restrained
becomes 9d6, 6d6, and 3d6 respectively. Using a 9th level spell
creature can repeat the saving throw against this spell at the
slot, the damage becomes 12d6, 8d6, and 4d6 respectively. end of each of its turns, ending the effect on a success.
While restrained by this spell, a creature is drowning. It can
Thunderwells survive for a number of rounds equal to its Constitution
3rd-level conjuration

modifier (minimum 1 round). At the start of its next turn, it


Druid, Sorcerer
drops to 0 hit points and is dying, and it can't regain hit points
Casting Time: 1 action or be stabilized until it can breathe again.
Range: 60 feet At Higher Levels. When you cast this spell using a spell slot
Components: V, S of 4th level or higher, the damage increases by 1d6 for each slot
Duration: Concentration, up to 1 minute level above 3rd.
You open rifts to an ancient, endless primordial storm and
unleash thunderous power. Choose three unoccupied points Collossal Strikes
within range, each no less than 10 feet from another point. For 4th-level transmutation

Sorcerer, Warlock, Wizard


the duration, at the end of each of your turns, each point you
choose unleashes thunderous power in a 5-foot radius. Casting Time: 1 bonus action
Creature's in the area must make a Strength saving throw. On a Range: Self (15-foot cone)
failed save, a creature suffers 1d10 thunder damage and is Components: V
knocked prone. Duration: Concentration, up to 1 minute
When you cast the spell, you can combine two or more of the
You touch a weapon and transform it into an oversized version
points into one, adding the radius, damage, and distance a
of itself. To wield this weapon effectively, a creature must have
target is pushed together.
a Strength score equal to or higher than 8 plus the combined
At Higher Levels. When you cast this spell using a spell slot maximum values of the weapon's base damage dice. Otherwise,
of 4th level or higher, you can choose one additional point for
it has disadvantage on attack rolls with the weapon, and gains
every two slot levels above 3rd.
none of the other benefits of this spell.

22
On a hit, an affected weapon deals an additional die of damage. At Higher Levels. When you cast this spell using a spell slot
If the target is Small or smaller, use the maximum damage roll of 5th level or higher, the non-magical damage reduction
for this bonus die, instead of rolling it. increases by 1d6 for each slot level above 4th, and the magical
If attack with an affected weapon is rolled with advantage damage reduction as well as the radiant damage added to
and both attack rolls would hit, the target is also knocked attacks each increase by 1d6 for every two slot levels above 4th.
prone.
If using Mythmaker's Equipment Overhaul, the weapon also Solidarity
grows up to two size categories larger for the duration. 4th-level abjuration

Bard, Cleric, Paladin


Fatigue Casting Time: 1 action
4th-level necromancy

Range: 15 feet
Cleric, Druid, Sorcerer, Wizard Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You create a supernatural bond between yourself and up to 4
Components: V, S willing creatures you can see within range. If there are not at
Duration: Concentration, up to 1 minute least 2 willing targets, other than yourself, you can see within
You simulate the biological processes of starvation and range, the spell fails. For the duration, whenever an affected
dehydration in a living creature you touch, forcing it to make a creature makes an attack roll, ability check, or saving throw,
Constitution saving throw. A creature which does not need to they can choose to use the bonus of another affected creature
eat or drink to survive is immune to this spell. On a failed save, that is within 15 feet of them for the roll.
the target suffers one level of exhaustion (not exceeding a 5th Additionally, while an affected creature is within 5 feet of at
level of exhaustion). On a successful save, the target has least two other affected creatures, their attacks have advantage,
disadvantage on their next saving throw against exhaustion and attacks against them can not benefit from advantage.
within 24 hours. At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you can target 1 additional creature for
Obsidian Tomb each slot level above 4th.
4th-level conjuration

