Homemade Spells

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Artificer Spells

Cantrips (0 Level)
  • arcane jinx
  • bartend
  • Blaze's lethargic injection
  • extinguish
  • gravity well
  • laser point
  • mage tether
  • sonic wave
  • static bolt
  • true strike 2
  • wounding shot
5th level
  • Lyle's arcane timelapse

Bard Spells

Cantrips (0 Level)
  • bartend
  • sonic wave
  • true strike 2
1st Level
  • grayscale
5th level
  • Lyle's arcane timelapse

Cleric Spells

Cantrips (0 Level)
  • extinguish
  • final blow
  • kill the dying
5th level
  • Lyle's arcane timelapse

Druid Spells

Cantrips (0 Level)
  • destructive spores
  • extinguish
  • actual spiders
2nd Level
  • shifting sands
  • spirit vines
  • Thalia's stone spears

Paladin Spells

1st Level
  • freezing smite
3rd Level
  • warping smite

Ranger Spells

2nd Level
  • spirit vines
  • zap dash

Sorcerer Spells

Cantrips (0 Level)
  • arcane jinx
  • destructive spores
  • extinguish
  • gravity well
  • laser point
  • mage tether
  • sonic wave
  • static bolt
  • true strike 2
1st Level
  • grayscale
2nd Level
  • electric current
  • Thalia's stone spears
  • spirit vines
  • zap dash
3rd Level
  • corrosive wave
6th Level
  • astral wind
8th Level
  • assimilate

Warlock Spells

Cantrips (0 Level)
  • arcane jinx
  • destructive spores
  • final blow
  • illusory spiders
  • kill the dying
  • mage tether
  • true strike 2
1st Level
  • grayscale
2nd Level
  • zap dash
3rd Level
  • corrosive wave
6th Level
  • astral wind
8th Level
  • assimilate

Wizard Spells

Cantrips (0 Level)
  • arcane jinx
  • bartend
  • destructive spores
  • extinguish
  • final blow
  • gravity well
  • illusory spiders
  • kill the dying
  • laser point
  • mage tether
  • sonic wave
  • soul accelerate
  • spellblade
  • static bolt
  • true strike 2
1st Level
  • grayscale
2nd Level
  • electric current
  • Thalia's stone spears
  • spirit vines
  • zap dash
3rd Level
  • corrosive wave
4th Level
  • starfall
5th level
  • Lyle's arcane timelapse
6th Level
  • astral wind
8th Level
  • assimilate

Eldritch Invocation

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here is a new option for that feature, in addition to the options in the Player’s Handbook and Xanathar's Guide to Everything.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Aspect of the Hermit

Prerequisite: 9th level
You can cast spirit vines at will, without expending a spell slot or requiring concentration.

Arcane Jinx

Abjuration cantrip


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

You place a curse on a creature that you can see within range, causing its connection to the weave to become unstable. The first time the cursed creature casts a spell before the start of your next turn, it must succeed on a Constitution saving throw or take 1d6 force damage. In addition, if the spell causes creatures to make a saving throw, the DC is reduced by 1.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Also at 11th level, the reduction to the spell's save DC becomes 1d4.

Assimilate

8th level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You drain the life and spirit from one creature within range to restore your vitality. The target must make a Constitution saving throw. Constructs and undeads aren't effected by this spell. The target takes 10d10 necrotic damage on a failed save, or half as much on a successful one. This damage bypasses temporary hit points, and you regain hit points equal to half the damage dealt. The target dies if this damage reduces it to 0 hit points, as its body is absorbed into yours. Anything the creature was wearing or carrying is left in a pile within 5 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases by 5d10.

Astral Wind

6th level conjuration


  • Casting Time: 1 action
  • Range: Self (70-foot line)
  • Components: V, S
  • Duration: Instantaneous

You call forth the winds of the astral plane in a line 20 feet wide. The line extends 70 feet in front of you and 20 feet behind you. Creatures of your choice in the line must make an Intelligence saving throw. A creature takes 7d8 psychic damage on a failed save, or half as much damage on a successful one.

