Metabots Manual of Magical Maneuvers - old

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Warlock

Cantrips
  • Eldritch Blade
1st Level
  • Festering Strike
  • Jaunt
  • Wrought Wound
  • Evard's Lashing Tongue
  • Dark Pounce
  • Illusory Feint
  • Far Reach
  • Versharoon's Shadow Spikes
2nd Level
  • Blood Barrier
  • Windward Blade
  • Claws of Velsharoon
  • Dark Javelin
  • Sinister Blade
  • Dissociative Strike
3rd Level
  • Ghostly Dirk
  • Nystal's Crystal Dagger
  • Larloch's Hungering Blade
  • Projected Attack
  • Wrath of the Storm King
  • Arcane Joust
  • Meteor Drop
4th Level
  • Umbral Assault
  • Shadow Step
  • Otiluke's Acidwrought Glaive
  • Fangs of the Storm Serpent
  • Sacrificial Dagger
  • Iron Spike of Dis
5th Level
  • Acheron's Maelstrom
  • Rimestrike
  • Maul of the Mountain King
  • Gravity Pool
  • Psi Blade
  • Shade Splice
6th Level
  • Aganazzar's Fiery Boomerang
  • Afterimage Strike
7th Level
  • Weaver's Needle
  • Titan's Impact
8th Level
  • Karsus' Rift Slicer
  • Agnanazaar's Instant Battalion
9th Level
  • Blade Form
  • Kyuss' Sinew Bow
  • Dark Tempest

Wizard spells

1st Level
  • Jaunt
  • Illusory Feint
2nd Level
  • Windward Blade
  • Dissociative Strike
3rd Level
  • Nystal's Crystal Dagger
  • Projected Attack
  • Wrath of the Storm King
  • Arcane Joust
4th Level
  • Otiluke's Acidwrought Glaive
  • Fangs of the Storm Serpent
5th Level
  • Rimestrike
  • Maul of the Mountain King
  • Gravity Pool
  • Psi Blade
6th Level
  • Aganazzar's Fiery Boomerang
  • Afterimage Strike
7th Level
  • Weaver's Needle
  • Titan's Impact
8th Level
  • Agnanazaar's Instant Battalion
9th Level
  • Blade Form

Sorcerer spells

1st Level
  • Jaunt
2nd Level
  • Windward Blade
  • Dissociative Strike
3rd Level
  • Projected Attack
  • Wrath of the Storm King
  • Arcane Joust
4th Level
  • Otiluke's Acidwrought Glaive
  • Fangs of the Storm Serpent
5th Level
  • Rimestrike
  • Maul of the Mountain King
  • Gravity Pool
  • Psi Blade
6th Level
  • Aganazzar's Fiery Boomerang
  • Afterimage Strike
7th Level
  • Weaver's Needle
  • Titan's Impact
8th Level
  • Agnanazaar's Instant Battalion
9th Level
  • Blade Form

Paladin spells

1st Level
  • Jaunt
2nd Level
  • Dissociative Strike
3rd Level
  • Projected Attack
  • Arcane Joust

Level 1 spells

Wrought Wound

1st-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Concentration, up to a minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects. Roll 5d8. If the creature's remaining hit points are less than this roll, the wound is magically enhanced. As long as you remain concentrating on this spell, that creature takes 1d8 psychic damage at the end of its turns. This effect ends immediately if the creature receives magical healing.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the effect ends when the creature receives magical healing cast at a level equal to or higher than that used to cast Wrought Wound. In addition, roll an additional 1d8 for each slot level above 1st.

Jaunt

1st-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Instantaneous

You move in a flash of movement, appearing to have teleported to the untrained eye. Move up to 15 feet with opportunity attacks made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and is pushed away the same distance.

If the creature is pushed into place already occupied by an object or a creature, the target takes an additional 1d6 bludgeoning damage and stops.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the distance you move increases by 15 feet for each spell level above 1st.

Far Reach

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M
  • Duration: instantaneous

Numerous octarine tentacles spring from your hand towards a target within range. Upon impact, they attempt to close the distance between you and your target.