Cleric, Sorcerer, Warlock, Wizard Vortex


4th-level conjuration

Casting Time: 1 action


Druid, Sorcerer
Range: 60 feet
Components: V, S, M (a black pearl worth at least 150 gp, and Casting Time: 1 action
a pinch of obsidian dust) Range: Self (30-foot-radius cylinder)
Duration: Concentration, up to 1 minute Components: V, S
Duration: Instantaneous
You encase a Large or smaller creature you can see within
range in a tomb of unnatural black stone resembling obsidian. You unleash crashing waves and streaks of lighting in a 10-foot
The target must make a Constitution saving throw. On a failed high cylinder centered on you with a 30-foot radius. First,
save, the target is petrified for the duration. Once the target has choose up to two creatures in the spell's area to make a
taken a total of 25 damage while in this petrified form, the Dexterity saving throw as lightning strikes towards them. On a
stone casing bursts, ending the condition, but sending shards failed save, a creature suffers 2d8 lightning damage and has
out in a 10-foot radius around the target. Creatures in that area disadvantage on the next saving throw they make against this
must make a Dexterity saving throw, suffering 6d6 piercing spell.
damage on a failed save, or half as much on a successful one. Then, creatures in the spell's area must make a Strength
saving throw as waves batter them. A creature suffers 4d8
Resplendent Shield bludgeoning damage on a failed save, or half as much on a
4th-level abjuration

success. A Large or smaller creature that fails its save also


Bard, Cleric, Paladin, Sorcerer suffers one of the following effects, which you choose when you
Casting Time: 1 action cast the spell:
Range: Self (10-foot radius)
The creature is knocked prone
Components: V, S, M (a shard of stained glass)
The creature is pulled up to 10 feet towards you
Duration: Concentration, up to 1 minute
The creature is pushed up to 10 feet away from you.
A shining sphere of arcane force surrounds you in a 10-foot
Unprotected flames in the area are immediately doused by
radius and moves with you for the duration. The spell's area is
the surge of water.
filled with magical bright light, and creature's inside the spell's
area are immune to necrotic damage. At Higher Levels. When you cast this spell using a spell slot
When a creature outside the spell's area makes a weapon of 5th level or higher, the damage of the waves increases by 1d8
for each slot level above 4th, and the damage of the lightning
attack against a creature inside the spell's area, the damage is
increases by 1d8 for every two slot levels above 4th.
reduced by 2d6 if the attack is non-magical, or 1d6 if the attack
is magical. Additionally, when a creature inside the spell's area
makes a weapon attack against a creature outside the spell's
area, the attack deals an extra 1d6 radiant damage.
23
Chant of the Ancient Voice Glorious Smite
5th-level enchantment

5th-level enchantment

Bard, Cleric Sorcerer, Warlock, Wizard


Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V Components: V
Duration: Concentration, up to 1 minute Duration: 1 minute
You begin a rhythmic chant as practiced by the monks of the The next time you hit with a melee weapon attack during this
ancient voice, who were capable of commanding the very souls spell's duration, your attack deals an extra 6d8 psychic damage.
of other creatures. Additionally, if the target is a creature, it must make a Charisma
For the duration, as a reaction when a creature you can see saving throw. On a failure, at the start of its next turn, it falls
within 60 feet of you attempts to move or takes an action, prone and then ends its turn, groveling in the face of your glory.
bonus action, or reaction, you can utter a command forcing The spell then ends. The spell ends early if you cast another
them to halt. The target is unaffected if it can't hear you. Smite spell.
Otherwise, the target must make a Charisma saving throw. On a
failed save: Stormrage Strikes
5th-level conjuration

