Archived Races/Spells/Feats

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Races

Variant Dwarf

The following variant can apply to both mountain and hill Dwarves, and reflects those Dwarves that eschew traditional Dwarven hobbies for more niche ones.

Artisan’s Expertise. You gain proficiency with any artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses these artisan’s tools. This trait replaces the Tool Proficiency and Stonecunning traits.

Eladrin

The Eladrin are Elves that were born in the Feywild. Few Eladrin leave the Feywild, but even fewer Eladrin return.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Fey Weapon Training. You have proficiency with the shortsword, longsword, shortbow, and longbow.
  • Fey Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the plant growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Language. You can speak, read, and write Sylvan. Sylvan is the language of the fey. The language sounds like silken waterfalls and other trite metaphors.

Air Genasi


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
  • Mingle with the Wind. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Earth Genasi


  • Ability Score Increase. Your Strength score increases by 1.
  • Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
  • Earth Shape. You know the mold earth cantrip. Once you reach 3rd level, you can cast the earth tremor spell as a 1st-level spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the erupting earth spell as a 3rd-level spell once with this trait, requiring no material components, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Fire Genasi


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
  • Fire Resistance. You have resistance to fire damage.
  • Reach to the Blaze. You know the control flames cantrip. Once you reach 3rd level, you can cast the burning hands spell as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the scorching ray spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Acid Resistance. You have resistance to acid damage.
  • Amphibious. You can breathe air and water.
  • Swim. You have a swimming speed of 30 feet.
  • Call to the Wave. You know the shape water cantrip. Once you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Once you reach 5th level, you can cast the tidal wave spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Tiefling

Tieflings share certain racial traits as a result of their fiendish descent.


  • Ability Score Increase. Your Charisma score increases by 2.
  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your fiendish heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fiendish Resistance. You have resistance to fire damage.

There are three variants of Tieflings.

Infernal Tiefling


  • Ability Score Increase. Your Intelligence score increases by 1.
  • Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Hadean Tiefling


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Infernal Legacy. You know the frostbite cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the hold person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Abyssal Tiefling


  • Ability Score Increase. Your Constitution score increases by 1.
  • Infernal Legacy. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the chaos bolt spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Aasimar

Aasimar share certain racial traits as a result of their celestial descent.


  • Ability Score Increase. Your Charisma score increases by 2.
  • Age. Aasimar mature at the same rate as humans but live a few years longer.
  • Alignment. Imbued with angelic power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
  • Size. Aasimar are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Angelic Resistance. You have resistance to necrotic and radiant damage.

There are three variants of Aasimar.

Celestial Aasimar


  • Ability Score Increase. Your Strength score increases by 1.
  • Celestial Legacy. You know the light cantrip. When you reach 3rd level, you can cast the lesser restoration spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the daylight spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Elysian Aasimar


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Elysian Legacy. You know the guidance cantrip. When you reach 3rd level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the tongues spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Arborean Aasimar


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Arborean Legacy. You know the shillelagh cantrip. When you reach 3rd level, you can cast the locate animals or plants spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the speak to plants spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dragonborn


  • Ability Score Increase. Your Strength score increases by 1, your Constitution score increases by 1, and your Charisma score increases by 1.
  • Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
  • Alignment. Dragonborn have a preference for the alignment of their ancestor dragons. Most do not match the aligment of their ancestry, though.
  • Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
  • Keen Senses. You have proficiency in the Perception skill.
  • Breath Weapon. You can use your action to exhale destructive energy. Once you reach 6th level, you can use your breath weapon as a bonus action. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Once you reach 11th level, you can use your breath weapon twice between rests.
  • Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
  • Languages. You can speak, read, and write Common and Draconic.
Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Poison 15 ft. cone (Con. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Silver Elf

Silver elves have the following traits in common, in addition to the traits they share with other elves.


  • Ability Score Increase. Your Intelligence score increases by 2, your Wisdom score increases by 1, and your Desterity score is reduced by 2.
  • Silver Elf Magic. You know the mage hand cantrip. Once you reach 3rd level, you can cast the mind spike spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the detect thoughts spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
  • Telepathy. You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and able to see you.
  • Extra Languages. You can speak, read, and write Zartan and Silver Elvish.

Spells

Arthrart's Tag

7th-level divination (ritual) (wizard)


  • Casting time: 1 action
  • Range: Touch
  • Components: S, M (a diamond carved into an eye worth at least 1000 gp)
  • Duration: Until dispelled

You create an invisible sensor on the object you are touching. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you can designate whether a creature that touches the object telepathically knows that the spell has been applied to it. When you cast the Clairvoyance or Scrying spell, you can target the sensor as if you were in its space. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Elemental Beam

Evocation cantrip (druid/sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You emit a thin beam of energy from your fingers towards a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 acid, cold, fire, lightning, or thunder damage (your choice).

