Grimlore
2018-08-07, 06:09 PM
Hello All!
I'm currently working on comprehensive list of homebrew spells. Most of these are ones I use in my weekly games, but I'd like to refine them a bit and list them on the DMsGuild as a pay-what-you-want title.
I'm looking for any / all feedback: formatting, content, balancing, etc. I have them in a master document that I'm making pretty with illustrations and such, but will just put them below in text form.
https://imgur.com/Lhtvjg1/jpg
Thanks in advance for any feedback you have, and please feel free to use any of these in your own games!
Cantrips (31)
Ascending Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 radiant damage and granting you temporary hit points based on the damage done. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Benediction
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard, Cleric
You touch one will creature. Once before the spell ends, the target gains a +1 AC protection bonus toward a single attack made against it, when they are able to see their attacker. The target can choose whether to add the AC bonus before or after the attack is made. Once the effect is used, the spell then ends.
Blood Dagger
Conjuration Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock
As a bonus action on your turn, you are able to create a weapon from the very life-force that sustains you. Casting this spell causes you to immediately take 1d6 psychic damage, as a small blade that resembles a dagger made of flowing blood appears clutched in your hand.
Attacks with this weapon use your spell casting modifier for attack rolls and damage, and deal 1d4 slashing damage. Attacks form this weapon are also considered magical and you cannot be disarmed.
The damage dealt by this weapon increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Blood Siphon
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You touch a target with the tip of your finger and attempt to siphon their life-force to strengthen your own. You make a melee spell attack against a target, with a successful attack dealing 1d4 + your spellcasting modifier of Necrotic damage and allowing you to gain the damage dealt as temporary hit points until the start of your next turn.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bloodlink
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Sorcerer, Warlock
You touch two willing creatures and form a brief magical link between them, causing one of the creatures that you select to lose 1d8 hit points and grant them to the other creature in the form of temporary hit points.
This amount increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chant of Mastery
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard
You touch a willing creature and sing a short phrase, warding the target against danger. The creature gains advantage on its next saving throw.
Corruption
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch the ground beneath your feet to imbue it with a faint necrotic energy. This energy glows with a green dim light in a 10-foot radius.
As a bonus action on your turn, you can cause the energy to travel through the ground to a place you can see up to 30 away.
Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 attack penalty.
Courage
Enchantment Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You touch a willing creature and strengthen its resolve. Until the end of the creature’s next turn, it cannot be frightened. If the creature is currently frightened, it removes the condition.
Dazzle
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Source: Bard, Cleric, Druid, Wizard
You create a flash of blinding light directly in front of a creature that you can see within range and is subjected to a Dexterity saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first. The target must originally be able to see in order to suffer these effects.
Disarm
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
As an action, choose a creature you can see within 60 feet. That creature must make a Strength saving throw or drop an object or weapon they are holding in their hand. The make the saving throw with advantage if they are holding it with two hands. If they are holding two items (one in each hand), select which item they drop. If they fail the saving throw by a score of 5 or greater, the item flies out of their hand in a direction of your choosing, up to 10 feet away from their original location.
Eidolic Chains
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
A creature that you can see within range must make a Wisdom saving throw or become grappled by a set of an ethereal chains you summon to bind your target. The target may attempt another saving throw at the end of its turn.
As a bonus action on your turn, you may move the restrained creature up to 10 feet in any direction you choose, as long as you can see the destination.
Gleam
Evocation Cantrip
Casting Time: 1 reaction
Range: Self
Components: S
Duration: Instantaneous
Source: Bard, Cleric, Sorcerer, Wizard
You may use your reaction to cause your physical form to emit a bright flash of light. This flash will shed dim light in a 20-foot radius around yourself.
Also, if you are currently being grappled by a creature, it takes 1d6 radiant damage and you may immediately attempt to escape the grapple by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature’s Strength (Athletics) check.
Gloom
Evocation Cantrip
Casting Time: 1 action
Range: Touch (20-foot sphere)
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard
You touch one object that is 5 feet or smaller in any single dimension. Until the spell ends, the object absorbs natural light in a 20-foot radius sphere. Within that sphere, Bright Light becomes Dim Light, Dim Light becomes Dark. The spell ends if you cast it again or dismiss it as an action.
Grim Scythe
Transmutation Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a quarterstaff)
Duration: 1 minute
Source: Sorcerer, Warlock, Wizard
For the duration, you can use your spellcasting ability instead of Strength for melee attacks using a quarterstaff you touch. The weapon's damage die becomes a d8 and deals necrotic damage, as a dark spectral blade forms on the end of the staff. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.
Grimlore’s Influence
Necromancy Cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
Any creatures of your choice that are within 30 feet and frightened of you take 1d6 psychic damage.