Its speed becomes 0 and can't increase until its next turn Druid, Ranger, Sorcerer, Wizard
ends, if movement triggered your reaction.
Casting Time: 1 action
Its action, bonus action, or reaction fails and is wasted, if
Range: Self (60-foot line)
one such action triggered your reaction.
Components: V, S, M (a melee weapon worth at least 1 sp)
On a successful save, the target acts normally. A creature Duration: Instantaneous
immune to being charmed is immune to this effect.
You flourish the weapon used in the casting and shout a
primordial battlecry. A line of thunder, wind, and water 60 feet
Creeping Cage long and 5 feet wide blasts out from you in a direction you
5th-level conjuration

choose. Make a melee weapon attack against each creature


Druid, Ranger
within the spell's area. On a hit, a target suffers the weapon
Casting Time: 1 action attack's normal effects plus 4d8 thunder damage, and is
Range: 120 feet knocked prone. You then teleport to the end of the line, landing
Components: V, S, M (a 6 inch chunk of root from a tree) in the closest unoccupied space.
Duration: 1 hour In addition, unsecured objects that are completely within the
You conjure a cube-shaped cage composed of magical roots and area of effect are automatically pushed 10 feet in the line's
vines around an area you choose within range. The cage can be direction by the spell's effect, and the spell emits a thunderous
up to 20 feet on a side with bars that are 1-inch in diameter and boom audible out to 300 feet.
6 inches apart. At Higher Levels. When you cast this spell using a spell slot
When you cast the spell, any creature that is completely of 6th level or higher, the damage increases by 1d8 for each slot
inside the cage's area is trapped, unless they are small enough level above 4th.
to slip through the bars. Creatures only partially within the
area, or those too large to fit inside the area, are pushed away
Submerse
5th-level transmutation

from the center of the area until they are completely outside it.
Druid, Ranger, Sorcerer, Warlock, Wizard
The cage is an object with an AC of 12 and 80 hit points. It is
immune to psychic and bludgeoning damage, resistant to Casting Time: 1 action
piercing damage, and vulnerable to fire damage. If the cage is Range: 100 feet
destroyed, the spell ends. Components: V, S, M (a drop of water)
As a bonus action on your turn, you can move the cage up to Duration: Concentration, up to 10 minutes
30 feet in a direction along the ground of your choosing. You bend reality in a 100 foot cube centered on a point you can
Creatures inside the cage are moved with it. see within range. For the duration, treat the area as though it is
underwater, using all the rules for being underwater, including
Creeping Cage & Concentration rules for swimming movement and underwater fighting.
Actual water is not created within the area. Air within the
I chose not to add concentration due to the hit points
of the spell, and the spell's influence (forcecage). Since area is still breathable as normal, and flames within the area
the cage in this spell can be destroyed, I believe it are not extinguished. This magic only simulates the properties
should be balanced as written. Change it if you wish! of water to a limited degree.
As a reminder, the rules of underwater combat are as follows:
When making a melee weapon attack, a creature that doesn't
have a swimming speed (either natural or granted by magic)
has disadvantage on the attack roll unless the weapon is a
dagger, javelin, shortsword, spear, or trident. (continued)

24
A ranged weapon attack automatically misses a target beyond
the weapon's normal range. Even against a target within
Meteor
6th-level evocation

normal range, the attack roll has disadvantage unless the


Sorcerer, Warlock, Wizard
weapon is a crossbow, a net, or a weapon that is thrown like a
javelin (including a spear, trident, or dart). Casting Time: 1 bonus action
Range: 120 feet
Temporal Atrophy Components: V, S
5th-level transmutation

