Spells (1st): The Bamstacks Variant
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1Spell Descriptions
- 1Acid Stream, Arms of Hadar, Arcane Weapon
- 2Burning Hands, Cause Fear, Charm
- 3Chaos Bolt, Chromatic Orb, Color Spray, Compelled Duel, Divine Favor
- 4Entangle, Expeditious Retreat, False Life
- 4Fog Cloud, Frost Fingers, Goodberry, Hail of Thorns
- 5Harm, Heal, Healing Word, Hellish Rebuke
- 5Hunter's Mark, Id Insinuation
- 6Identify, Illusory Script, Jump, Magic Missile
- 6Protector Tree, Puppet
- 7Ray of Sickness, Searing Smite, Sense Emotion, Shield
- 7Shield of Faith, Sudden Awakening, Swarm Pest
- 8Thunderous Smite, Wild Cunning, Witch Bolt, Wrathful Smite
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9Credits
For homebrew spells listed in variant pages, go to the Credits to find the original source.
Acid Stream
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (30-Foot Line)
- Components: V, S, M (a bit of rotten food)
- Duration: Concentration, up to 1 Minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 Acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Arcane Weapon
1st level Transmutation
- Spell List: Artificer
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 Hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a Bonus Action, you can change the damage type, choosing from the options above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases by 1d6 for every 2 slot levels above 1st.
Arms of Hadar
1st level Conjuration
- Spell List: Warlock
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d8 Necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Burning Hands
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (15-Foot Cone)
- Components: V, S
- Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 plus your spellcasting modifier fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cause Fear
1st level Necromancy
- Spell List: Empath, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V
- Duration: Concentration, up to 1 Minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or become Frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Charm
1st level Enchantment
- Spell List: Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S
- Duration: 1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you and your companions as friendly acquaintances. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, refer to the following table to how many creatures of what types you can target. If multiple targets, each target must be within 30 feet of another target.
Spell Level | # Humanoids | # Creatures |
---|---|---|
2 | 2 | - |
3 | 3 | - |
4 | 4 | 1 |
5 | 5 | 2 |
6 | 6 | 3 |
7 | 7 | 4 |
8 | 8 | 5 |
9 | 9 | 6 |
Chaos Bolt
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d10 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d10 extra damage of the type rolled for each slot level above 1st.
Chromatic Orb
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S
- Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d12 + your spellcasting ability modifier damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Color Spray
1st level Illusion
- Spell List: Bard, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (15-Foot Cone)
- Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
- Duration: 1 Round
A dazzling array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you must make a Constitution saving throw or else be Blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone increases by 5 feet for each slot level above 1st.
Compelled Duel
1st level Enchantment
- Spell List: Paladin
- Casting Time: 1 Bonus Action
- Range: 30 Feet
- Components: V
- Duration: Concentration, up to 1 Minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you. If the target attempts to move away from you, it must succeed on a Wisdom saving throw or be unable to move away from you.
The spell ends if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can target one additional creature for each slot level above 1st.
Divine Favor
1st level Evocation
- Spell List: Paladin
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 Minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d6 Radiant damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra radiant damage increases by 1d6 for every two slot levels above 1st.
Entangle
1st level Conjuration
- Spell List: Druid, Ranger
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S
- Duration: Concentration, up to 1 Minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the area of effect increases by 10 for each slot level above 1st.
Expeditious Retreat
1st level Transmutation
- Spell List: Artificer, Sorcerer, Wizard
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 Minutes
This spell allows you to move at an incredible pace away from your enemies. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. On the turn you cast this spell, your movement does not provoke attacks of opportunity.
False Life
1st level Necromancy
- Spell List: Artificer, Oracle, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (a small amount of alcohol or distilled spirits)
- Duration: 1 Hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 8 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 10 additional temporary hit points for each slot level above 1st.
Fog Cloud
1st level Conjuration
- Spell List: Druid, Oracle, Ranger, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Concentration, up to 1 Hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It 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 2nd level or higher, the radius of the fog increases by 10 feet for each slot level above 1st.
Frost Fingers
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (15-Foot Cone)
- Components: V, S
- Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d4 Cold damage on a failed save, or half as much damage on a successful one. Any creature that fails their save against this spell have their speed reduced by 10 feet.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Goodberry
1st level Transmutation
- Spell List: Druid, Ranger
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a sprig of mistletoe)
- Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. Eating or administering a berry takes an action. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 5 more berries for each slot level above 1st.