This spell's damage increases by 1d6 and the range increases by 10 feet when you reach 5th level (2d6, 40 feet), 11th level (3d6, 50 feet), and 17th level (4d6, 60 feet).
Hinder
Abjuration Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
You assault a creature you can see within range with an invisible force, slowing its movement so its speed is halved until the end of its next turn.
Ice Shard
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Wizard
An icy shard shoots from your outstretched hand. Make a ranged spell attack against a single creature. If you hit the target takes 1d4 cold damage and becomes vulnerable to cold damage until the start of your next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Lullaby
Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an instrument)
Duration: Concentration, up to 1 minute
Classes: Bard
This spell sends a creature into a magical slumber. Roll 1d6 and add your spellcasting modifier; this is the amount of hit points this spell can affect. Compare this amount to the hit points of a creature you can see within range of the spell. If the total equals or exceeds the target's hit points, it falls unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap it awake. If the total is less than the target's hit points, it has disadvantage on Wisdom based skill checks until the spell ends or someone takes a hostile action against it.
The amount of hit points this spell can affect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Manipulate Shadow
Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You choose a shadow belonging to a creature of medium size or smaller that you can see within range, are able to manipulate it using a bonus action. This manipulation can take several forms, such as making it act out simple actions independent from its owner, move up to 30 feet away from its owner, or to alter its shape one size bigger or smaller than its owner.
You may only manipulate one shadow at a time with this spell. Should the source of the shadow move from its original location, the shadow will follow its owner but remain under your control for up to 1 hour within a range of 120 feet.
Night Terror
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of salt)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You conjure a small shadowy figure (10 HP, 14 AC) in an area that you can see within range that remains until it is slain or the spell ends. As a bonus action on your turn, you can command the shadowy figure to assault the mind of a creature within 30 feet of it. The target must make an Intelligence save or take 1d4 psychic damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Pacify
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Bard, Cleric, Druid
When you have at least one Hit Die remaining,
you may touch a willing creature and spend a single hit die, healing your target for that
amount + your Constitution modifier.
Peaceful Valediction
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Druid, Wizard
You touch a slain creature, making it immune to the effects of the animate dead spell for 24 hours.
Phase
Abjuration Cantrip
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You may use your reaction in an attempt to phase through a single attack made against you, imposing disadvantage on the attack.
If the attack against you is still successful, you become frightened of your attacker until the end of your next turn.
Scourge
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch a target with the tip of your finger, transferring a dark green energy that flows through your finger and infects the target. Make a melee spell attack against the target. On a hit, the target takes 1d4 + your spellcasting modifier of Necrotic damage and suffers disadvantage on its next Constitution saving throw.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shadow Embrace
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You cause shadows to manifest around a creature within range. The target must make a Wisdom saving throw or receive -2 penalty to their attack rolls and disadvantage on Dexterity saving throws until the end of their next turn as they become engulfed by a dark embrace.
Shadow Ink
Conjuration Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (an empty vial)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 ounce of pitch-black ink. If the vial is stoppered, or 1-hour passes, the ink dissipates back into shadow; any writing that has already been made with the ink is unaffected.
Spare the Living
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Warlock, Wizard
A siphon out what little life-force a living creature has left. Select a creature that you can see within range that has 0 hit points and force them to immediately make a Death saving throw. This spell has no effect on undead or constructs.
Thieves’ Ruse
Illusion Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Wizard
You make an object up to 5 pounds that you possess invisible for up to 10 minutes. Once the spell ends, you can't make the same object invisible again for 24 hours.
Thunderous Cord
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V or S
Duration: Instantaneous
Source: Bard
You release a blast of sound with your voice (verbal component) or your instrument (somatic component). Make a ranged spell attack against a creature within range. On a successful attack, the creature takes 2d4 thunder damage and is deafened until the start of your next turn.
This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th (6d4), and 17th (8d4).
Unholy Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Warlock
A purple flame descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Venomous Strike
Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a melee weapon)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You coat your melee weapon with a deadly poison. Attacks made with the weapon inflict their normal effects and cause the target to make Constitution saving throw or become poisoned until the end of their next turn.
This spell deals 1d8 poison damage on a successful attack when you reach 5th level (1d8), 11th level (2d8) and 17th level (3d8).
1st Level Spells (34)
Acrid Delight
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of food)
Duration: Up to 1 hour
Classes: Bard, Druid, Wizard
You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature is must make a Concentration saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature only takes 1d8 points of damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.
Alacritous Interpretation
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small emerald gemstone)
Duration: Up to 1 hour
Classes: Wizard
For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell’s duration.
Animate Percussion
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small cymbal or drum)
Duration: Concentration, up to 1 hour
Classes: Bard, Wizard
You may touch one percussion instrument that you possess, brining it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. If you issue no commands, the instrument will idly play a rhythm that it has been used to play prior to becoming animated. Once given an order, the instrument continues to follow it until its task is complete.