Duration: Instantaneous
Warlock, Wizard Propelled by primordial magic, you leap high into the air
Casting Time: 1 action towards an unoccupied point you can see within 120 feet. The
Range: 60 feet spell is blocked by a ceiling lower than 60 feet. Surrounded by
Components: V, S, M (a withered rose) flame, you land and explode, forcing all creatures within 10 feet
Duration: Concentration, up to 1 hour of that point to make a Dexterity saving throw. A creature
suffers 5d8 fire damage and is knocked prone on a failed save,
You twist the effects of time on the body, mind, and soul of a
suffering half as much damage and no additional effect on a
creature you can see within range. The target must make a
successful one. If the ground in that area is loose earth or stone,
Constitution and Wisdom saving throw.
it becomes difficult terrain until cleared, with each 5-foot-
On a failed Constitution saving throw, the target's body
diameter portion requiring at least 1 minute to clear by hand.
grows frail and weak, reducing their Strength, Dexterity, and
At Higher Levels. When you cast this spell using a spell slot
Constitution scores by 3 (to a minimum of 1) for the duration.
of 7th level or higher, the damage increases by 1d8 for each slot
On a failed Wisdom saving throw, the target's mind is slowed
level above 6th. Additionally, the radius of the explosion when
and impaired, reducing their Intelligence, Wisdom, and
you land increases by 10 feet for each slot level above 6th.
Charisma scores by 3 (to a minimum of 1) for the duration.
For each failed saving throw, the target also suffers 2d10 Necrosmaug
necrotic damage. A greater restoration spell or similar magic 6th-level conjuration

can be used to end the spell's effects. Cleric, Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the ability score reductions increase by 2 Casting Time: 1 action
Range: 60 feet
for each slot level above 5th, and the damage for each failed
saving throw increases by 1d10 for each slot level above 5th. Components: V, S, M (a crow's skull and a pinch of ashes from
a cremated corpse)
Archive Mind Duration: Concentration, up to 1 minute
6th-level divination (ritual)

A cloud of black smaug resembling an unnaturally viscous


Warlock, Wizard smoke drifts forth from your hand and fills a 30-foot radius
Casting Time: 1 hour sphere centered on a point you can see within range. The
Range: Touch sphere spreads around corners, and its area is heavily
Components: V, S, M (a white pearl worth at least 500 gp, a obscured. It lasts for the duration or until a wind of strong or
gold headset worth at least 100 gp; a bottle of quicksilver greater speed (at least 20 miles per hour) disperses it.
worth at least 50 gp, which the spell consumes) Additionally, creatures inside the sphere's area can't breathe.
Duration: Instantaneous A creature that starts its turn in the area begins suffocating for
as long as it remains in the area. It can survive a number of
You store all the knowledge of your own mind, including
rounds equal to its Constitution modifier (minimum of 1
everything you have learned and your memories, into a pearl.
round). Then, at the start of its next turn, it drops to 0 hit points
The pearl becomes a magical object which is immune to all
and is dying, and it can't regain hit points or be stabilized until
damage except Force damage. It has an AC of 20 and 5 hp.
it can breathe again. A creature under the effects of a Protection
While knowledge is stored by this spell in the pearl, it can be
from Good and Evil spell is immune to this effect, and a Dispel
treated as a target for any spell or effect which could read
Good and Evil effect also ends the effect on a creature.
thoughts or sense memories.
At Higher Levels. When you cast this spell using a spell slot
Alternatively, you can cast this spell to search a pearl affected
of 7th level or higher, the radius increases by 10 feet for each
by this spell for specific knowledge or memories. In doing so,
slot level above 6th.
you gain full access to all the knowledge inside the pearl. The
way you sense the knowledge varies based on what you are
looking for. If you seek a memory, your mind's eye might replay
that memory in your head. If you seek an answer to a question,
you will learn whatever the stored mind knew in regards to
that question. Extracting information in this way does not grant
you any special understanding about the knowledge you find,
nor any special capabilities to put that knowledge into practice
that you wouldn't already have.