In addition, roll a d10. If you roll a 0 your stats each increase by 2 for 1 minute as you are empowered by the spirit of the astral plane.

Bartend

Transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a shaker tin worth at least 5 sp)
  • Duration: Instantaneous

You fill your shaker tin with a liquid and alter its composition using both magic and your bartending skill. You manipulate it in up to three of the following ways:

  • You infuse the liquid with gas and bubbles. The drink is carbonated and fizzy for 1 hour.
  • You alter the alcoholic content of the liquid. You can cause creatures who drink it to have disadvantage or advantage on saving throws against the effects of the alcohol. You can also remove all alcohol from the liquid or add alcohol to a liquid without any. These changes have no effect on the beverage's taste.
  • You alter the flavor and smell of the liquid to a taste and scent that you have experienced before. You could cause water to taste like oranges and smell like them too or wine to taste like dirt and smell like normal wine, for example.
  • You alter the temperature of the liquid. You cannot make it hot enough to cause damage, but you can cause it to freeze.
  • You alter the color and consistency of the liquid.

Blaze's Lethargic Injection

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon that deals piercing damage)
  • Duration: 1 round

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, the target suffers the attack's normal effects, and magic poison causes it feels severe pain in its legs, wings, or other movement-focused limbs until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 necrotic damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Corrosive Wave

3rd level evocation


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

Three waves of destructive acid flow out from you, each forming a line 30 feet long and 5 feet wide in a direction you choose. Each creature in a line must succeed on a Dexterity saving throw. A creature takes 9d4 acid damage on a failed save, or half as much on a successful one. A creature in the area of more than one line is affected only once.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. If you cast this spell using a spell slot of 6th level or higher, you create one additional line in addition to the increased damage.

Destructive Spores

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 8 hours

You plant invisible spores on one creature you touch. The creature must succeed on a Constitution saving throw or be affected by this spell. These spores cause no harm to the creature until you use your action to activate them. To do so, you must be within 300 feet of the target. The creature takes 1d6 necrotic damage and 1d6 poison damage. This spell has no effect on undead or constructs.

You can have only one creature under the effect of this spell at a time. You can choose to destroy the spores harmlessly without using an action. If the creature succeeds on its saving throw against this spell, you can't use this spell on that creature again until you finish a short or long rest.

The spell’s damages each increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Electric Current

2nd level evocation


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

Lightning flies from your body into up to 4 creatures of your choice that you can see within range. Lightning then arcs between the targeted creatures, using them to conduct and amplify its power. Each target must make a Constitution saving throw. On a failed save, each creature you targeted takes 1d8 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 2 additional creatures for each slot level above 2nd.

Extinguish

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You choose a source of light that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways, depending on the source of light:

  • If the light comes from nonmagical fire or magical fire created by a cantrip, you extinguish the flames within the cube.
  • If the light is created by a cantrip, the spell that created the light is dispelled.

At 11th level, you can target a Medium or smaller creature within range instead of a 5-foot cube. You affect it in one of the following ways:

  • You end the effects of the faerie fire, guiding bolt, or searing smite spell on the target.
  • If the target is ignited by a nonmagical source of fire or one created by a cantrip or 1st level spell, you extinguish the flames.

Freezing Smite

1st level evocation


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

The first time you hit with a melee weapon attack during this spell's duration, the attack deals an extra 2d6 cold damage to the target. Additionally, if the target is Large or smaller, it must succeed on a Constitution saving throw or have its speed is reduced to 0 until the end of its next tur

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

Final Blow

Necromancy cantrip


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

Strings of dark energy fly from your fingertips into a corpse within range, allowing you to animate it for a brief time, controlling it like a puppet. Make a melee spell attack against a creature within 5 feet of the corpse. If the attack hits, the creature takes 1d6 bludgeoning, piercing, or slashing damage (your choice) and 1d6 necrotic damage.

