View Full Version : D&D 5e/Next Custom 5e Spells [PEACH]

2016-11-19, 04:49 PM
I've been bored lately and I decided to make a few new spells for 5e. Some of them are remakes or re-imagines of spells form previous editions, and some are new out of my own head.

Level: 1
Classes: Warlock, Wizard
Casting Time: 1 action Range: Touch Components: V, M (a dead firefly, or a bit of dead flesh) Duration: 1 hour
An object you touch begins glowing a sickly green light, emitting bright light similar to a candle or flame in a 30-foot radius, and dim light for an additional 30 feet. Only you can see or benefit from this light; all others do not even know there is light at all.
The light outlines and silhouettes all undead in its radius, granting you and additional 1d4 on attack rolls against them. Corpselight is not dispelled by the Darkness spell, but does not illuminate or function within Darkness's are of effect.

Level: 1
Classes: Sorcerer
Casting Time: 1 action Range: Melee Components: V, S, M (a tooth from any reptile) Duration: Instantaneous
You extend one of your arms towards an enemy as a spectral draconian head appears around it to bite at a creature in range. Make a melee spell attack against a creature in range. On a hit, the target takes 2d10 poison damage and must make a Constitution saving throw. On a failure, the target is poisoned for one minute. At the end of each of its turns, the target may make a Constitution saving throw, ending the condition on itself on a success. On a failure, the target takes an additional 1d4 poison damage.
At Higher Levels: When cast using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

Level: 1
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a piece of wing from any flying creature, a burned twig) Duration: Instantaneous
As you cast this spell, large spectral dragon wings appear at your back, and then flap, sending a gust of flames in front of you. Each creature in a 15-foot cone centered on you must succeed on a Strength saving throw. On a failed saving throw, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, all unsecured objects in the area are automatically pushed 10 feet away from you, and flammable objects that aren't being worn or carried ignite.
At Higher Levels: When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Level: 2
Classes: Paladin, Ranger
Casting Time: 1 action Range: Self (50-foot line) Components: V, M (a melee weapon you are wielding) Duration: Instantaneous
When you cast this spell, a weapon you are wielding is coated in flames, and you strike the air in front of you, causing a jet of flame to erupt in a 50-foot line centered on you. Make a spell attack against each creature in the line. Treat this a melee spell attack, even if you are not in melee range of all targets. Each creature that you hit takes fire damage equal to your weapon's base damage plus your spellcasting ability modifier. All spaces in the lane are marked as Ablaze and all creatures hit are marked as Blazing.
Ablaze spaces are lit on fire. Any creature that starts its turn in or enters a space that is Ablaze takes 1d4 fire damage, but can only take damage this way once per turn. You take half damage from these spaces. While moving in spaces that are Ablaze, your movement is doubled (i.e. using 5 feet of movement allows you to actually move 10 feet).
Blazing creatures take 1d4 fire damage at the beginning of each of their turns. When a Blazing creature moves out of a space, that space is marked as Ablaze if it was not already. At the end of each of its turns, a Blazing creature may make a Constitution saving throw against your spell save DC to cease being marked as Blazing. Both the Blazing and Ablaze marks disappear after 10 minutes, along with all fires caused by this spell.

Level: 7
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action Range: Self Components: V, S, M (a scale of a true dragon) Duration: 1 minute
When you cast this spell, you take on the visage and form of a dragon; large wings appear at your back, you grow a tail, scales, and claws, and your head changes into a draconian form. You gain a flying speed of 30 feet, and your AC cannot be less than 15 while in this form. For the duration, you gain an unarmed claw attack that you are proficient in that deals 2d6 slashing damage. Use your Strength modifier for both the attack and damage rolls.
When you cast this spell, choose one of the following color/damage type/Breath Weapon combinations:
Black.....Acid..........5 by 30 ft. line (Dex save)
Blue......Lightning....5 by 30 ft. line (Dex save)
Brass.....Fire...........5 by 30 ft. line (Dex save)
Bronze...Lightning....5 by 30 ft. line (Dex save)
Copper...Acid..........5 by 30 ft. line (Dex save)
Gold......Fire...........15 ft. cone (Dex save)
Green....Poison.......15 ft. cone (Con save)
Red.......Fire...........15 ft. cone (Dex save)
Silver.....Cold..........15 ft. cone (Con save)
White.....Cold..........15 ft. cone (Con save)
Your scale coloration corresponds to your choice here, and you gain resistance to the damage type specified. You also gain a Breath Weapon that you may use once during the duration of this spell. The Breath Weapon takes the shape corresponding to your choice. All creatures in its area of effect must succeed on a relevant saving throw or take 2d6 of your damage type, or half as much on a success.
Once this spell ends, you gain one level of exhaustion.

2016-11-20, 12:53 PM
Blazing Pursuit seems very strong for a second-level spell. Also, you don't specify how long Blazing and Ablaze last for.

Aspect of the Dragon is far too weak for a 7th-level spell. Maybe 5th level. You get, essentially, a slower but no concentration Fly (3rd level), a self-only, much shorter duration Protection from Energy (3rd level base, this would be 1st or 2nd level), and a weaker Burning Hands (1st-level). The other stuff (natural attack keyed on strength, likely worse mage armor) doesn't add much. This would be a pretty decent 5th-level spell, but I can't imagine using my only 7th-level slot on it.