Beguile
1st-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Bard, Sorcerer, Warlock, Wizard
You point at a creature and cause them to make a Wisdom saving throw or be forced to shout a short phrase in their native tongue of your choosing of up to 5 words. The creature can take no other actions during this round.
If the short phrase said by the creature would cause its allies within a 15-foot radius to alter their course of action or question their beliefs, they can make an Wisdom save to disbelieve what their ally is yelling.
Bone Storm
1st-level conjuration
Casting Time: 1 action
Range: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 2d10 + your spellcasting modifier in piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot level above 1st.
Cauterizing Flame
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
A creature you touch regains 2d8 + your spellcasting modifier of hit points. However, the creature can no longer regain hit point by any other means until it completes a short or long rest. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.
Creeping Crawling Claw
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (severed hand of a creature)
Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
Choose the hand of a creature that has been severed from its body for longer than 24 hours and grant it sentience. For the duration of the spell, the creeping claw is under your control and can be commanded using your bonus action. The claw can only understand simple commands.
If the hand's original owner is still alive, the claw will seek to reunite itself with its rightful owner when the spell ends. If its original owner is dead, the claw will wander off purposelessly.
Also, you can use this spell to attempt to gain control over an existing crawling claw. The claw will resist the effects by succeeding on a wisdom saving throw, making it immune to this spell for 24 hours.
Cursed with Undeath
1st-level necromancy
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You touch a living creature that has 0 hit points, placing a curse upon it. The curse remains until the creature either dies or is stabilized, whichever occurs first.
If the creature dies while cursed, it is raised as a zombie under your control for 1 minute or until slain. If the creature is stabilized before it dies, the curse is removed with no ill effects.
A remove curse spell ends this effect while active on a creature. This spell has no effect on undead or constructs.
Death's Grasp
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Grasping spectral hands sprout from the ground in a 20-foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain.
Creatures starting their turn in the area or entering the area for the first time on their turn must succeed on a Dexterity saving throw or take 2d6 necrotic damage from the spectral hands.
Detect Chaos and Order
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
For the duration, you are able to determine the nature of creatures in relation to how they conform to societal norms.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine Arm
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Warlock
Your deity imbues a melee weapon you currently possess with an essence of their power. Make a ranged attack against a creature within 60 feet, causing them to take an additional 2d10 radiant or necrotic damage (your choice). The weapon breaks after it is used in this manner.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every 2 slot levels above 1st.
Dread
1st-level necromancy
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (petrified eye of a rabbit)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attacks. Also, the target has disadvantage on Wisdom ability checks made for the duration.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Lesser Earthen Grasp
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.
At the beginning of the target’s turn, they may roll a Strength saving throw to break free from the earth’s grasp on a successful save.
Earthen Pillar
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You call forth a column of dirt to rise out of the ground in an space you can see within range. The pillar has a diameter of 10 feet wide, 30 feet tall and has an AC of 10 and 27 hit points.
Creatures occupying the area above the column when the spell is cast can make a Dexterity saving throw to jump off the pillar as it rises out of the ground.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 10 feet for each slot level above 1st.
Evade
1st-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Ranger
You may use your reaction in an attempt to nullify an enemy’s attack by adding your acrobatics modifier to your AC. If the attack against you is still successful, you only take half of the total damage, rounded up.
Grimlore’s Shadowblight
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You hurl a ball of dark energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. The target takes half damage and is not frightened on a successful saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.
Guillotine
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
You extend your hand and touch a creature while muttering the passing prayer of an executioner. The creature must make a Strength saving throw or become restrained by a pair of ethereal chains that bind the target to the ground, and a large magical blade is summoned above their head.
As a bonus action on your turn, you are able to release the blade down upon your target’s neck, dealing 1d8 + your spellcasting modifier in magical slashing damage. For every round that you do not release the blade with your bonus action after the initial cast, add 1d8 additional damage as a blade ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw to break the chains at the start of each turn. This removes the restrained condition and ends the spell without doing any damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Helm’s Everwatchful Eye
1st-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
You call out to the deity known as Helm and plead for the Vigilant One to use his divine grace to help one of your allies in need. You use your reaction to select one creature that you can see within range that has just failed a saving throw and roll a d20. On a score of 18 or higher, Helm will intervene and allow the target to succeed instead.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reduce the die score required by 2 for every slot levels above 1st.
Inaudible
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be silenced for the duration. In addition, the target is unable to use objects that produce noise such as a whistle, horn, bell, clap, or perform any action which is intended to make a noticeable sound. The target is also unable to cast any spells with a verbal component.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Injurious Spellbook
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a spellbook)
Duration: Instantaneous
Classes: Wizard
You transmute two pages of your spellbook that contain the scripture for this spell to detach from the book’s binding and develop razor-sharp edges. Both pages fly out and slice a creature in range, before safely returning to your spellbook and rebinding to their original location. Choose one creature within range or choose two creatures within range that are within 5 feet of each other.