The spell’s damages each increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Gravity Well

Transmutation cantrip


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

You cause gravity to strengthen around one creature within range. The target must succeed on a Strength saving throw or take 1d6 force damage and have its speed reduced by 10 feet until the end of its next turn. If the target has a fly speed, it is reduced to 0 until the end of its next turn. An airborne target takes no damage from this spell, but still sufferes the other effects.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Grayscale

1st level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You draw the color out of a creature within range, damaging its soul in the process. The creature must make a Charisma saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save the creature and anything it is wearing or carrying loses all color for one hour. If the creature fails the save by 5 or more or is reduced to 0 hit points by it the effect lasts until dispelled.

A creature reduced to 0 hit points by this spell dies.

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

Illusory Spiders

Illusion cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Spiders appear to fly from your hands onto a creature within range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and be unable to take reactions until the start of its next turn. Creatures that can't be frightened are immune to this spell.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Actual Spiders

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Spiders fly from your hands onto a creature within range. The target must succeed on a Constitution saving throw or take 1d8 poison damage and be unable to take reactions until the end of its next turn.

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

Kill the Dying

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature dies. This spell has no effect on undead or constructs.

Laser Point

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (15-foot line)
  • Components: V, S
  • Duration: Instantaneous

A beam of burning light 15 feet long and less than an inch wide emanates from your finger in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell can penetrate most barriers, but it is blocked by 1 foot of stone or common metal, or a thin sheet of lead.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Lyle’s Arcane Timelapse

5th level transmutation


  • Casting Time: 1 reaction, which you take when you cast a spell that becomes permanent when cast repeatedly
  • Range: Self
  • Components: V, S, R (25 gp for each casting you substitute with this spell)
  • Duration: Instantaneous

You add additional magic into the casting of a spell to increase the rate at which it becomes permanent. When you cast a spell that becomes permanent after being cast repeatedly, such as Nystul’s magic aura or teleportation circle, make an ability check with your spellcasting ability. You reduce the number of castings required to make the spell permanent by the total of the check. If the spell requires material components, you must provide them for each casting this spell substitutes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher you have advantage on the ability check you made when casting this spell, and you can add your proficiency bonus to the check. When you cast this spell using a spell slot of 9th level, you add 4d12 to the total of your ability check.

Mage Tether

Evocation cantrip


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

You shoot a string-like beam of energy from your hand towards a creature within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d4 force damage, and if the creature is Large or smaller, you can pull the creature up to 15 feet closer to you.

Alternatively, you can target a willing creature within range. You pull it up to 15 feet closer to you without making an attack or dealing damage.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shifting Sands

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Your body's structure becomes that of a cloud of sand. While you appear the same, you can pass through creatures and weapons without any issue. You gain the following benefits until the end of your current turn:

  • You gain a fly speed of 40 feet.
  • You can move through another creature's space, but you cannot end your turn there. If you move through a creature's space, that creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • You are immune to bludgeoning, force, piercing, and slashing damage, as well as the grappled and restrained conditions.
  • You can move through any space that is at least 1 inch in diameter and do so without squeezing.

Sonic Wave

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V or S
  • Duration: Instantaneous

You clap your hands, scream, or strum an instrument, sending shock waves towards one creature that you can see within range. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be pushed up to 5 feet away from you.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Soul Accelerate

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a device that tells time, such as a pocketwatch or an hourglass)
  • Duration: Instantaneous

You point at one creature you can see within range, and the sound of a ticking clock fills the air around it for a moment as you accelerate time to wither the target's soul. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage and 1d4 psychic damage. If the target has been damaged by this spell within the past minute, it instead takes 1d6 necrotic damage and 1d6 force damage.

The spell’s damages each increase by one die when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6), and 17th level (4d4 or 4d6).

