Revised Spells

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Revised Spells - Cantrips

Acid Splash

The spell deals 1d8 damage.

Blade Ward

The spell has a range of touch, able to be cast on allies.

Create Bonfire

The spell does does not require concentration, but it ends early if you cast it again.

Dancing Lights

The spell does not require concentration, but it ends early if you cast it again. You can create up to 5 lights at 5th level, 6 lights at 11th level, and 7 lights at 17th level.

Friends

The spell has a duration of up to 10 minutes.

Gust

The spell lets you push a medium or smaller creature up to 10ft or push a 10 pound object up to 10ft at 5th level, lets you push a large or smaller creature up to 10ft or push a 15 pound object up to 15ft at 11th level, and lets you knock prone or push a large or smaller creature up to 15ft or push a 15 pound object up to 20ft at 17th level.

Light

The spell sheds bright and dim light out to a 25-foot radius and dim light for an additional 25 feet at 5th level, 30-foot radius and dim light for an additional 30 feet at 11th level, and 35-foot radius and dim light for an additional 35 feet at 17th level.

Mage Hand

The spell's maximum carry weight increases to 15 lbs. at 5th level, 20 lbs. at 11th level, and 25 lbs. at 17th level.

Magic Stone

When you make a ranged attack with the stones the spell's damage is increased to 2d6 damage at 5th level, 3d6 damage at 11th level, and 4d6 damage at 17th level.

If you use an extra attack feature such as from Fighter, the damage remains at 1d6.

Mending

You can repair up to 1 and a half feet of damaged material at 5th level, up to 2 feet at 11th level, and up to 2 and a half feet at 17th level.

Mold Earth

You can affect an additional 5ft cube at 5th level, two additional 5ft cubes at 11th level, and three additional 5ft cubes at 17th level.

Poison Spray

The spell has a range of 15 feet.

Primal Savagery

The damage dealt is magical slashing damage with claws or piercing damage with teeth.

Resistance

The spell's bonus increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Shillelagh

The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

If you use an extra attack feature such as from Fighter, the damage remains at 1d8.

Toll the Dead

The base damage is a d6 and the damage increases to d10 if the creature is below half its hit point maximum.

Leveled Spells

Agnazaar’s Scorcher

The damage is increased to 4d8.

Barkskin

The spell does not require concentration and the target’s AC becomes 16, if its AC is not already higher from wearing armor. The creature can benefit from wearing a shield as normal.

Conjure Animals, Minor Elementals, and Woodland Beings

You can try to summon specific creatures, but the DM ultimately decides which creatures appear when you cast the spell.

Cordon of Arrows

Now deals 1d6 + your Wisdom modifier in damage.

Dragon's Breath

The damage increases to 3d8.

Earth Tremor

The damage is increased to 2d6.

Enervation

The spell does not end early if you lose line of sight of the creature, but you cannot damage a creature you cannot see.

Enhance Ability

The spell grants a bonus on the given checks equal to the caster’s spellcasting ability modifier (minimum +2).

Greater Restoration

The spell removes up to 3 levels of Exhaustion, or 1 level of Exhaustion and one of the other effects.

Healing Spirit

The spell ends early once it has healed a number of times equal to twice the caster’s spellcasting ability modifier (minimum twice).

Holy Weapon

The spell specifies it is creatures within 30ft of the weapon that are affected by the burst of light.

Mind Spike

The damage increases to 4d8.

Mordenkainen's Sword

The spell lasts 1 hour and does not require concentration. Instead of requiring your bonus action, the sword moves and attacks a creature at the start of your turn. You designate what creature it attacks when you cast the spell and can choose a different creature on each subsequent turn as a bonus action. If a creature is not designated, it instead follows you.

Polymorph & Mass Polymorph

An unwilling creature can repeat the saving throw at the end of each of its turns, ending the spell early on a success. The target also gains two temporary hit points for each Hit Die the new form's statistics have. These last until the creature reverts to its normal form.

Skywrite

The spell does not require concentration, but it ends early if you cast the spell again.

Snilloc’s Snowball Swarm

The damage increases to 4d6. Its size is a 10ft sphere

Steel Wind Strike

The spell is now a 4th-level spell dealing 5d10 force damage on a hit.

True Polymorph

The target gains two temporary hit points for each Hit Die the new form's statistics have. These last until the creature reverts to its normal form.