25
Volcanic Rift Hellhounds
6th-level conjuration

7th-level conjuration

Druid, Sorcerer, Wizard Cleric, Sorcerer, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (a chunk of volcanic rock and a Fire Lily) Components: V, S, M (an onyx whistle inscribed with the word
Duration: Concentration, up to 1 minute "fetch" in infernal or abyssal, three bones from a fiend type
creature worth at least 1 gp each)
You open a rift unleashing volcanic energy at a point on the
Duration: Concentration, up to 1 minute
ground you can see within range. A geyser of liquid-fire and
smoke bursts from the rift, and then spreads a sea of magma Choose a point within range. Three spectral cerberus heads
around it. appear at that point and strike out at different creatures within
When you cast the spell, all creatures within 10 feet of the rift 10 feet of the point. Make a melee spell attack for each head. On
must make a Dexterity saving throw, suffering 10d8 fire a hit, a target suffers 4d8 piercing damage and 2d8 fire damage.
damage on a failed save, or half as much on a success. Additionally, if the target is Large or smaller, you can also
For the duration, the ground within 10 feet of the rift is choose for it to become grappled in the hound's jaw (escape DC
difficult terrain, due to the pool of magma building around it. At equal to your spell save DC). A creature grappled by one of the
the start of each of your turns, this area's radius increases by 5 hellhounds takes an additional 2d8 fire damage at the end of
feet. A creature that starts its turn in this area while touching each of its turns. If a creature dies while grappled this way, the
the ground or enters the area while touching the ground for the hound head returns to hell, taking the creature with it.
first time on a turn suffers 5d8 fire damage. As an action on subsequent turns for the duration, you can
At Higher Levels. When you cast this spell using a spell slot move the spectral cerberus up to 30 feet (along with any
of 7th level or higher, the initial damage increases by 1d8 for creature grappled by the heads) and cause each head that isn't
each slot level above 6th, and the damage a creature takes from grappling a creature to repeat its attack. You can also cause a
the pool of magma increases by 1d8 for every two slot levels head to end its grapple on a creature at any time (no action
above 6th. required).

Ghostlance Create Deathguard


7th-level necromancy

8th-level necromancy (ritual)

Cleric, Sorcerer, Warlock, Wizard Cleric, Sorcerer, Wizard


Casting Time: 1 action Casting Time: 1 hour
Range: Self (120-foot line) Range: 10 feet
Components: V, S, M (a needle and a tiny piece of cloth that Components: V, S, M (Rare incense worth at least 1000 gp,
was once worn by a creature as it died) which the spell consumes; a suit of plate armor worth at least
Duration: Instantaneous 1500 gp, the ashes of a cremated paladin)
Duration: Instantaneous
A ghastly shard of energy shoots forth from your hand in a
straight line 120-feet long and 5-feet wide. This line passes Choose a medium humanoid corpse within range. Alternatively,
through all structures and obstacles in its path, even magical choose a willing medium undead creature with a humanoid
ones, such as a forcecage. The first creature in the line must form (such as a human skeleton or zombie) within range. The
make a Dexterity saving throw. If it succeeds its save, the next target becomes animated (if it isn't already) and imbued with
creature in the line must make the save, and so on. The first dark power, transforming into a Deathguard, an elite undead at
creature to fail its save takes 8d8 force damage and has its your service.
spiritual essence violently pulled from its physical body. The new form uses the statistics for a Deathguard, lasting
The creature's body becomes unconscious. It can make a until it is destroyed, or until you cast this spell again. The
Constitution saving throw at the end of each of its turns, ending Deathguard does not regain hit points from resting, nor can it
the effect on a success. spend hit die. It also gains no benefit from magical healing,
Meanwhile, the creature's spirit is taken from its current unless that healing is specifically intended for undead
plane of existence and appears in the Ethereal Plane. The spirit creatures. When the Deathguard is destroyed, it vanishes in a
remains there until its body is no longer unconscious. If the cloud of ash, although the armor provided in the casting of the
body dies, the spirit is indefinitely trapped in the Ethereal spell remains behind.
Plane. The Deathguard shares your initiative count. You can issue
While on the Ethereal Plane, the spirit can see and hear the commands (no action required) to the Deathguard while you
plane it originated from, which is cast in shades of gray, and it are within 120 feet of it. If you create your Deathguard from a
can't see anything there more than 60 feet away. The spirit can corpse, it follows your mental commands to the best of its
act normally, taking all the actions the creature would normally abilities. If you use a preexisting undead creature instead, its
be able to take, although it has none of its gear. The spirit can willingness to follow your commands is not influenced by this
only affect and be affected by other creatures on the Ethereal spell.
Plane. Creatures that aren't there can't perceive it or interact
with it, unless they have the ability to do so.

