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2021-08-26, 10:44 PM (ISO 8601)
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- Oct 2017
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Touch Spells for Close Range Casters
this page on the homebrewery
I've written up some combat spells with a range of touch. I'm working on a subclass that uses such spells, but there's very few that you would want to apply to a hostile creature.
For context, two of the spells listed here slow a target. Here's how I'm defining that:
It feels like a good combination with a touch spell, because it takes reactions away.Spoiler: Slowed ConditionAn slowed creature's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
Based of existing spells:
Spoiler: Antimagic Touch5th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of powdered iron or iron filings)
- Duration: Concentration, up to 1 minute.
On a failed save the creature becomes unable to cast spells, and the properties and powers of magic items held by the target are suppressed for the duration. The creature can repeat the saving throw at the end of each of its turns.
Magic Weapons. A magic weapon's properties and powers are suppressed if it is held or used by the creature. For example, a longsword, +1 acts as a nonmagical longsword while the creature is holding it.
Magical Creatures. A creature created by magic winks out of existence if it fails its initial saving throw. A creature with the antimagic susceptibility trait is affected as if by the dispel magic spell.
Spells. Any other active spell or other magical effect on the creature is suppressed for the duration of the spell.
(Artificer, Cleric, Sorcerer, Wizard)Based on Vampiric Touch, but THP with a very short duration.Spoiler: Leech VIgorNecromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
(Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard)
Weaker than heat metal, but it can target much easier.Spoiler: Fungal Infestation2nd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a mushroom cap)
- Duration: Concentration, up to 1 minute
As an action, the creature can make a Strength check against your spell save DC. On a success the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
(Druid, Ranger, Warlock)
Spoiler: Mind Shaking Touch2nd-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
(Bard, Cleric, Sorcerer, Warlock, Wizard)Both a knockoff of Hex/Hunter's Mark for other classes, and something that lets you out speed a target.Spoiler: Tying Brand3rd-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a bit of iron and a flame)
- Duration: Concentration, up to 1 hour.
While the creature remains branded, it takes 1d6 fire damage each time its takes damage from you and must spend an additional foot of movement for every foot of movement it moves away from you. The effect extends over any distance, though it can't extend to other planes of existence.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
(Artificer, Cleric, Ranger, Warlock)
Less damage and range than Ray of Frost for a stronger effect.Spoiler: Weighted TouchEnchantment cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 Round
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(Artificer, Cleric, Druid, Sorcerer)
Odd Spells:
Originally designed to buff Eldritch Knights, this spell also allows you to destroy materials with acid.Spoiler: Dissolving Hand2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 Round
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
(Artificer, Druid, Warlock, Wizard)
You can't see the target, but they also can't see anything else. Should be effective against melee creatures?Spoiler: Following Fog2nd-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
Teleporting to a different location, moving at least 25 feet in a single turn, or a wind of moderate or greater speed (at least 10 miles per hour) disperses the fog, which returns at the start of the target's next turn.
(Artificer, Druid)
Spoiler: Guarding Bubble4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
The ward has 25 hit points, and for the duration the ward takes 2d6 damage each time the target takes damage. The damage dealt to the target is reduced by the amount of damage the ward takes. The ward cannot reduce an attack's damage by more than the ward's remaining number of hit points. The ward cannot gain temporary hit points or regain hit points in any manner and disappears early if it is reduced to 0 hit points.
As an attack, a creature that can touch the target can make an Intelligence (Arcana) check against your spell save DC, reducing the hit points of the ward by 10 on a success. A dispel magic spell or similar magic removes the ward instantly.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the ward is created with an additional 10 hit points for each slot level above 4th.
(Cleric, Paladin, Sorcerer, Warlock, Wizard)I wrote marring bubble first, thinking of it a soft check on enemy damage, then figured an ally-friendly version made sense as well. The idea is that 2d6 damage is subtracted from outgoing (for marring) or incoming (for guarding) attacks, to a specified maximum. A bit like the abjurer wizard's ward, I guess, but weaker.Spoiler: Marring Bubble1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
The ward has 15 hit points, and for the duration the ward takes 2d6 damage each time the target hits with a weapon attack. The attack's damage is reduced by the amount of damage the ward takes. The ward cannot reduce an attack's damage by more than the ward's remaining number of hit points. The ward cannot gain temporary hit points or regain hit points in any manner and disappears early if it is reduced to 0 hit points.