A single target must succeed on a Dexterity saving throw or take 4d8 slashing damage (2d8 per page). If you select two targets, each one must succeed on a Dexterity saving throw or take 2d8 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per page (2d8 total) for every two spell slots level above 1st.
Inner Fire
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of brimstone)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
The sheer power of your life-force causes the blood of your foes to ignite in an inferno. Cause a creature you can see within range to make a Constitution saving throw or take 1d4 fire damage (for every unused hit dice you currently have) + your spellcasting modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.
Interpret Bone
1st-level necromancy (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Druid, Paladin, Ranger
You touch a piece of bone from a creature that has been dead less than a year ago and are able to see a brief vision of how that creature died.
Last Breath
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You raise your hands in a grasping gesture towards a creature within range and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d12 cold damage. On each of your turns for the duration, you can use your action to deal 1d12 cold damage to the target automatically. While the target is affected by the spell, it is also unable to speak as if it were silenced due to the water in its lungs. The spell ends if you use your action to do anything else or if the target moves outside the range of the spell.
This spell has no effect on constructs, undead or creatures that can breathe underwater.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Misery
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Warlock, Wizard
You extend your hand and touch a creature while muttering a curse under your breath; one that dwells in a plane of anguish. The creature can make a successful Intelligence saving throw to understand the effects of your incantation: they have until the start of your next turn to move 60 feet or more from your location. Upon failing to move this distance or choosing not to move, the target must immediately make a Constitution saving throw at the end of their next turn or become vulnerable to 1 damage type of your choosing for 1 round. A remove curse spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, you can select one additional damage vulnerability type for each slot level above 1st.
Murmurs of the Restless
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (burning incense)
Duration: Instantaneous
Classes: Bard, Cleric
The spirits of those who have died traumatically within the last 24 hours wail out to you in anguish. You are not able to ask them any questions, but rather hear glimpses and sense the emotions from any recently slain creatures within 60 feet as they briefly relive their final moments with you.
Nightowl
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (feather of an owl)
Duration: 1 hour
Classes: Druid, Ranger
Selûne gives you her blessing, allowing you to summon the mythical spirit of an owl that appears on your shoulder. The owl cannot attack or carry any objects but understands any simple commands you give it up to a mile away. If not given any commands, the owl will remain upon your shoulder.
As a bonus action, you are able to see and hear through the perspective of the spirit owl, but you become blinded and deafened while doing so.
Rot
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You extend your hand toward a creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d10 necrotic damage. The target takes no damage on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Shed Skin
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. Casting this spell while you are being grappled ends the condition and allows you to move up to 15 feet away from your target without provoking any attacks of opportunity.
Shield of Devotion
1st-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
A gleaming field appears and surrounds a creature of your choice within range, granting immunity to critical attacks and 1d4 + your spellcasting modifier in temporary hit points for the Duration.
Skein of Vines
1st-level transmutation
Casting Time: 1 reaction
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger
When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and keep you in place and remain until that start of your next turn. This spell can only be cast while you are standing on solid ground.
Slashing Step
1st-level conjuration
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
Classes: Bard, Ranger
You enter into a semi corporeal state as you teleport up to 15 feet in a single direction. Make a melee attack against any creatures you pass through along your path (up to 3 total), doing your normal attack damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, add 1d6 additional damage of your weapon’s type to each melee attack.
Smolder
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, M
Duration: Up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You focus on fanning the flames that burn within your soul. Using your bonus action, you are able to add an additional 1d8 fire damage to the next source fire damage you deal.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.
Storm of Arrows
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather)
Duration: Up to 10 minutes
Classes: Druid, Ranger
You chant a small incantation while waiving a quiver of arrows with a feather. Once complete, the duplicate arrows to those in your quiver appear at a point in the sky of you choosing occupying a 10-foot radius anywhere within range as they fall. Any creatures in the radius must make a Dexterity saving throw or take 3d6 piercing damage, or half on a failed save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.
Zen Archery
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Ranger
You allow your insight to guide attacks made with ranged weapons. For the duration, when you make an attack with a ranged weapon, you can use your Wisdom modifier instead of Dexterity for all attack and damage rolls.
I'm currently working on comprehensive list of homebrew spells. Most of these are ones I use in my weekly games, but I'd like to refine them a bit and list them on the DMsGuild as a pay-what-you-want title.
I'm looking for any / all feedback: formatting, content, balancing, etc. I have them in a master document that I'm making pretty with illustrations and such, but will just put them below in text form.
https://imgur.com/Lhtvjg1/jpg
Thanks in advance for any feedback you have, and please feel free to use any of these in your own games!
