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View Full Version : D&D 5e/Next Complete Divine Spell Conversion.



sandmote
2020-08-22, 12:30 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/HrJeymLSI)

2nd-level divination

Casting Time: 1 action
Range: 30 ft
Components: V
Duration: Concentration, up to 1 minute.
For the duration of the spell, you can glimpse the motion of those within 30 feet of you. When a creature within range makes an attack roll against a second creature within range you can use your reaction to grant it advantage on the roll. The creature making the attack rolls must be able to understand you to gain this benefit.

(Cleric, Paladin)

7th-level divination

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a spider with all eight legs intact)
Duration: Concentration, up to 1 minute
When you cast the spell, choose up to eight creatures within 30 feet that you can see, each of which must make a Wisdom saving throw. If a creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature automatically succeeds on this save.

You initially learn the surface thoughts of each creature to fail the saving throw, creature--what is most on its mind in that moment. You gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).

A target knows that you are probing into its mind, and the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

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

(Sorcerer, Warlock, Wizard)I feel this one needs a buff, to better distinguish it from Detect Thoughts.

2nd-level transmutation

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a shard of ice)
Duration: Concentration, up to 1 minute.
You freeze the moisture on a creature within range. The target must succeed on a Constitution saving throw or take 1d4 cold damage. At the end of each of its turns, the creature must make a additional saving throw. On a failed save the creature takes 1d4 additional damage, plus an additional 1d4 damage for each round the spell has lasted. On a successful saving throw the creature takes no damage and the spell ends.

(Artificer, Druid, Sorcerer, Warlock)Not sure I shouldn't bump this up to 3rd level. On the other hand it requires the target to fail several saving throws to deal any significant amount of damage.

5th-level transmutation

Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a shard of ice)
Duration: Instantaneous
As an action, you weather a Large or smaller nonmagical object instantly, disintegrating it to nothing. If the target is a Huge or larger object this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.

(Druid)Slightly lower level than Disintegrate, but available to a different class.

2nd-level necrotic

Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a portion of rotten flesh)
Duration: Concentration, up to 1 minute.
A 20 foot radius cloud of miasma erupts within range. Each time a creature takes damage within the cloud, it must make a Constitution saving throw or have its injuries infested by the miasma and take 1d4 necrotic damage. Constructs, undead and creature immune to disease automatically succeed on this saving throw.

A creature affected by the spell can make a Constitution saving throw at the end of its turn, ending the damage on itself on a success or taking 1d4 necrotic damage on a failed save. Any effect that would remove a disease or restore the creature's hit points also ends the effect. If the creature takes damage while within the miasma, it must succeed on the saving throw or begin taking damage again.

(Druid, Warlock)

2nd-level conjuration

Casting Time: 1 action
Range: touch
Components: V, S, M (a fleck of gold)
Duration: 8 hours
You reach out and touch a beast, forming a set of golden barding for it. The barding has the appearance of a set of armor of your choice, but grants the beast an AC of 16 if it would be lower.

If the armor is removed from the beast, this spell ends early.

(Paladin, Ranger)Same level as barkskin, but only for animal companions and mounts. Note this is also only available to half caster classes.

4th-level abjuration

Casting Time: 1 Bonus Action
Range: 60 ft
Components: V, S, M (a quill)
Duration: Concentration, up to 10 minutes.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. When the creature makes a saving throw, you can use your reaction to grant the creature advantage on the save.

If you use a feature or spell that would restore hit points to the creature with a range of touch, you may target the creature as if you were within 5 feet of it, no matter the actual distance between you.

(Cleric, Paladin)A higher level Shield of Faith, with some utility added over higher stats.

6th-level conjuration

Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a shard of ice)
Duration: Instantaneous
You summon an avalanche in a point of your choice. Creatures within a 20 foot sphere must make a Strength saving throw against the force of the snow and ice. A creature that fails the saving throw takes 4d6 bludgeoning damage and 4d6 cold damage, and is knocked prone and restrained by the snow, and begins to suffocate. As an action, a creature restrained by the spell can make an Athletics (Strength) check against your spell save DC to free itself from the ice. On a successful save, a creature takes half as much damage and isn't restrained.

A creature within 20 feet of the sphere must also make a strength saving throw. On a failed save it takes 2d6 bludgeoning damage and 2d6 cold damage, and is pushed 15 feet away from the center of the spell. On a successful save a creature takes half as much damage and isn't pushed.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. If not cleared and not in an area of extreme cold, it melts after 1 hour. In an area of extreme heat, the rough terrain instead melts after 10 minutes.

(Cleric, Druid, Sorcerer, Warlock)Suggestions to clean up the language are particularly welcome.

3th-level illusion

Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 minute.
Choose one creature within range, which must make a Wisdom saving throw or see the environment around itself shift constantly.

On a failed save the creature sees the ground shift and twist around the creature, and the landscape seems to move on its own. Each time the creature attempts to move, it must make a DC 20 Survival (Wisdom) check or move at a 90 degree angle to where it intended to go (it has an equal chance to move in either direction). The creature does not realize it is moving in the wrong direction until it interacts with the environment, such as walking into a solid object or attempting to make an attack roll or cast a spell. The creature must make this check each time it attempts to move.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

(Druid, Ranger)Not limited by creature type the way Hold Person is, but the effect is weaker.

4th-level conjuration

Casting Time: 1 action
Range: 120 ft
Components: V, S, M (a quill)
Duration: Instantaneous
As an action, you grow and fire a host of quills, which embed themselves in those around you. Each creature within 15 feet must make a Dexterity saving throw, taking 1d8 piercing damage on a failed save, or half as much damage on a success. For each size category above tiny, a creature takes an additional 1d8 damage from the quills.

(Druid)Not sure about the balance on this.

1st-level conjuration

Casting Time: 1 action
Range: self
Components: S,M (a mote of sand)
Duration: Instantaneous
You blast out a surge of heated sand from your fingertips. Each creature in a 15-foot cone must succeed on a Dexterity saving throw, taking 1d4 slashing damage on a failed save or half as much on a success. Each creature to fail the saving throw is also blinded until the start of your next turn.

(Druid)I consider the druid to be the main control caster, so I figured a non-concentration control spell would be good. Damage prevents stacking it with some other spells more than it helps defeat enemies, and it can't last more than one turn, so I think it works as a 1st level spell. Blindness/Deafness doesn't have to be cast each turn to work.

3rd-level enchantment

Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a tear)
Duration: Concentration, up to 1 minute.
A 25 foot radius sphere of dread erupts in a 25 foot sphere from a point within range. All creatures within the sphere except constructs and undead have disadvantage on Intelligence, Wisdom, and Charisma saving throws as sorrow and grief assault their minds. When the spell ends or a creature leaves the radius the effect lasts until the end of the turn.

(Warlock)Lets the warlock synergize with other control options a bit better. Buff allies for a bit, and then your other spell as well.