Make a ranged spell attack. On a hit a Large or smaller target is pulled up to 25 feet in a straight line toward you.

If the attack misses, the target is huge or larger, or if you intentionally aim at terrain, you move 25 feet in a straight line towards your target.

Dark Pounce

1st-level transmutation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 round

The first time before the end of your next turn you make a running jump, you instead teleport to your landing location. If this jump would take you into a large or smaller creature's space, that creature must make a Strength saving throw. On a failure, the creature is pushed 5 feet back and falls prone and you land in its location. If it fails the saving throw by 5 or more, the creature is also grappled. On a success, you appear within 5 feet of your landing location.

At Higher Levels. When you cast this spell using a 3rd-level slot or higher, you can cast it with a bonus action.

Lashing Bind

1st-level evocation


  • Casting Time: action
  • Range: 20 feet
  • Components: V, S, M
  • Duration: Concentration, up to one minute

Make a melee spell attack at a creature in range, dealing 3d6 slashing damage on a hit. Until the spell ends, the creature must make a Strength saving throw the first time each round that it tries to move away from you. On a fail, its speed is reduced to zero. Additionally, you can cast touch spells targeting the creature without being within 5 feet.

The spell ends when the creature moves out of the range of your spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.

Illusory feint

1st-level illusion


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: concentration, up to a minute

Once a turn you can conjure a fleeting Illusion of an attack or movement; a feint.

You can use your bonus action to gain advantage on one attack each turn. Alternatively, you can use your bonus action to make a fake attack (dealing no damage on a hit), or withdraw to provoke an opportunity attack when you haven't (their attack is made at disadvantage).

After a creature is affected by this spell, they make an Intelligence (Investigation) check against your spell save DC to discern the Illusion (no action required). If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. The spell no longer has any effect on the creature.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind sight, or if it can perceive Illusions as false, as with true sight.

Festering Strike

1st-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (a weapon)
  • Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, a swarm of insects crawl into the wound, and inject eggs into the exposed flesh. The target must make a Constitution saving throws at the end of each its turns, ending on a success. When this effect ends, the creature takes 2d8 necrotic damage for each failed save.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d8 for each spell level above 1st.

Velsharoon's Shadow Spines

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M (a lizard scale)
  • Duration: concentration, up to a minute

Your hand becomes covered in chitinous scales, and extrudes thin jet-black spines. For a bonus action on each of your turns, you can make a ranged spell attack and throw out 1d8 of these spines. These spines impact simultaneously and do 1 piercing damage on a hit each.

At Higher Levels. When you cast this spell using a spell slot 2nd or higher, the damage increases by 1d6 for each spell level above 1st. When you cast this spell using a 5th-level slot or higher, it is no longer concentration.

Afterimage Double

1st-level conjuration


  • Casting Time: 1 reaction, which you take after you land an attack.
  • Range: 5 ft.
  • Components: V, M (one weapon)
  • Duration: instantaneous

An silvery image of you appears and repeats the movements of a blow you landed but a moment before. Make a melee spell attack against a creature within range, dealing your weapon damage plus your spellcasting ability modifier on a hit. You use the triggering attack's roll instead of rolling for the attack.

Feral Rage

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M
  • Duration: Concentration, up to a minute.

You choose one beast within range. The target must succeed on a Wisdom saving throw or turn feral. It gains advantage on Strength Checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and gains a +2 bonus to the damage rolls. Each turn, the target of the spell moves towards the creature closest to it, and uses whichever action deals the most immediate damage. If it has no damage dealing actions, it tries to grapple or shove that creature.

You can choose to grant an allied beast the same benefit, with no limitations towards its behavior.

Flower Flurry

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 ft.
  • Components: V, S, M
  • Duration: Concentration, up to an hour.

You conjure up a three picturesque bladed flowers in the spaces between your fingers. When you cast the spell, and as a bonus action on a subsequent turn, you can hurl one, which hits a creature within range. That creature takes 1d4+1 damage.

At Higher Levels. When you cast this spell using a spell slot 2nd or higher, the damage increases by 1d4 for each spell level above 1st.