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8 and 17th level (4d8).

Fatal Attraction

5th-level evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a lodestone)
  • Duration: Instantaneous

You conjure an orb of lightning roughly a foot in diameter at a point in range. All creatures within 30 feet of it must make a Strength saving throw, with disadvantage if a target is wearing armor made of metal. On a failed save, a creature takes 4d12 lightning damage and is moved up to 20 feet towards the orb of lightning. On a successful save, it takes half as much damage and suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Lichdom

8th-level necromancy (wizard)


  • Casting time: 1 hour
  • Range: 5 feet
  • Components: V, S, M (10 gems worth at least 1,000 gp each, Quipper brain, Drakeroot, Frosted Morning Glory, Silphium seed, Hanging Orchid, and the first-born of the target, all of which must be consumed, an object that will become the phylactery)
  • Duration: Instantaneous
  • Target: A creature with an Int of 15 or higher within 5 feet

You combine the quipper brain and the plant matter into a potent poison. You give half of the poison to the lichdom target and half to the target's firstborn. You then place the gems on the target's eyes and teeth. The firstborn dies within a minute. The target must then make a DC 15 Charisma saving throw. On a success, they are transformed into a lich. On a failure, they die too.

Mind Blast

3rd-level enchantment (sorcerer/warlock/wizard)


  • Casting time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You unleash devastating psychic energy in a cone. Each creature other than yourself within range must make an Intelligence saving throw, taking 5d8 psychic damage upon a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Mind Block

2nd-level transmutation (sorcerer/wizard)


  • Casting time: 1 reaction, which you take when you fail an Intelligence, Wisdom, or Charisma saving throw
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You make a temporary ward in your mind. Until the start of the next turn, you have a +3 bonus to Intelligence, Wisdom, and Charisma saving throws, including against the triggering effect.

Psychic Dagger

Enchantment cantrip (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to injure the mind of a creature in range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. When this spell damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

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

Psychic Fire

3rd-level evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You send forward a sheet of flame, hitting all enemies within range. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it takes an additional 2d6 fire damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Psychic Flash

4th-level evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 30 feet -Components: V, S
  • Duration: 1 round

You unleash a blinding flash. Each creature that can see you within 30 feet of you must make a Constitution saving throw. A creature is blinded for the duration on failed save. If a creature fails the saving throw by 5 or more, it is stunned for the duration. If a creature fails the saving throw by 10 or more, it drops to 0 hit points.

Psychic Freeze

3rd-level evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause an icy wind to swirl around a single enemy within range. The creature must make a Constitution saving throw, taking 5d12 cold damage on a failed save, or half as much damage on a successful one. If the creature fails the saving throw by 5 or more, its speed is reduced to 0 and it becomes incapacitated until the start of your next turn.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Psychic Starstorm

6th-level evocation (sorcerer/wizard)


  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You cause myriad magic missiles to cascade on a point you specify. Each creature in a 30-foot-radius, 60-foot-high cylinder centered on a point within range is hit by 8 magic missiles (8d4 + 8 force damage).

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each target is hit by 1 more dart for each slot level above 6th.

Psychic Thunder

3rd-level evocation (sorcerer/wizard/druid)


  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create two lightning bolts and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each bolt. On a hit, the target takes lightning damage equal to 2d10 + your spellcasting modifier. If an attack is a critical hit, the target is paralyzed until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lightning bolt for every two slot levels above 3rd.

Spectral Blade

Evocation Cantrip (warlock)


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

A shimmering plane of force appears from your weapon and slashes at your target. Make a melee spell attack against the target. On a hit, the target takes 1d12 force damage.

The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

Sorcerous Blood Rite

5th-level necromancy (wizard)


  • Casting time: 1 hour
  • Range: Touch
  • Components: V, S, M (a pint of blood from a sorcerer, which the spell consumes)
  • Duration: Instantaneous

You imbue the blood taken from a sorcerer into the blood of an incapacitated or willing humanoid that you touch. If the target has any class levels, the target gains the magic initiate (sorcerer) feat. Otherwise, the target gains one level in the sorcerer class. The effects of this spell cannot be dispelled. Any offspring of the target that are conceived after the rite takes place benefit from the blood rite as well.

Time Glitch

4th-level transmutation (sorcerer, wizard)


  • Casting time: 1 reaction, which you take when a creature makes an attack roll, an ability check, or a saving throw within 60 feet of you
  • Range: 60 feet
  • Components: V, S, M (a dessicated butterfly wing)
  • Duration: Instantaneous

You temporarily rewind time to redo the previously made action. You can use this spell after the die is rolled, but before the outcome is determined. The die is immediately rerolled, and the new roll must be used. If multiple dice are rolled initially, all must be rerolled.