Cantrips (31)
Ascending Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric
A flame-like radiance burns a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 radiant damage and granting you temporary hit points based on the damage done. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Benediction
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard, Cleric
You touch one will creature. Once before the spell ends, the target gains a +1 AC protection bonus toward a single attack made against it, when they are able to see their attacker. The target can choose whether to add the AC bonus before or after the attack is made. Once the effect is used, the spell then ends.
Blood Dagger
Conjuration Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock
As a bonus action on your turn, you are able to create a weapon from the very life-force that sustains you. Casting this spell causes you to immediately take 1d6 psychic damage, as a small blade that resembles a dagger made of flowing blood appears clutched in your hand.
Attacks with this weapon use your spell casting modifier for attack rolls and damage, and deal 1d4 slashing damage. Attacks form this weapon are also considered magical and you cannot be disarmed.
The damage dealt by this weapon increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Blood Siphon
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You touch a target with the tip of your finger and attempt to siphon their life-force to strengthen your own. You make a melee spell attack against a target, with a successful attack dealing 1d4 + your spellcasting modifier of Necrotic damage and allowing you to gain the damage dealt as temporary hit points until the start of your next turn.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bloodlink
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Sorcerer, Warlock
You touch two willing creatures and form a brief magical link between them, causing one of the creatures that you select to lose 1d8 hit points and grant them to the other creature in the form of temporary hit points.
This amount increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Chant of Mastery
Abjuration Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Bard
You touch a willing creature and sing a short phrase, warding the target against danger. The creature gains advantage on its next saving throw.
Corruption
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of phosphorus)
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch the ground beneath your feet to imbue it with a faint necrotic energy. This energy glows with a green dim light in a 10-foot radius.
As a bonus action on your turn, you can cause the energy to travel through the ground to a place you can see up to 30 away.
Any creature other than yourself making an attack while standing on the corrupted ground does so with a -2 attack penalty.
Courage
Enchantment Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Druid
You touch a willing creature and strengthen its resolve. Until the end of the creature’s next turn, it cannot be frightened. If the creature is currently frightened, it removes the condition.
Dazzle
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Source: Bard, Cleric, Druid, Wizard
You create a flash of blinding light directly in front of a creature that you can see within range and is subjected to a Dexterity saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first. The target must originally be able to see in order to suffer these effects.
Disarm
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
As an action, choose a creature you can see within 60 feet. That creature must make a Strength saving throw or drop an object or weapon they are holding in their hand. The make the saving throw with advantage if they are holding it with two hands. If they are holding two items (one in each hand), select which item they drop. If they fail the saving throw by a score of 5 or greater, the item flies out of their hand in a direction of your choosing, up to 10 feet away from their original location.
Eidolic Chains
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
A creature that you can see within range must make a Wisdom saving throw or become grappled by a set of an ethereal chains you summon to bind your target. The target may attempt another saving throw at the end of its turn.
As a bonus action on your turn, you may move the restrained creature up to 10 feet in any direction you choose, as long as you can see the destination.
Gleam
Evocation Cantrip
Casting Time: 1 reaction
Range: Self
Components: S
Duration: Instantaneous
Source: Bard, Cleric, Sorcerer, Wizard
You may use your reaction to cause your physical form to emit a bright flash of light. This flash will shed dim light in a 20-foot radius around yourself.
Also, if you are currently being grappled by a creature, it takes 1d6 radiant damage and you may immediately attempt to escape the grapple by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the creature’s Strength (Athletics) check.
Gloom
Evocation Cantrip
Casting Time: 1 action
Range: Touch (20-foot sphere)
Components: V, S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Warlock, Wizard
You touch one object that is 5 feet or smaller in any single dimension. Until the spell ends, the object absorbs natural light in a 20-foot radius sphere. Within that sphere, Bright Light becomes Dim Light, Dim Light becomes Dark. The spell ends if you cast it again or dismiss it as an action.
Grim Scythe
Transmutation Cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a quarterstaff)
Duration: 1 minute
Source: Sorcerer, Warlock, Wizard
For the duration, you can use your spellcasting ability instead of Strength for melee attacks using a quarterstaff you touch. The weapon's damage die becomes a d8 and deals necrotic damage, as a dark spectral blade forms on the end of the staff. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.
Grimlore’s Influence
Necromancy Cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
Any creatures of your choice that are within 30 feet and frightened of you take 1d6 psychic damage.
This spell's damage increases by 1d6 and the range increases by 10 feet when you reach 5th level (2d6, 40 feet), 11th level (3d6, 50 feet), and 17th level (4d6, 60 feet).
Hinder
Abjuration Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
You assault a creature you can see within range with an invisible force, slowing its movement so its speed is halved until the end of its next turn.