Brisk Strike

1st-level transmutation

  • Casting Time: 1 reaction, when you start your turn
  • Range: self
  • Components: V, M (two light melee weapons)
  • Duration: Concentration, up to a minute.

As part of casting this spell, you can unsheathe two light melee weapons. These blades become wreathed in a sharp wind, which extend beyond the end of the blade. The damage die for these weapons become 1d10.

At Higher Levels. When you cast this spell using a spell slot 2nd or higher, the attacks you make with those weapons gain a reach of 10 feet.

Evard's Grasping Tendrils

1st-level transmutation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M
  • Duration: Concentration, up to a minute

The creature must succeed on a Dexterity saving throw or small tendrils wrap around the creature's feet or lower limbs and its speed drops to zero. At the start of its next turn, attacks against the creature are made at advantage. At the start of the following turn, the creature is restrained.

A creature effected by the tendrils can use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends.

Level 2 spells

Windward Blade

2nd-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, M (any bladed weapon)
  • Duration: 1 round

You imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. A creature within range must make a Dexterity saving throw. On a failure it is suspended several inches off the floor. Until the end of its next turn it can't take reactions and is restrained. The spell ends early if the target is hit with an attack.

As a bonus action you can make a melee spell attack against the same target if you are within 5 feet of it, dealing 4d6 damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 2d6 damage for each slot level above second.

Dissociative Strike

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (any weapon)
  • Duration: Instantaneous

The next time you make a melee weapon attack you can instead swing into the air in front of you and project the attack forward.

Each creature within a 5-foot-wide 30-foot-long line, emanating from you, must make a Dexterity saving throw starting from the creature closest to you. The first creature that fails takes 2d10 force damage and the damage of your attack as if you had hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above second.

Claws of Velsharoon

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a sliver of bone held in each hand)
  • Duration: Concentration, up to a minute.

You crush the bones in each hand and your arms swell, permeated with dark veins with sharp bones jutting out from your fists. You make a series of 3 melee spell attacks at a creature within range. At the end of your turn the creature takes 1d8 piercing damage for each hit.

You can use your action to expend one of your hit die to repeat these attacks on a consecutive turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of attacks you make increases by one for each slot level above second.

Dark Javelin

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (a quiver)
  • Duration: Concentration, up to 10 minutes.

You summon 3 barbed harpoons, constructed from intricate black steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 2d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them.

A creature's speed is reduced by 20 if a harpoon is lodged in them. The target can use its action to pull any number of harpoons out, taking an additional 1d6 necrotic damage for each harpoon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second.

Sinister Blade

2nd-level enchantment


  • Casting Time: 1 reaction
  • Range: 15 feet
  • Components: S, M (any weapon)
  • Duration: Concentration, up to a minute

As a reaction to a hostile creature coming into range, or a creature in range becoming hostile, you unsheathe part of your blade. You imbue this simple implication with a magically binding threat. That creature can choose to end its turn immediately and be charmed by you and your allies until the spell ends or until you or your companions do something harmful to it.

If it isn't charmed, it must make a Wisdom saving throw. On a failed save, the creature is frightened of you and you have advantage on melee attack rolls against it. 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 5th level or higher, the spell does not require concentration.

Blood Barrier

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self (15 foot cube)
  • Components: V, S
  • Duration: Up to a minute.

You sacrifice some of your life essence and evoke a shimmering sanguine shield. Roll 2d12. Your maximum hit points and current hit points are reduced by up to this number (you choose). You gain a barrier that has hit points equal to this number. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. Additionally, a tide of crimson blood streaks outwards, transfixing creatures in your proximity. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d12 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional d12 for each slot level above second.

Summon Hive

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M (honeycomb)
  • Duration: Instananeous

You summon a bee hive out of thin air at a location within range, which falls and releases a torrent of bees that spread out in 10 foot radius sphere. When a creature starts its turn in the spell's area, that creature must make a Dexterity saving throw. The creature takes 6d4 poison damage on a failed save, or half as much damage on a successful one.