Spellblade

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a simple or martial melee weapon you are proficient with and a Ruby of the War Mage attached to it)
  • Duration: 1 minute

You channel your magic through a weapon you are holding. If the weapon has the reach property, the spell fails unless you have the Spell Sniper feat. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Spirit Vines

2nd level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (The Hermit tarot card)
  • Duration: Concentration, up to 1 minute

Spectral vines appear to grow from your wrists and lash out at your command. Until the spell ends, you gain the following benefits:

  • You have a reach of 10 feet. You can use this extended reach to interact with objects, make melee spell attacks, deliver touch spells, and grapple targets.
  • You can use your spellcasting ability instead of Strength or Dexterity for all grapple checks and determining how much weight you can push or drag.
  • You are considered proficient in the Athletics and Sleight of Hand skills. You can use your spellcasting ability modifier, instead of the default ability score modifier, for any checks involving these skills.
  • Whenever a creature grappled by you attempts to escape your grapple and fails, it takes 1d8 piercing damage.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 4th level or higher, the duration is 1 hour. If you use a spell slot of 6th level or higher, the duration is 8 hours, and your reach instead becomes 15 feet. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Starfall

4th level evocation


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

Stars-like motes of light rain from a point 20 feet above you in a direction you choose. The stars impact the ground in a line 35 feet long and 15 feet wide beginning 30 feet from you in the direction you chose. Creatures within that area must make a Constitution saving throw. On a failed save, a target takes 2d6 radiant damage, 2d10 force damage, and is stunned until the start of your next turn. On a successful save, a target takes half as much damage and isn’t stunned.

(Due to the very weird area of the spell, airborne targets may be hit if they are closer than 30 feet to you or not hit if they are 65 feet from you and in the air. The following image should help this make more sense. I refused to compromise my vision for the sake of simplicity. Call me a stubborn idiot if you want, just know I agree.)

At Higher Levels. Anyway, to get back on topic, when you cast this spell using a spell slot of 5th level or higher, the force damage or the radiant damage (your choice) increases by 1d8 for each slot level above 4th.


Static Bolt

Evocation cantrip


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

You focus your static energy into a concentrated bolt that arcs from you to a creature within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d6 lightning damage. If you have moved at least 20 feet on this turn before casting this spell, it instead takes 1d12 lightning damage.

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

Thalia's Stone Spears

2nd level transmutation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a handful of dirt)
  • Duration: Instantaneous

Choose a point you can see on the ground within range. Jagged rocks rise from the ground momentarily in a 5-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 1d8 slashing damage on 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 3rd level or higher, both types of damage increase by 1d8 for each slot level above 2nd.

True Strike 2

Divination cantrip


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: 1 round

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. On your next turn you gain advantage on your first attack roll against the target provided that this spell hasn't ended. If you make a melee attack, you deal additional force damage equal to your spellcasting ability modifier. If you make a ranged attack your attack has a normal range of 150 feet for this attack.

Warping Smite

3rd level evocation


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

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon distorts the target's location in space, and the attack deals an extra 3d6 force damage to the target. Additionally, the target must succeed on a Charisma saving throw or be teleported up to 30 feet to an unoccupied space you can see.

Wounding Shot

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and if the target is healed before the start of your next turn, the healing is reduced by an amount equal to your spellcasting ability modifier to a minimum of 1.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 piercing damage to the target. The damage roll increases by 1d8 at 11th level and 17th level.

Zap Dash

2nd level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You charge forward at lightning speeds, momentarily becoming incorporeal as you blitz through anyone and anything in your path. You move up to 30 feet in a straight line, ignoring any creatures or nonmagical barriers in your path. When you end your movement, any creature in a space you passed through must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much on a successful one.

If you end your movement inside of a creature or object, you are ejected to the nearest unoccupied space, and you take 1d10 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d8 for each slot level above 2nd, and the maximum distance you can move increases by 10 feet for each slot level above 2nd.