Ice Shard
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Wizard
An icy shard shoots from your outstretched hand. Make a ranged spell attack against a single creature. If you hit the target takes 1d4 cold damage and becomes vulnerable to cold damage until the start of your next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Lullaby
Enchantment Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an instrument)
Duration: Concentration, up to 1 minute
Classes: Bard
This spell sends a creature into a magical slumber. Roll 1d6 and add your spellcasting modifier; this is the amount of hit points this spell can affect. Compare this amount to the hit points of a creature you can see within range of the spell. If the total equals or exceeds the target's hit points, it falls unconscious until the spell ends, the target takes damage, or someone uses an action to shake or slap it awake. If the total is less than the target's hit points, it has disadvantage on Wisdom based skill checks until the spell ends or someone takes a hostile action against it.
The amount of hit points this spell can affect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Manipulate Shadow
Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You choose a shadow belonging to a creature of medium size or smaller that you can see within range, are able to manipulate it using a bonus action. This manipulation can take several forms, such as making it act out simple actions independent from its owner, move up to 30 feet away from its owner, or to alter its shape one size bigger or smaller than its owner.
You may only manipulate one shadow at a time with this spell. Should the source of the shadow move from its original location, the shadow will follow its owner but remain under your control for up to 1 hour within a range of 120 feet.
Night Terror
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of salt)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You conjure a small shadowy figure (10 HP, 14 AC) in an area that you can see within range that remains until it is slain or the spell ends. As a bonus action on your turn, you can command the shadowy figure to assault the mind of a creature within 30 feet of it. The target must make an Intelligence save or take 1d4 psychic damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Pacify
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Bard, Cleric, Druid
When you have at least one Hit Die remaining,
you may touch a willing creature and spend a single hit die, healing your target for that
amount + your Constitution modifier.
Peaceful Valediction
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Source: Cleric, Druid, Wizard
You touch a slain creature, making it immune to the effects of the animate dead spell for 24 hours.
Phase
Abjuration Cantrip
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You may use your reaction in an attempt to phase through a single attack made against you, imposing disadvantage on the attack.
If the attack against you is still successful, you become frightened of your attacker until the end of your next turn.
Scourge
Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Source: Warlock, Wizard
You touch a target with the tip of your finger, transferring a dark green energy that flows through your finger and infects the target. Make a melee spell attack against the target. On a hit, the target takes 1d4 + your spellcasting modifier of Necrotic damage and suffers disadvantage on its next Constitution saving throw.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shadow Embrace
Illusion Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You cause shadows to manifest around a creature within range. The target must make a Wisdom saving throw or receive -2 penalty to their attack rolls and disadvantage on Dexterity saving throws until the end of their next turn as they become engulfed by a dark embrace.
Shadow Ink
Conjuration Cantrip
Casting Time: 1 action
Range: Self
Components: S, M (an empty vial)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 ounce of pitch-black ink. If the vial is stoppered, or 1-hour passes, the ink dissipates back into shadow; any writing that has already been made with the ink is unaffected.
Spare the Living
Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Warlock, Wizard
A siphon out what little life-force a living creature has left. Select a creature that you can see within range that has 0 hit points and force them to immediately make a Death saving throw. This spell has no effect on undead or constructs.
Thieves’ Ruse
Illusion Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Wizard
You make an object up to 5 pounds that you possess invisible for up to 10 minutes. Once the spell ends, you can't make the same object invisible again for 24 hours.
Thunderous Cord
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V or S
Duration: Instantaneous
Source: Bard
You release a blast of sound with your voice (verbal component) or your instrument (somatic component). Make a ranged spell attack against a creature within range. On a successful attack, the creature takes 2d4 thunder damage and is deafened until the start of your next turn.
This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th (6d4), and 17th (8d4).
Unholy Flame
Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Warlock
A purple flame descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The target gains no benefit from cover for this saving throw.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Venomous Strike
Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a melee weapon)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You coat your melee weapon with a deadly poison. Attacks made with the weapon inflict their normal effects and cause the target to make Constitution saving throw or become poisoned until the end of their next turn.
This spell deals 1d8 poison damage on a successful attack when you reach 5th level (1d8), 11th level (2d8) and 17th level (3d8).
1st Level Spells (34)
Acrid Delight
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of food)
Duration: Up to 1 hour
Classes: Bard, Druid, Wizard
You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature is must make a Concentration saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature only takes 1d8 points of damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.
Alacritous Interpretation
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small emerald gemstone)
Duration: Up to 1 hour
Classes: Wizard
For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell’s duration.
Animate Percussion
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small cymbal or drum)
Duration: Concentration, up to 1 hour
Classes: Bard, Wizard
You may touch one percussion instrument that you possess, brining it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. If you issue no commands, the instrument will idly play a rhythm that it has been used to play prior to becoming animated. Once given an order, the instrument continues to follow it until its task is complete.