Unless surprised, a creature can swat away at the bees to have advantage on the saving throw at the start of its turn. If the creature does so attacks against it are at advantage.

Stun seed

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: touch
  • Components: V, S
  • Duration: instantaneous

You touch one nut and infuse it with crackling energy. As part of the bonus action used to cast the spell, you can make a ranged attack with one of the nuts by by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 2d8 + your spellcasting ability modifier. Regardless if the nut hit or miss, the nut explodes and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage and be pushed 5 feet back from origin of the explosion. If the target fails, it is stunned until the beginning of its next turn.

Ether Vault

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: up to a minute.

Ethereal light emanates from limbs and you are granted some control of your body while airborne. Opportunity attacks provoked by your movement are at disadvantage and you have advantage on Dexterity (Acrobatics) checks.

Once before the spell ends, you can make an maneuver that allows you to jump, run, or slide a total of 30 feet (no action required). You can make attacks during this movement, which do not provoke opportunity attacks. Any attacks you make are at advantage.

At the end of this movement, the spell ends, and if you were in the air you land back on the ground in an unoccupied space within 15 feet.

Level 3 spells

Wrath of the Storm King

3rd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a weapon)
  • Duration: Concentration, Up to one minute

You enchant your weapon with the booming energy of the thunder demiplane, and heave a mighty swing at a creature within range. Until the spell ends, you can use your action to make a melee spell attack at the creature, dealing 5d6 thunder damage on a hit.

On a hit you can use your bonus action to transfer the enchantment onto the target, ending the spell. The creature must make a Dexterity saving throw or be propelled backwards to a location you choose within 15 feet. Each creature within 10 feet of the target area must make a Dexterity saving throw or take 5d6 thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attacks increases by 2d6 for each slot level above the third. The damage of the final attack also increases by 2d6.

Projected Attack

3rd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (any weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell's range. Depending on the damage the weapon deals, the spell has a different effect (you choose if the damage isn't one of the following)

  • Slashing. A crescent of energy races from the attack, and each creature in a 30-foot cone (oriented as you choose) in the direction of the target must make a Dexterity saving throw.
  • Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line must make a Dexterity saving throw.
  • Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

On a failed save, creatures take 2d12 radiant damage, are pushed back 10 feet from the target of your attack, and fall prone. A creature that is hit with your attack automatically has disadvantage on the save, and on fail is pushed back 10 feet from you instead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third.

Ghostly Dirk

3rd-level evocation


  • Casting Time: 1 action
  • Range: 50 feet.
  • Components: V
  • Duration: Instantaneous

Choose one creature that can see you within range. You teleport within 5 feet of that creature, and make a melee spell attack, dealing 5d10 psychic damage on a hit. Regardless of a hit or miss, the target must succeed on a Wisdom Saving throw or be frightened until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the spell doubles for each slot level above the third.

Nystal's Crystal Dagger

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet.
  • Components: V, M (a small stone)
  • Duration: Instantaneous

You conjure a splendid shard of light and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d10 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of level 2 or lower.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. You can regain a spell slot below the spell slot used to cast it.

Arcane Joust

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: instantaneous

You take a step back before flashing forward with a blur of speed. All creatures in a 30 feet long and 5 feet wide area emanating from you in a direction you choose must make a Dexterity saving throw. On a fail, they take 3d10 piercing damage, or half as much damage on a success.

Teleport to a location within 5 feet of the creature farthest from you effected by the spell. Make an melee attack roll against the target dealing an additional 3d10 piercing damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attack increases by 1d10 for each slot level above the third. The damage of the area of effect also increases by 1d10.

Larloch's Hungering Blade

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (an empty sheath)
  • Duration: Concentration, Up to one minute

You make a silent oath against one creature within 5 feet and draw out a black spectral katana from your sheath. Make a melee spell attack with advantage against that creature within your reach. On a hit, the target takes 3d10 necrotic damage, and you gain temporary hit points equal to half the amount of damage dealt. Until you miss on the attack, you can make the Attack again on each of your turns as an action against the same target.