Witch Bolt

The spell requires a bonus action to deal damage to the target after it is initially cast and its range is increased to 60ft. Losing line of sight does not end the spell early, but you cannot deal the damage to a creature you cannot see.

When you cast this spell using a spell slot of 2nd level or higher, the secondary damage also increases by 1 for each slot level above 1st.

Homebrew Spells - Cantrips

Baleful Utterance

Evocation Cantrip


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a single syllable of a forbidden language, targeting a creature within range. The target must make a Constitution saving throw or take 1d8 thunder damage and be deafened until the end of its next turn. You can instead target an object within range, which takes 1d8 thunder damage.


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

Guiding Strike

Divination Cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, 1 round

You extend your hand and point a finger at a creature in range. The creature must succeed on a Wisdom saving throw, if it fails, until the end of your next turn, the first attack roll by a creature against the target has advantage. Hit or miss, the magic fades immediately after.

Touch of Fatigue

Necromancy Cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of sweat)
  • Duration: Concentration, 1 minute

You touch a creature, which must make a Constitution saving throw as dolor sweeps over it. On a failed save, the creature gains 1 level of exhaustion. A creature that already has 1 or more levels of exhaustion automatically succeeds on the saving throw.

1st Level Spells

Backbiter

1st level Necromancy


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a dagger)
  • Duration: Concentration, 1 minute

You speak to the very essence of a weapon, your honeyed words turning it against its wielder. Choose a weapon wielded by a creature within range. The first time that creature tries to attack with the weapon during the spell’s duration, it must make a Wisdom saving throw or the weapon turns on it, automatically hitting the creature and dealing the weapon attack’s normal damage to the creature. The spell’s effects then end on that weapon.

Casting this spell on magic weapons gives the wielder advantage on the saving throw. Casting this spell on sentient weapons has no effect.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional weapon wielded by an additional creature within range for each slot level above 1st.

Horrible Taste

1st level Transmutation


  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of rotten meat)
  • Duration: Concentration, 10 minutes

You touch a creature within your reach and fill its mouth with the horrific taste of rotten meat. The creature must make a Constitution saving throw or be poisoned for the spell’s duration. While poisoned in this way, a creature cannot willingly move closer to you if it can see you, as your presence amplifies this taste.

Incite

1st level Enchantment


  • Classes: Bard, Cleric
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You create a swirl of sparkling lights that catch your enemies off guard, emanating from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature loses its ability to take reactions for the spell’s duration. A creature affected by the spell can repeat this saving throw at the end of its turn, ending the spell’s effect on it early on a success.

Ironthunder Horn

1st level Transmutation


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: Instantaneous

Your voice booms out before you, shaking the ground. Each creature in a 30-foot cone must succeed on a Strength saving throw or fall prone.

Insidious Rhythm

1st level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You recite a rustic ditty and cause a creature of your choice within range that can hear you to follow along. The chosen creature must make a Wisdom saving throw. On a failed save, a creature has disadvantage on Intelligence checks and cannot concentrate on spells as it recites the song again and again for the spell’s duration. An affected creature can repeat the saving throw at the end of its turn to end the spell’s effects early.

Sporefield

1st level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a fresh mushroom)
  • Duration: Concentration, 1 minute

You create a 20 foot circle of spore-ridden fungus centered on a point within range. This fungus makes the area difficult terrain and disappears when the spell ends. Whenever a creature starts its turn in the area or enters it for the first time on its turn, it must make a Constitution saving throw or be poisoned until the start of its next turn.

True Strike

1st level Divination


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, 1 minute

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. Your next attack roll against the creature has a +4 bonus to hit.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the to-hit bonus increases by 2 for each level above 1st.

2nd Level Spells

Bladeweave

2nd level illusion


  • Classes: Bard, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute

Every movement you make with your weapon is beautiful and full of flourish for the spell’s duration. Once per turn when you hit a creature with a melee weapon attack during the spell’s duration, you can force the target to make a Wisdom saving throw. On a failed save, the creature is incapacitated until the end of its next turn or until it takes damage. Creatures immune to being charmed automatically succeed on this saving throw.

Bonefiddle

2nd level Necromancy


  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature silver fiddle worth 30gp)
  • Duration: Concentration, 1 minute

Choose a creature you can see within range. A spectral skeletal fiddle appears above it and descends, sawing back and forth above the creature and filling the air with haunting music that can be heard up to 200 feet away. The creature cannot hide while this spell affects it. When you cast this spell and at the end of each of the creature’s turns, the creature must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage. On a successful save, the spell’s effects end for that creature and the fiddle disappears.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an extra fiddle bow targeting additional creature for each slot level above 2nd.