Beguile
1st-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
Classes: Bard, Sorcerer, Warlock, Wizard
You point at a creature and cause them to make a Wisdom saving throw or be forced to shout a short phrase in their native tongue of your choosing of up to 5 words. The creature can take no other actions during this round.
If the short phrase said by the creature would cause its allies within a 15-foot radius to alter their course of action or question their beliefs, they can make an Wisdom save to disbelieve what their ally is yelling.
Bone Storm
1st-level conjuration
Casting Time: 1 action
Range: Self (15ft cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 2d10 + your spellcasting modifier in piercing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot level above 1st.
Cauterizing Flame
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
A creature you touch regains 2d8 + your spellcasting modifier of hit points. However, the creature can no longer regain hit point by any other means until it completes a short or long rest. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d8 for each slot level above 1st.
Creeping Crawling Claw
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (severed hand of a creature)
Duration: Concentration, up to 1 hour
Classes: Warlock, Wizard
Choose the hand of a creature that has been severed from its body for longer than 24 hours and grant it sentience. For the duration of the spell, the creeping claw is under your control and can be commanded using your bonus action. The claw can only understand simple commands.
If the hand's original owner is still alive, the claw will seek to reunite itself with its rightful owner when the spell ends. If its original owner is dead, the claw will wander off purposelessly.
Also, you can use this spell to attempt to gain control over an existing crawling claw. The claw will resist the effects by succeeding on a wisdom saving throw, making it immune to this spell for 24 hours.
Cursed with Undeath
1st-level necromancy
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You touch a living creature that has 0 hit points, placing a curse upon it. The curse remains until the creature either dies or is stabilized, whichever occurs first.
If the creature dies while cursed, it is raised as a zombie under your control for 1 minute or until slain. If the creature is stabilized before it dies, the curse is removed with no ill effects.
A remove curse spell ends this effect while active on a creature. This spell has no effect on undead or constructs.
Death's Grasp
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
Grasping spectral hands sprout from the ground in a 20-foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain.
Creatures starting their turn in the area or entering the area for the first time on their turn must succeed on a Dexterity saving throw or take 2d6 necrotic damage from the spectral hands.
Detect Chaos and Order
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
For the duration, you are able to determine the nature of creatures in relation to how they conform to societal norms.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divine Arm
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Paladin, Warlock
Your deity imbues a melee weapon you currently possess with an essence of their power. Make a ranged attack against a creature within 60 feet, causing them to take an additional 2d10 radiant or necrotic damage (your choice). The weapon breaks after it is used in this manner.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every 2 slot levels above 1st.
Dread
1st-level necromancy
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (petrified eye of a rabbit)
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard
You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attacks. Also, the target has disadvantage on Wisdom ability checks made for the duration.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Lesser Earthen Grasp
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.
At the beginning of the target’s turn, they may roll a Strength saving throw to break free from the earth’s grasp on a successful save.
Earthen Pillar
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You call forth a column of dirt to rise out of the ground in an space you can see within range. The pillar has a diameter of 10 feet wide, 30 feet tall and has an AC of 10 and 27 hit points.
Creatures occupying the area above the column when the spell is cast can make a Dexterity saving throw to jump off the pillar as it rises out of the ground.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 10 feet for each slot level above 1st.
Evade
1st-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Ranger
You may use your reaction in an attempt to nullify an enemy’s attack by adding your acrobatics modifier to your AC. If the attack against you is still successful, you only take half of the total damage, rounded up.
Grimlore’s Shadowblight
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Source: Sorcerer, Warlock, Wizard
You hurl a ball of dark energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. The target takes half damage and is not frightened on a successful saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.
Guillotine
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Wizard
You extend your hand and touch a creature while muttering the passing prayer of an executioner. The creature must make a Strength saving throw or become restrained by a pair of ethereal chains that bind the target to the ground, and a large magical blade is summoned above their head.
As a bonus action on your turn, you are able to release the blade down upon your target’s neck, dealing 1d8 + your spellcasting modifier in magical slashing damage. For every round that you do not release the blade with your bonus action after the initial cast, add 1d8 additional damage as a blade ratchets another notch higher above the target.
The target may use their action to attempt a Strength saving throw to break the chains at the start of each turn. This removes the restrained condition and ends the spell without doing any damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Helm’s Everwatchful Eye
1st-level abjuration
Casting Time: 1 reaction
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Paladin
You call out to the deity known as Helm and plead for the Vigilant One to use his divine grace to help one of your allies in need. You use your reaction to select one creature that you can see within range that has just failed a saving throw and roll a d20. On a score of 18 or higher, Helm will intervene and allow the target to succeed instead.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you reduce the die score required by 2 for every slot levels above 1st.