While you have the sword out, you cannot cast any other spells or attack with anything other than your blade. You can sheath your sword if you reduce the creature to zero hit points, ending this effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third.

Meteor Drop

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (two rocks)
  • Duration: instantaneous

You leap 10 feet into the air and slam down in an unoccupied location within range. You don't provoke opportunity attacks with this movement, and you can't use this spell if there isn't at least 10 feet of open space directly above you. Creatures within 10 feet of the target location must make a Dexterity saving throw or take 4d10 force damage and be pushed 10 feet away from you.

A creature you are grappling when you cast this spell travels with you, makes the saving throw at disadvantage and is incapacitated until the end of its next turn on a failure.

If you cast this spell while airborne, the radius of the area of effect increases by 5 feet for each 10 feet you are above your target location, up to a maximum of 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. At 5th level creatures who fail the saving throw are also knocked prone.

Splinterburst

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 ft.
  • Components: V, S
  • Duration: instantaneous

You energize a section of living material and cause it to explode outwards launching splintering shrapnel. Pick one of the following options when you cast the spell:

  • You can gesture towards a 5 foot by 5 foot section of wall or flooring, or a nonmagical wooden object, which is destroyed. Each creature within 20 feet of the target must make a dexterity saving throw. A creature standing next to the section of wood, or holding the object makes the save at disadvantage.
  • As part of the action used to cast this spell, you lob a pinecone at a location within range. Each creature within 20 feet of the target must make a Dexterity saving throw.

A creature takes 6d6 piercing damage on a failed Dexterity save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you can also target a creature. The radius of the area of effect increases to 40 feet. If you target a plant creature or creature comprised of wood, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it is destroyed.

Bestial Brand

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M
  • Duration: Concentration, up to an hour.

You touch a weakened foe at least one size larger than you and bind it to your will as a mount. Roll 5d8. If the creature's remaining hit points are less than this roll, you can clambor onto the creature as part of the action used to cast the spell. As long as you keep one hand on the mount and its hit points are below your roll, it is charmed by you and you can control the creature as your mount which accepts you as a rider.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

This spell has no effect on a creature with intelligence higher than 5.

Level 4 spells

Umbral Assault

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet.
  • Components: V, M (any weapon)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you seperate your shadow from your body. You can expend movement to move your shadow to a location within range and make up to 3 melee spell attacks. These attacks target one creature within 5 feet of the shadow, dealing 4d6 necrotic damage on a hit. If you reduce a creature to 0 hit points their body is hidden in magical darkness until dispelled.

Your shadow does not provoke opportunity attacks and can pass through small holes, narrow openings, and even mere cracks, though you must remain within 5 feet of a solid surface at any time. Your shadow is silent, and invisible in darkness.

The spell ends once your shadow makes its 3 attacks or takes any damage. While you are concentrating on this spell, you see through your shadow, which has magical darkvision and you are blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the shadow makes an additional attack for each slot level above the fourth.

Acidwrought Glaive

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, M (any weapon)
  • Duration: Concentration, up to one minute

You slam your hands into the ground, and draw out a demonic emerald blade. The weapon is similar in size and shape as a Glaive, which lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus Action.

You can use your action to make a melee spell attack at a creature in range, dealing 3d6 acid damage on a hit. On a hit, choose another creature within 5 feet of the original target and within range. They must succeed on a Dexterity saving throw or take 2d6 acid damage.

Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d6 damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above the third.

Fangs of the Storm Serpent

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: self.
  • Components: V, M (two light weapons)
  • Duration: Concentration, up to one minute

Electricity pulses out from your hands and envelopes your blades in bright yellow sparking energy. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of attacks using these weapons, which deal an additional 2d10 damage lightning damage the first time you hit with either weapon each turn.

Additionally, a magical connection is forged between each weapon and the hand that holds it. After using an action or bonus action to make an attack with one of these weapons, you can teleport the blade back into your hand or teleport up to 30 feet to where the blade struck.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack increases by 1d10 for each slot level above the fourth.