26
Deathguard Reactions
Medium undead
Redirect. As a reaction when a creature within 5 ft of
Armor Class 20 the deathguard would be hit by an attack, the
Hit Points 250 deathguard can use its reaction to redirect the attack
Speed 30 ft. to itself, making it the new target.

STR DEX CON INT WIS CHA


Memory Surge
8th-level divination

20 (+5) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Damage Immunities necrotic, poison
Range: Touch
Condition Immunities exhaustion, frightened,
Components: V, S
paralyzed, poisoned
Duration: 1 hour
Senses darkvision 120 ft, passive Perception 11
Languages Understands the languages you speak You attune the mind of a creature you touch to the memories
Challenge -- (0 XP) woven into the world around you, allowing them to draw on the
knowledge and experience of a vast array of beings that came
Magic Resistance. The Deathguard has advantage on before.
saving throws against spells and other magical effects. For the duration, the target is proficient in all skills, saving
throws, tools, weapons, armors, and languages. Additionally,
Deathguard's Determination. Unless the Deathguard is
the target's proficiency bonus is doubled for all ability checks
incapacitated, it and undead creatures of its choice
within 60 feet of it have advantage on saving throws they make.
against features that turn undead.
Star Spears
Guardian's Bond. The deathguard is bound to the 8th-level evocation

creature that created it. While that creature is within 5 Cleric, Druid, Sorcerer
ft of the Deathguard, anytime that creature takes
damage, it takes half as much damage, and the Casting Time: 1 action
Deathguard takes the other half. Range: 1 mile
Components: V, S, M (a silvered spear inlaid with pearls,
Actions worth at least 500 gp)
Duration: Concentration, up to 1 minute
Multiattack. The Deathguard makes three Weapon
attacks. This spell must be cast at night in view of the stars. You animate
the very stars, causing a living constellation to launch a massive
Weapon. Melee Weapon Attack: your spell attack spear of radiant starlight toward a point you can see within
modifier to hit, reach 5 ft, one creature, Hit: 2d8 + 5 range. All creatures within 30 feet of that point must make a
magical bludgeoning, piercing, or slashing damage Dexterity saving throw, gaining no benefit from 1/2 or 3/4
(your choice), plus necrotic damage equal to the spell's cover for the roll. A creature suffers 8d8 radiant damage on a
level . You can forgo the necrotic damage to push a failed save, or half as much on a successful one. A creature that
Large or smaller target up to 10 feet away from you. fails is also Blinded until the end of its next turn. You can repeat
Repelling Ward (Recharge 4-6). A 15-foot radius of dark the effect as an action on your subsequent turns for the
energy surrounds the deathguard. Creatures in that duration.
area when the Deathguard use this effect, or that enter
the area for the first time on a turn, must make a Arboreal Ally
Wisdom saving throw against the spell save DC of the 9th-level conjuration

creature that created the Deathguard. On a failed save, Druid


a target is frightened of the Deathguard until the start Casting Time: 1 action
of the Deathguard's next turn and must immediately Range: 60 feet
use its movement to move away from the Deathguard Components: V, S, M (the heart of an ancient tree from a Fey
in the safest direction possible. realm)
Hellfire Orb (1/rest). The Deathguard hurls a magical Duration: 1 minute
ball of fire that explodes at a point it can see within
Calling upon an ancient fey spirit, you cause a massive, spectral
120 feet of it. Each creature in a 20-foot-radius sphere
tree to grow rapidly from a point on the ground you can see
centered on that point must make a DC 18 Dexterity
within range. The tree is a 60-foot high cylinder with a 15 foot
saving throw. The sphere spreads around corners. A
diameter. The ground within 20 feet of the tree's trunk is
creature takes 28 (8d6) fire damage and 28 (8d6)
necrotic damage on a failed save, or half as much magical difficult terrain. Additionally, dancing lights float
damage on a successful one. around the tree, emitting bright light in a 40-foot radius around
the tree, and dim light for an additional 40 feet.
27
When you cast the spell, and at the start of each of your turns
for the duration, you can cause one of the effects below.
Extradimensional Exile
9th-level abjuration