Time Jump

7th-level transmutation (sorcerer, wizard)


  • Casting time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a sealed platinum jar, worth at least 1000 gp)
  • Duration: Concentration, up to 1 minute

This spell transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, forward in time to a destination you select, up to 10 years per round. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

Touch of the Ages

2nd-level transmutation (sorcerer, wizard)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered talc)
  • Duration: Instantaneous

You drastically speed up the time flow around the object or creature you touch. If the creature is unwilling, you must make a melee spell attack to hit. The target becomes 1 minute older instantly. Any effects on the target that have a duration are shortened by 1 minute. When you cast this spell and hit the target, you must make a saving throw using your spellcasting ability. The DC equals 10 + this spell's level. On a failure, you instantly age half the time that the target did.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the target becomes older and effects are shortened by an amount of time equal to the following table.

Slot level Time
2nd 1 minute
3rd 10 minutes
4th 2 hours
5th 1 day
6th 2 weeks
7th 6 months
8th 10 years
9th 500 years

Glitterdust

3rd-level conjuration (bard/sorcerer/warlock/wizard)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (sand and phosphorus)
  • Duration: Concentration, up to 1 minute

A cloud of golden particles covers everyone and everything inside a 10-foot-radius sphere centered on a point within range. All creatures in the area are covered in a bright dust, and must make a Constitution save or be blinded. Attacks against affected creatures are made with advantage, and an affected creature or object can't be invisible.

A creature that is blinded by the glitter can make a Constitution saving throw as an action and at the end of each of its turns. The target has advantage on the saving throw if it uses its action. On a success, it is no longer blinded.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet for each slot level above 3rd.

Find (Greater) Companion

Conjuration 2 (4) (ranger)


  • Casting Time: 10 minutes
  • Range: 30 ft
  • Components: V, S, M (a morsel of food)
  • Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal companion, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the companion takes on a form of a beast that you choose that is no larger than Medium (Large) and that has a challenge rating of CR 1/4 (2) or lower. The companion has the statistics of the chosen form, though it is a fey instead of its normal type. Additionally, if your companion has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.


You have an instinctive bond with your companion that allows you to fight as a seamless unit. While you are within 5 feet of your companion, you can make any spell you cast that targets only you also target your companion.


When the companion drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your companion at any time as an action, causing it to disappear. In either case, casting this spell again summons the same companion, restored to its hit point maximum.


While your companion is within 1 mile of you, you can communicate with it telepathically.


You can't have more than one companion bonded by this spell at a time. As an action, you can release the companion from its bond at any time, causing it to disappear.

Destructive Resonance

Evocation 4


  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A low, dull hum spreads within a 30-foot-radius sphere centered on a point you choose within range. The hum spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature takes 10 thunder damage and must make a Constitution saving throw. On a failed save, the spell's damage is doubled next time the creature takes damage from it.

An object in the spell's area that isn't being worn or carried is destroyed after a minute of being in the spell's area.

Modified Spells

Icy Barrage

Conjuration 3


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons made of ice that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. On a failed save, a creature takes 6d8 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage and suffers no other effect.

Cordon of Ammo

Transmutation 2


  • Casting Time: 1 action
  • Range: 5 ft
  • Components: V, S, M (four or more arrows, bolts, or bullets)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition – arrows, bullets, or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage plus your spellcasting ability modifier. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.


When you cast this spell, you can designate any creatures you choose, and the spell ignores them.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Flame Shot

Transmutation 3


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a quiver or ammo box containing arrows, bullets, or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver or ammo box, the target takes an extra 2d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above the 3rd.

Hail of Thorns

Conjuration 1


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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d4 piercing damage on a failed save, or half as much damage on a successful one.


At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st (to a maximum of 11d4).

Lightning Shot

Transmutation 3


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 5d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.


Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.


The piece of ammunition or weapon then returns to its normal form.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Feats

Grappler

Prerequisite: Strength 13 or higher

You have developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on grapple checks if you use both hands to make the grapple check.
  • If you move at least 10 feet in a line before making a grapple check, you can choose to be knocked prone after the grapple check. If you do, and the grapple check succeeds, the creature grappled by you also becomes prone.
  • You can use a grappled creature one or more sizes smaller than you as a weapon. The creature is considered an improvised weapon. Whenever you deal damage with a creature this way, the creature takes the same amount of damage.
  • If you are grappling with two hands, you may use your attack to constrict the grappled creature, which deals bludgeoning damage equal to your Strength modifier.

Psionic

Prerequisite: Intelligence 13 or higher

You have learned to cast spells with your mind alone, learning techniques that grant you the following benefits:

  • Spells you cast require no verbal, somatic, or material components, unless the spell consumes the material components, in which case only the consumed material components are required.
  • You learn one cantrip that does damage. Choose the cantrip from the bard, sorcerer, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard or sorcerer; or Intelligence for wizard. This cantrip deals psychic damage instead of the normal damage type.
 

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