Shadow step

4th-level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

Choose a spell that you can cast that is of a level lower than what was used to cast this spell, that targets only one creature, and doesn’t have a range of self. The next time you are targeted by a melee attack, the attack automatically misses.

Regardless on a success or fail, you teleport to a location within line of sight of that creature and within range of that spell. You cast that spell at the lowest level it can be cast, without expending a Spell Slot, targeting the triggering creature. If that spell requires an attack roll, you have advantage on the first attack.

Sacrificial Dagger

4th-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any bladed weapon)
  • Duration: Instantaneous

You imbue a blade with a sacrificial curse and plunge it into an enemy. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit. If it hits, every creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, a ghostly specter appears within 5 feet of that creature and stabs them as well, dealing 4d12 psychic damage.

Alternatively, you can stab yourself with the blade, which automatically hits and causes creatures within 30 feet of you to make the save at disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the area of effect increases by 1d12 for each slot level above the third

Spike of Dis

4th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: instantons

You imbue your weapon with the curse of Dis's kiss and make an overhead strike with it. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit.

On a hit or a miss, you can use your bonus action to summon thin barbed spikes that rupture from the 5-foot square attacked. The creature must succeed on a Dexterity saving throw or take 2d12 piercing damage and be restrained. The creature can use its action to free itself.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack and area of effect increases by 1d12 for each slot level above the third.

Haunt

4rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 10 ft.
  • Components: V, S
  • Duration: concentration, up to an hour.

You mark an creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target's line of sight. On a subsequent turn, you can use your bonus action to teleport within 30 feet of the target as long as the location isn't in the target's line of sight. This teleportation only works if you and the creature are on the same plane.

level 5 spells

Acheron's Maelstrom

5th-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any bladed weapon)
  • Duration: instantaneous

Your weapon starts to glisten with black blood, and you use it to make 20 strikes at a target within range. You learn the target's AC. Subtract the target's AC from 20 + your spell attack modifier and record that value. The target takes 2d4 necrotic damage, plus an additional number of d4s to the damage roll equal to the value recorded.

Rimestrike

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, M (an empty two-handed hilt)
  • Duration: Concentration, up to one minute

You evoke the chill of the demiplane of ice blade in your hilt. The blade that extrudes from it is similar in size and shape to a greatsword, and it lasts for the Duration.

You can use your action to make a melee spell attack at creature within 5 feet with your icy blade, dealing 4d6 cold damage on a hit. If you miss or aim at the area in front of you, you cause ice to splay outwards. Each creature in a 15 feet long 5 feet wide line emanating from you must succeed on a Dexterity saving throw or take 4d6 cold damage.

On a hit you can choose to leave the blade stuck into the enemy as it freezes over. The creature takes an additional 4d6 cold damage and must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Maul of the Mountain King

5th-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, M (any weapon)
  • Duration: one round

You slam your weapon into the ground, releasing a torrent of energy at a location within range. Creatures within a 5 by 5 cube at the target location must make a Dexterity saving throw or take 4d10 thunder damage and be flung 20 feet into the air. On a success they take half damage and aren't flung.

Each creature within a 15 feet wide line emanating from you towards the target location must make a Dexterity saving throw. On a failure they take 2d10 bludgeoning damage and fall prone. On a success they take half damage and don't fall prone.

Gravity pool

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute.

A low thrumming comes from your feet as gravity condenses around you. When you cast the spell, and as a bonus action on each subsequent turn, you may target a creature within range. It must succeed a Strength saving throw or fall prone and have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution until the end of its next turn.

All creatures within 10 feet of you when this spell is cast must also attempt the same save, as do any creatures that enter within 10 feet of you on their following turns. Creature who fail the save fall prone. Creatures other than you in the area of effect have disadvantage on Strength and Dexterity based skill checks, and treat the area as difficult terrain.

Psi Blade

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: one round

You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. When you cast this spell, you make 3 melee spell attacks at creatures within range. You treat your target as having AC of 10+their Dexterity modifier. On a hit you deal 2d8 psychic damage.