Darkbolt

2nd level Evocation


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a bolt of cold darkness at a creature you can see within range. The target must make a Constitution saving throw or take 2d10 cold damage and 2d10 necrotic damage. On a failed save, the creature is stunned until the end of your next turn. On a successful save, a creature takes only the cold damage.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each level above 2nd.

Lucky Blade

2nd level Abjuration


  • Classes: Bard, Cleric,
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (aa two-headed coin)
  • Duration: 1 hour

You imbue a weapon you touch with the reaffirming power of luck. When the weapon is used to make an attack during the spell’s duration and the attack misses, the wielder of the blade can choose to reroll this attack, taking the new result and possibly hitting. Once three attacks have been rerolled, the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wielder of the blade can reroll one extra attack for each slot level above 2nd.

3rd Level Spells

Allegro

3rd level Transmutation


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a tail feather from a bird of prey)
  • Duration: Concentration, 1 minute

You conduct an invisible orchestra playing at extreme speeds, which can be heard up to 100 feet away. The speed of each creature of your choice within range is doubled. A creature must be able to hear you to benefit from this spell’s effects. This speed increase remains even if a creature moves out of the range of the spell, so long as it can still hear you.

Heatstroke

3rd level Transmutation


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Heat and fatigue overwhelm a creature of your choice that you can see within range. The target takes 3d8 fire damage and must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. If the target has 2 or more levels of exhaustion, it automatically succeeds on this saving throw.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for each level beyond 3rd. Each target must be within 30 feet of another target of the spell.

Infestation of Maggots

3rd level Necromancy


  • Classes: Druid, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of dead flies)
  • Duration: Concentration, 1 minute

Maggots squirm into the flesh of a creature you touch. When you cast the spell and at the end of each of its turns during the spell’s duration, the target must make a Constitution saving throw or take 10d4 necrotic damage. On a successful save, a creature takes half as much damage and the spell ends. Pass or fail, the creature’s hit point maximum is decreased by the amount of necrotic damage taken.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 2d4 for each slot level above 3rd.

Legion's Shield

3rd level Abjuration


  • Classes: Bard, Cleric, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shield inscribed with holy script)
  • Duration: Concentration, 1 minute

Shimmering fields of light surround up to six creatures of your choice within range. These fields grant a chosen creature a +2 bonus to AC for the spell’s duration.

Rejuvenation

3rd level Evocation


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small sprinkling of holy water)
  • Duration: Instantaneous

You touch a creature and utter a word of life. That creature immediately gains 1 Hit Dice, which it can spend immediately as if making a short rest, recovers 1 level of exhaustion, and gains 10ft bonus move speed for the next ten minutes.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature gains 1 additional Hit Dice and the bonus move speed duration lasts an additional 10 minutes for every 2 levels above 3rd.

4th Level Spells

Chaos hammer

4th level Evocation


  • Classes: Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You unleash a wave of chaotic energy around you. Each creature within range other than you must make a Wisdom saving throw or take 6d6 force damage, or half as much on a successful save. On a failed save, a creature is wrapped in chaos for the spell’s duration, during which its speed is halved. Affected creatures suffer a 1d4 penalty to their attack rolls, and creatures targeting them gain a 1d4 bonus to their attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.


At Higher Levels. When you cast this spell using a slot of 5th level, the damage increases by 2d6 for each slot level above 4th.

Voodoo

4th level Necromancy


  • Classes: Bard, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small doll that vaguely resembles the target worth materials of at least 100gp)
  • Duration: Concentration, 24 hours

Target a creature that you can see within range. That creature must succeed on a Wisdom saving throw or else become cursed and tied to the doll. The creature is not immediately aware of the curse, even if they pass the saving throw, but can become aware by a demonstration of the doll's effect. Creatures who pass the save are immune to the spell for the next week.

The doll has 8 hit points. While you are within 60 feet of the creature, you can use your action to deal 1 damage to the doll with any weapon, tool, or environmental hazard you have available. Any damage done to the doll deals 3d6, or 1, your choice, of the same damage type to the targeted creature. You can also use your action to instead impose one of the following conditions upon the creature until the start of your next turn, dealing no damage: blinded, deafened, prone, or 1 level of exhaustion. You can still damage the doll if the creature is out of the range, but it deals 1 non lethal damage which racks the creature with pain in the process.