Additionally, you can cause one of the effects below


Sorcerer, Warlock, Wizard
immediately after the end of another creature's turn (no action
required). You can do so no more than twice per round, and no Casting Time: 1 action
more than once per turn. You also can't use any effect below Range: 60 feet
more than once in the same round. Components: V, S, M (a cube of interdimensional material
Deadly Lights. A few dancing lights around the tree coalesce worth at least 1000 gp)
into a burning ball of radiant energy and launch themselves at a Duration: Concentration, up to 1 minute
point within 60 feet of the tree. All creatures within 5 feet of You attempt to send one creature that you can see within range
that point must make a Dexterity saving throw, suffering 6d10 to another reality. The target must succeed on a Charisma
radiant damage on a failed save, or half as much on a successful saving throw or be exiled from your reality. If you are familiar
one. with another reality, you can designate that reality as the
Grasping Roots. Roots erupt from the ground towards a Huge destination for the target. Otherwise, the target is sent a
or smaller creature within 40 feet of the tree. That creature random alternate reality.
must succeed a Strength saving throw or be pulled up to 20 feet The target arrives in its new reality at a random point
directly towards the tree. After being pulled, the creature is also determined by the DM, typically somewhere near the point in
restrained until the spell ends. The creature can repeat the your reality which they left from. A new reality typically
saving throw as an action, ending the effect on a success. mirrors your own in some ways, but likely diverges in others,
Healing Breath. A healing wind flows from the tree's leaves in since the progression of history could be completely different.
a 10-foot radius centered on a point you choose within 20 feet The DM decides the exact nature of the new reality as
of the tree, restoring 6d4 + 6 hit points to all creatures in that necessary.
area. If the spell ends before 1 minute has passed, the target
Leaf Storm. All creatures within 20 feet of the tree must make reappears in the space it left or in the nearest unoccupied space
a Dexterity saving throw, suffering 10d4 slashing damage on a if that space is occupied. Otherwise, the target doesn't return.
failed save, or half as much on a successful one.
Magical Mist. A 40-foot radius sphere of fog spreads around
the tree in all directions. The sphere spreads around corners,
and its area is heavily obscured. It lasts for 1 round, or until a
wind of moderate or greater speed (at least 10 miles an hour)
disperses it. You can choose any number of creatures to ignore
the obscuring properties of the mist.
Ancient Anguish. A terrifying cry of anguish and anger erupts
from the tree, sending fear into your enemies. All creatures of
your choice within 100 feet of the tree that can hear it must
make a Wisdom saving throw. On a failed save, a creature is
frightened of you and of the tree for the spell's duration. An
affected creature can repeat the saving throw at the end of each
of their turns, ending the effect on a success. Once this effect
has been used, it can't be used again for the duration of the
spell.
Song of the Wild. A symphony of enthralling whistles and
rumblings accompanies a magical, calming wind which emits
from the tree in a 60-foot radius. Creatures of your choice in
that area must make a Charisma saving throw. On a failed save,
a creature is compelled to move up to 30 feet directly towards
the tree trunk at the start of its next turn. Until an affected
creature's next turn ends, it is also Charmed by you. Once this
effect has been used, it can't be used again for the duration of
the spell.