If at least two of your attacks hit, the creature must make a Constitution saving throw or be incapacitated until the end of their next turn. If three hit, the creature is stunned for the same duration.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you make an additional attack for each slot level above 5th.

Shade Splice

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: one round

You summon a sliver of shadow essence from the shadowfell and exchange part of your soul with it, gaining the ability to manifest 3 shades. Shades are invulnerable to damage, but can interact physically with the world and have your stats. Each shade moves up to 30 feet and can touch a creature within 5 feet of them. Make a melee spell attack, dealing 3d10 necrotic damage on a hit.

Each shade has a reaction, which it can use to repeat its attack as an opportunity attack. At the beginning of your next turn, you can teleport to the location of one of your shades.

Spectral Stampede

5th-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M (honeycomb)
  • Duration: Concentration, up to a minute.

A stampede of spectral wildlife charges forth in a line 30 feet long and 15 feet wide emanating from you in a direction you choose. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 8d6 psychic damage or half as much damage on a successful one. A creature has disadvantage on the save if it is prone.

A hostile creature treats the area of the spell as difficult terrain. Hostile creatures in the area of effect can't take reactions and attacks against them are at advantage.

Level 6

Aganazzar's Fiery Boomerang

6th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet.
  • Components: V, M (any bladed weapon)
  • Duration: Concentration, up to one minute

A weapon you are holding levitates, starts to spin at incredible speeds and ignites with a hellish blue flame. When you cast the spell and as a bonus action on your subsequent turns, the weapon moves up to 30 feet and then causes one of the following effects with it:

Direct. All creatures in a line 5 feet wide and length equal to the distance moved must make a Dexterity saving throw or take 4d10 fire damage.

Deflecting Stance. The spinning weapon interposes itself between you and a creature of your choice until you give the weapon a different command. The weapon moves to stay between you and the target, providing you with half cover against the target. The target can attempt to move through the Boomerang, but must succeed on a Dexterity saving throw or take 4d10 fire damage, be pushed 5 feet back and land prone.

Spin. The weapon spins more vigorously and lets out gouts of spiraling flame. Creatures within 15 feet of the weapon, must make a Dexterity saving throw or take 4d10 fire damage.

Afterimage Strike

6th-level Illusion


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Concentration, up to a minute

Until the spell ends, as a reaction to being targeted by an attack, you can make that take to be made at disadvantage. On a miss, you teleport 5 feet and can make a melee attack against a creature within 5 feet of you after your teleport. If you attack the creature was the one that triggered the spell, your attack is at advantage.

Level 7

Dimensional Binding

7th-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, M (any weapon)
  • Duration: Concentration, up to a minute

You summon a thin flanged needle with a trailing evanescent thread. While you are holding this weapon, you can use a bonus action to teleport back to the location you were when you cast the spell.

When you cast the spell, or as an action on a subsequent turn you can stab the needle into a creature within 5 feet of you. Make a melee spell attack at the target, dealing 6d12 psychic damage on a hit.

On a hit, you can fix a target to that location. You leave the weapon in them, and at the end of each of the target's turns, it must make a Wisdom saving throw or be teleported back to this location.

Titan's Impact

7th-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: One minute.

You imbue your weapon with the calling of the Titans. Make a melee spell attack against a creature within range, dealing 8d6 bludgeoning damage on a hit. On a hit, the creature is thrown in an arc 20 feet high and 40 feet back.

You can repeat this attack on a subsequent turn using your action.

On a miss, or if you chose to stab your weapon into the ground, a titanic version of your weapon materializes in the sky. At the start of your next turn, it crashes downward. Creatures in an 15ft by 15ft area in front of you must succeed on a Dexterity saving throw or take 8d6 bludgeoning damage, and the spell ends.

Level 8

Karsus's Rift Slicer

8rd-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, M (any bladed weapon)
  • Duration: Concentration, up to a minute

You slide two fingers across the blade of your weapon, tinting the edge with a purple hue and magically sharpening it to cut through realities. You spend your next contiguous 20 feet of movement making a long gash through the space you moved through. Make a melee spell attack at each creature you passed within 5 feet of, dealing 3d6 necrotic damage on a hit. At the end of your turn, the gash becomes a rift into the negative plane.