You can refresh the duration by recasting the spell, which heals the doll of any damage taken, but the creature does not get an additional saving throw. The second and further casting of this spell on the same creature does not require Concentration, and does not require you to be within 60ft of the creature, only to have the doll on your person. The spell ends when the doll is destroyed, through a remove curse spell or similar, or if you willingly end the voodoo as an action. The creature affected by the voodoo can destroy the doll as an action should they obtain it, taking no damage.

Hypothermia

4th level Evocation


  • Classes: Cleric, Druid,
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A creature of your choice within range is filled with arctic cold. The target must make a Constitution saving throw or take 6d8 cold damage and gain 1 level of exhaustion. On a successful save, a creature takes half as much damage and does not gain any exhaustion.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d8 cold damage for each slot level above 4th.

Leomund’s Secure Shelter

4th level Conjuration


  • Classes: Bard, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a chip of stone, crushed line, a few grains of sand, a sprinkling of water, and several splinters of wood)
  • Duration: 12 hours

You conjure a sturdy cottage at a point within range. The structure fits within a 20-foot cube and appears to be made of materials common to the area where you cast the spell. You can decide its general appearance when casting the spell, but the shelter always has four walls, a roof, a sturdy floor, a chimney, two shuttered windows, and a sturdy door. The walls, floor, roof, door, and chimney of the structure always have the physical properties of stone.

Inside, the shelter contains eight bunk beds, a trestle table, eight stools, a writing desk, and a small fireplace. The shelter does not provide any means of heating or cooling outside of basic insulation. The shelter and its furniture disappear when the spell ends, and any furniture taken outside the shelter immediately disappears.

The door, windows, and chimney are warded against entry. The door and windows cannot be unlocked by mundane means, and the chimney contains an iron grate that is similarly secured. If a creature attempts to unlock any of these entry points and you are inside the shelter, you are telepathically alerted, even if you are asleep. When you cast the spell and as an action while inside the shelter, you can choose any number of creatures you know and give them the ability to unlock these entry points and not set off the alerting ward. You can also set a password which, when spoken, allows a creature to easily unlock any locked part of the shelter and not set off the alerting ward. You can change this password as an action while inside the shelter.

5th Level Spells

Arc of Lightning

5th level Conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (two small iron rods)
  • Duration: Instantaneous

Choose two creatures within range. Lightning arcs in a 5- foot-wide line between the two creatures. The creatures and each creature in the line must make a Dexterity saving throw or take 10d6 lightning damage, or half as much on a successful save.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d6 for each slot level above 5th.

Ball Lightning

5th level Evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of copper or iron pellets)
  • Duration: Concentration, 1 minute

A 5-foot-radius sphere of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn in the sphere’s space must make a Dexterity saving throw. The creature takes 6d6 lightning damage, or half as much on a successful one.


As a bonus action, you can move the sphere up to 30 feet. Any creature the sphere passes through the space of must make the saving throw against the sphere’s damage. The sphere can move in any direction you direct it to and can hover in the air. It cannot push aside creatures or break down objects. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

6th Level Spells

Acid Fog

6th level Conjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (powdered pease and animal hoof)
  • Duration: Concentration, 1 minute

You create a 40 foot sphere of green fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the sphere for the first time on its turn or starts its turn there automatically takes 6d4 acid damage. When you create the fog and at the start of each your turns while it persists, any object in the fog that isn’t being worn or carried takes 3d4 acid damage. The fog lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage against creatures or objects increases by 3d4 for each slot level above 6th.

Inferno

6th level Evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a ruby worth at least 500gp)
  • Duration: Concentration, 1 minute

You summon a great burst of fire from the ground which splits the earth and spews molten rock in a 25ft radius, 60ft tall cylinder. When the cylinder appears the affected ground becomes difficult terrain as it cracks and creates gaps that the fire and magma spouts from, and each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and 4d8 bludgeoning damage, or half as much damage on a successful save.


A creature that enters the area for the first time on a turn or ends its turn there must make a Dexterity saving throw or take 4d8 fire damage.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial fire and bludgeoning damage each increase by 1d8 for each slot level above 6th.

9th Level Spells

Wail of the Banshee

9th level Necromancy


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You unleash a great wail full of life-rending energy. Each creature (other than yourself) in range that can hear this scream must make a Constitution saving throw or be reduced to 0 hit points. On a successful save, a creature takes 10d6 psychic damage.

How a 20ft radius/40ft sphere works

 

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