28
OPEN GAME License Version 1.0a The following text is the 5.Representation of Authority to Contribute: If You are
property of Wizards of the Coast, LLC. and is Copyright 2000 contributing original material as Open Game Content, You
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. represent that Your Contributions are Your original Creation
and/or You have sufficient rights to grant the rights conveyed
1. Definitions: (a)"Contributors" means the copyright and/or by this License.
trademark owners who have contributed Open Game
6.Notice of License Copyright: You must update the
Content; (b)"Derivative Material" means copyrighted
COPYRIGHT NOTICE portion of this License to include the exact
material including derivative works and translations text of the COPYRIGHT NOTICE of any Open Game Content You
(including into other computer languages), potation, are copying, modifying or distributing, and You must add the
modification, correction, addition, extension, upgrade,
title, the copyright date, and the copyright holder's name to the
improvement, compilation, abridgment or other form in
COPYRIGHT NOTICE of any original Open Game Content you
which an existing work may be recast, transformed or
Distribute.
adapted; (c) "Distribute" means to reproduce, License, rent,
lease, sell, broadcast, publicly display, transmit or otherwise 7. Use of Product Identity: You agree not to Use any Product
distribute; (d)"Open Game Content" means the game Identity, including as an indication as to compatibility,
mechanic and includes the methods, procedures, processes except as expressly licensed in another, independent
and routines to the extent such content does not embody Agreement with the owner of each element of that Product
the Product Identity and is an enhancement over the prior Identity. You agree not to indicate compatibility or co-
art and any additional content clearly identified as Open adaptability with any Trademark or Registered Trademark
Game Content by the Contributor, and means any work in conjunction with a work containing Open Game Content
covered by this License, including translations and except as expressly licensed in another, independent
derivative works under copyright law, but specifically Agreement with the owner of such Trademark or Registered
excludes Product Identity. (e) "Product Identity" means Trademark. The use of any Product Identity in Open Game
product and product line names, logos and identifying Content does not constitute a Challenge to the ownership of
marks including trade dress; artifacts; creatures characters; that Product Identity. The owner of any Product Identity
stories, storylines, plots, thematic elements, dialogue, used in Open Game Content shall retain all rights, title and
incidents, language, artwork, Symbols, designs, depictions, interest in and to that Product Identity.
likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; 8. Identification: If you distribute Open Game Content You
names and descriptions of Characters, Spells, enchantments, must clearly indicate which portions of the work that you
personalities, teams, personas, likenesses and Special are distributing are Open Game Content.
abilities; places, locations, environments, creatures,
9. Updating the License: Wizards or its designated Agents may
Equipment, magical or supernatural Abilities or Effects,
publish updated versions of this License. You may use any
logos, Symbols, or graphic designs; and any other trademark
authorized version of this License to copy, modify and
or registered trademark clearly identified as Product
distribute any Open Game Content originally distributed
identity by the owner of the Product Identity, and which
under any version of this License.
specifically excludes the OPEN Game Content; (f)
"Trademark" means the logos, names, mark, sign, motto, 10. Copy of this License: You MUST include a copy of this
designs that are used by a Contributor to Identify itself or its License with every copy of the Open Game Content You
products or the associated products contributed to the Open Distribute.
Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, 11. Use of Contributor Credits: You may not market or advertise
translate and otherwise create Derivative Material of Open the Open Game Content using the name of any Contributor
Game Content. (h) "You" or "Your" means the licensee in unless You have written permission from the Contributor to
terms of this agreement. do so.

2. The License: This License applies to any Open Game Content 12. Inability to Comply: If it is impossible for You to comply with
that contains a notice indicating that the Open Game any of the terms of this License with respect to some or all
Content may only be Used under and in terms of this of the Open Game Content due to statute, judicial order, or
License. You must affix such a notice to any Open Game governmental regulation then You may not Use any Open
Content that you Use. No terms may be added to or Game Material so affected.
subtracted from this License except as described by the
License itself. No other terms or Conditions may be applied
to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You


indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to


use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, nonexclusive License with the exact
terms of this License to Use, the Open Game Content.

29
13. Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be


unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright


2000, Wizards of the Coast, LLC. System Reference
Document 5.1 Copyright 2016, Wizards of the Coast, LLC.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave
Arneson.

You might also like