Inaudible
1st-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Ranger, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be silenced for the duration. In addition, the target is unable to use objects that produce noise such as a whistle, horn, bell, clap, or perform any action which is intended to make a noticeable sound. The target is also unable to cast any spells with a verbal component.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Injurious Spellbook
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a spellbook)
Duration: Instantaneous
Classes: Wizard
You transmute two pages of your spellbook that contain the scripture for this spell to detach from the book’s binding and develop razor-sharp edges. Both pages fly out and slice a creature in range, before safely returning to your spellbook and rebinding to their original location. Choose one creature within range or choose two creatures within range that are within 5 feet of each other.
A single target must succeed on a Dexterity saving throw or take 4d8 slashing damage (2d8 per page). If you select two targets, each one must succeed on a Dexterity saving throw or take 2d8 slashing damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per page (2d8 total) for every two spell slots level above 1st.
Inner Fire
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small piece of brimstone)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
The sheer power of your life-force causes the blood of your foes to ignite in an inferno. Cause a creature you can see within range to make a Constitution saving throw or take 1d4 fire damage (for every unused hit dice you currently have) + your spellcasting modifier.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.
Interpret Bone
1st-level necromancy (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Druid, Paladin, Ranger
You touch a piece of bone from a creature that has been dead less than a year ago and are able to see a brief vision of how that creature died.
Last Breath
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
You raise your hands in a grasping gesture towards a creature within range and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d12 cold damage. On each of your turns for the duration, you can use your action to deal 1d12 cold damage to the target automatically. While the target is affected by the spell, it is also unable to speak as if it were silenced due to the water in its lungs. The spell ends if you use your action to do anything else or if the target moves outside the range of the spell.
This spell has no effect on constructs, undead or creatures that can breathe underwater.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Misery
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Warlock, Wizard
You extend your hand and touch a creature while muttering a curse under your breath; one that dwells in a plane of anguish. The creature can make a successful Intelligence saving throw to understand the effects of your incantation: they have until the start of your next turn to move 60 feet or more from your location. Upon failing to move this distance or choosing not to move, the target must immediately make a Constitution saving throw at the end of their next turn or become vulnerable to 1 damage type of your choosing for 1 round. A remove curse spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, you can select one additional damage vulnerability type for each slot level above 1st.
Murmurs of the Restless
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (burning incense)
Duration: Instantaneous
Classes: Bard, Cleric
The spirits of those who have died traumatically within the last 24 hours wail out to you in anguish. You are not able to ask them any questions, but rather hear glimpses and sense the emotions from any recently slain creatures within 60 feet as they briefly relive their final moments with you.
Nightowl
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (feather of an owl)
Duration: 1 hour
Classes: Druid, Ranger
Selûne gives you her blessing, allowing you to summon the mythical spirit of an owl that appears on your shoulder. The owl cannot attack or carry any objects but understands any simple commands you give it up to a mile away. If not given any commands, the owl will remain upon your shoulder.
As a bonus action, you are able to see and hear through the perspective of the spirit owl, but you become blinded and deafened while doing so.
Rot
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You extend your hand toward a creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d10 necrotic damage. The target takes no damage on a successful save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Shed Skin
1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger, Wizard
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. Casting this spell while you are being grappled ends the condition and allows you to move up to 15 feet away from your target without provoking any attacks of opportunity.
Shield of Devotion
1st-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 10 minutes
Classes: Cleric, Paladin
A gleaming field appears and surrounds a creature of your choice within range, granting immunity to critical attacks and 1d4 + your spellcasting modifier in temporary hit points for the Duration.
Skein of Vines
1st-level transmutation
Casting Time: 1 reaction
Range: Self
Components: V
Duration: Instantaneous
Classes: Druid, Ranger
When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and keep you in place and remain until that start of your next turn. This spell can only be cast while you are standing on solid ground.
Slashing Step
1st-level conjuration
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
Classes: Bard, Ranger
You enter into a semi corporeal state as you teleport up to 15 feet in a single direction. Make a melee attack against any creatures you pass through along your path (up to 3 total), doing your normal attack damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, add 1d6 additional damage of your weapon’s type to each melee attack.
Smolder
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, M
Duration: Up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You focus on fanning the flames that burn within your soul. Using your bonus action, you are able to add an additional 1d8 fire damage to the next source fire damage you deal.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.
Storm of Arrows
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather)
Duration: Up to 10 minutes
Classes: Druid, Ranger
You chant a small incantation while waiving a quiver of arrows with a feather. Once complete, the duplicate arrows to those in your quiver appear at a point in the sky of you choosing occupying a 10-foot radius anywhere within range as they fall. Any creatures in the radius must make a Dexterity saving throw or take 3d6 piercing damage, or half on a failed save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.
Zen Archery
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Ranger
You allow your insight to guide attacks made with ranged weapons. For the duration, when you make an attack with a ranged weapon, you can use your Wisdom modifier instead of Dexterity for all attack and damage rolls.