As an attack, the target or a creature that can touch the target can make an Intelligence (Arcana) check against your spell save DC, reducing the hit points of the ward by 10 on a success. A dispel magic spell or similar magic removes the ward instantly.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward is created with an additional 10 hit points for each slot level above 1st.
(Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
I came up with this as a damaging divination spell. It is excluded from the wizard spell list because of how that plays with the School of Divination's Expert Divination feature.Spoiler: Open the Mind5th-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a hemp bud)
- Duration: Concentration, up to 1 minute.
At the start of each of its turns, the target must repeat the Intelligence saving throw. On a failed save the creature takes 3d6 psychic damage and is stunned until the start of its next turn. If the creature can hear the thoughts of more than 20 other creatures, the damage increased to 6d6. If the creature can hear the thoughts of fewer than 6 other creatures, it has advantage on its saving throw. If the creature does not hear the thoughts of any other creatures, it automatically succeeds on the saving throw.
(Artificer, Druid, Warlock)
Everything Else:
Spoiler: Agonizing Resonance4th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a glass ring)
- Duration: 1 minute.
(Bard, Cleric, Sorcerer, Warlock)Spoiler: Instant Choking7th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small bag of sand or dust)
- Duration: Concentration, up to 1 minute.
You reach out and touch a creature, which must make a Strength saving throw. Creatures that do not need to breath automatically succeed on the saving throw. On a failed save the creature begins choking immediately. As an action on its turn, the creature can repeat the saving throw, ending the effect on a success.
(Warlock)Instant Choking and Muzzle are relegated to the Warlock's Mystic Arcanum because I'm not sure how strong they are. Still like the concepts though.Spoiler: Muzzle6th-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a drop of maple syrup)
- Duration: Concentration, up to 1 minute
You choose a creature within range, which must make a Strength saving throw. On a failed save the target cannot speak or cast spells with verbal components for the duration. At the end of each of its turns, the target can repeat the saving throw. On a success, the spell ends.
(Warlock)
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2021-08-29, 11:14 AM (ISO 8601)
- Join Date
- Dec 2020
Re: Touch Spells for Close Range Casters
I really like these. I initially had some concern about the levels of the spells that inflicted the Slow condition but once I remembered that the "Slow" spell was an AoE that concern went away. I've been thinking about using a similar mechanic for a "Drown" spell which would do what people assume the "Create Water" in an enemies lungs would do. It's just been bouncing around in my head so I haven't come to any solid decision on balance yet but I'm thinking something like this:
Drown
4th level Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 minute.
You attempt to fill the lungs of a creature within reach. Make a melee spell attack against a creature you can touch. On a hit the target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
As an action on following turns, you can touch the target again, forcing them to make a Constitution saving throw. On a failure the target gains 1 level of exhaustion and takes 10 points of Necrotic(cold?) Damage.
As an action, the target can make a Constitution saving throw to expel the fluid from its lungs ending the spell. The target retains any levels of exhaustion.
If the spell lasts for the full duration and the target has not died of exhaustion, if the target has fewer than 20 HP they are reduced to 0 HP and must begin making death saving throws on their next turn.
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2021-08-30, 10:59 AM (ISO 8601)
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- Oct 2017
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Re: Touch Spells for Close Range Casters
The actual spell also has an extra effect that I didn't include in the condition, partially because I don't think it's very sporting and partially because monsters with similar abilities (ex: the Stone Golem and Copper Dragons) don't have it either.
Originally Posted by Slow
At first I though it was odd that you have to touch them again to cause exhaustion, but it might be needed for balance; exhaustion can get pretty nasty and doesn't scale with CR. If anything this should maybe be a higher level spell because of that.
I don't think you need to specify the target is still alive here; if they're dead they're dead anyway. Although it might also be simpler to say that the creature starts suffocating if the spell's full duration elapses? The rules for that are on page 183 of the PH.