Creatures who are within 5 feet of the rift when it opens must succeed on a Strength saving throw or be pulled into its area. When a creature enters the rift's area for the first time on a turn, it must make a Strength saving throw, or take 10d6 necrotic damage and are restrained. A creature restrained by the rift can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

A creature within 5 feet of the rift can take an action to pull a creature out of the rift. Doing so requires a successful Strength check against your spell save DC, and the creature making the attempt takes 3d6 necrotic damage.

Agnanazzar's Instant Battalion

8th-level necromancy


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: S, M (any weapon)
  • Duration: Concentration, up to one hour.

You call forth the spectral warriors of past to fight for your stead. At the start of each turn, 8 spectral humanoids appear, each in an unoccupied space 5ft by 5ft space adjacent to you. As a bonus action, you can mentally command them, directing each one to move to a location within range. After moving to a location, you can choose for it to make a melee attack against a target within 5 feet of it using your spell attack modifier. On a hit, it deals 2d8 necrotic damage and disappears.

These ethereal humanoids have the same ability scores as you, and they disappear when they fail a saving throw, are attacked, or are beyond the radius of this spell. You can only have a maximum of 8 at a time. When one hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Level 9

Bladeform

9th-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Concentration

As part of the action casting this spell, you cast a spell using a spell slot level 5th or lower that damages on a failed save. You sculpt the dissipating energies of the spell to craft a blade for yourself.

On an action on a subsequent turn, you can target a creature within 5 feet of you. The creature must make a Dexterity saving throw. On a failure it suffers the same effect as failing the saving throw of the triggering spell.

Kyuss' Sinew Bow

9th-level necromancy


  • Casting Time: 1 action
  • Range: self
  • Components: V, M (a worm)
  • Duration: 24 hours.

You grant a worm Kyuss' curse, and allow it to burrow into your arm. Your bow arm explodes outwards rearranging muscle, bone, and sinew into a longbow. Drawing your other hand near the bow causes a thin bone arrow fletched with cartilage to extrude from your wrist. You can accelerate arrows by flexing muscles in your new arm. You are considered proficient in this bow, and can use your spellcasting modifier on attack and damage rolls.

You attack 4 times, instead of once, when you take the Attack action on your turn and attack with this weapon. Each attack with this bow deals 10+2d10 necrotic damage on a hit.

Upon exiting combat, your arm rearranges back into its normal form, with hairline cracks where the skin reconnects. You can now undergo the same transformation at will using a bonus action.

Dark Tempest

9th-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, M (a thorn)
  • Duration: 1 minute

You hurl shards of shadow at nearby enemies. When you cast this spell, and as a bonus action on a subsequent turn, you make a ranged attack roll at each creature you choose within range. On a hit, you deal 8d10 necrotic damage and if the target was within 5 feet of you, they are pushed back 15 feet. When a creature enters the range of this spell for the first time, they are also subject to this attack.

If you are holding a weapon that does a damage type that isn't bludgeoning, piercing, slashing, or necrotic, the damage this spell deals is instead that type.

Eldritch Blade

evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Until dispelled.

You create a weapon in your empty hand, which takes on the form of any melee weapon. When you cast this spell, and as an action on your subsequent turns, you can make a melee spell attack with this weapon against a target within 5 feet. On a hit, you deal 1d8 force damage and the target has disadvantage on its attacks against you before the end of its next turn.

The weapon can take on the form of any melee weapon. Warlocks of patrons who are associated with a particular weapon make this spell’s effect resemble that weapon. You can use this weapon as a spellcasting focus for your warlock spells and your spell attack modifier for attack rolls with this weapon.

This spell ends if your eldritch blade is more than 5 feet away from you for 1 minute or more. It also ends if you cast this spell again, if you dismiss the weapon (no action required), or if you die.

The spell’s damage increases by 1d8 when your warlock level reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Eldritch Invocations:

  • Sundering Blade. On a hit with your Eldritch Blade, your next attack against the target before the end of your next turn is at advantage.

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