Hail of Thorns
1st level Conjuration
- Spell List: Ranger
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: 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 takes 1d10 piercing damage.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Harm
1st level Necromancy
- Spell List: Cleric, Oracle
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Target a creature within your reach as you flood the creature with energy draining it of life. The target must make a Constitution saving throw, taking 4d8 Necrotic damage on a failed saving throw, or half as much on a success. The damage can't reduce the target's hit points below 1.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. In addition, if you cast the spell with a slot of 6th level or higher, the target's hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took from this spell. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. If you cast the spell with a slot of 7th level or higher, the damage can reduce the target to 0 hit points, and the target crumbles to dust if it does. The spell at this level can target objects and deals maximum damage to them, or to a 15-foot cube of the object if it is Gargantuan or larger.
Heal
1st level Necromancy
- Spell List: Artificer, Bard, Cleric, Druid, Paladin, Ranger
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level through 5th level, the healing increases by 2d8 for each slot level above 1st. If you cast this spell with a spell slot of 6th level or higher, the target is instead healed for 70 hit points plus 30 for each slot level above 6th and the Blinded and Deafened conditions are ended on the target as well as any diseases on the target.
Healing Word
1st level Necromancy
- Spell List: Bard, Cleric, Druid, Empath, Oracle
- Casting Time: 1 Bonus Action
- Range: 60 Feet
- Components: V
- Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. If you cast this spell using a spell slot of 2nd level, you can target one additional creature within range. If you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures within range for each slot level above 1st.
Hellish Rebuke
1st level Evocation
- Spell List: Warlock
- Casting Time: 1 Reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 1d12 + your spellcasting ability modifier Fire 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 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Hunter's Mark
1st level Divination
- Spell List: Ranger
- Casting Time: 1 Bonus Action
- Range: 90 Feet
- Components: V
- Duration: Concentration, up to 1 Hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target the first time you hit it with an attack roll on any turn. You also have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 1st. If you cast the spell with a spell slot of 3rd level or higher, you can maintain concentration for up to 8 hours, or 24 hours if you use a 5th level slot or higher.
Id Insinuation
1st level Enchantment
- Spell List: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Concentration, up to 1 Minute
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be Incapacitated. At the end of each of its turns, it can make another Wisdom saving throw. On a success, the spell ends on the target.
Identify
1st level Divination
- Spell List: Artificer, Bard, Wizard
- Casting Time: 1 Action (Ritual)
- Range: Touch
- Components: V, S, M (an owl feather)
- Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.
You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If the object requires attunement, you may attune to it immediately. This spell cannot detect a curse within a magic item.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusory Script
1st level Illusion
- Spell List: Bard, Warlock, Wizard
- Casting Time: 1 Minute (Ritual)
- Range: Touch
- Components: S, M (a bottle of ink)
- Duration: 10 Days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing is invisible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Jump
1st level Transmutation
- Spell List: Artificer, Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a grasshopper's hind leg)
- Duration: 1 Minute
You touch a creature. The creature's jump distance is tripled until the spell ends and their jumping distance is not reduced for making a standing long or high jumps.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Magic Missile
1st level Evocation
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. Roll a separate damage roll for each dart. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Protector Tree
1st level Conjuration
- Spell List: Druid
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 Minute
A Medium tree suddenly grows in an unoccupied square within range, providing half cover to creatures of your choice within 5 feet of it. The tree has AC 10 and 8 Hit Points (Resistance: Bludgeoning ; Vulnerability: Fire). Whenever an ally adjacent to the tree is hit by a weapon attack, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target.
If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and may thrive or die immediately depending on conditions.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the tree's hit points increase by 8 for each slot level above 1st.
Puppet
1st level Enchantment
- Spell List: Bard, Warlock, Wizard
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. This spell has no effect on a humanoid that is immune to being charmed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature within range for each slot level above 1st.
Ray of Sickness
1st level Necromancy
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range and explodes in a nauseous gas upon impact. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage. The target of the attack and each creature within 5 feet of it must make a Constitution saving throw or be poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. In addition, if you cast the spell with a slot of 3rd level or higher, the radius of the poison explosion on a hit increases by 5 feet for every two slot levels above 1st.
Searing Smite
1st level Evocation
- Spell List: Paladin, Ranger
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: 1 Minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, exploding in searing heat when you strike, and the attack deals an extra 1d8 plus your spellcasting ability modifier in fire damage to the target, and the searing heat erupts to creatures of your choice that you can see within 5 feet of it inflicting your spellcasting ability modifier in fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage, both initial and exploding, increases by 1d8 for each slot.
Sense Emotion
1st level Divination
- Spell List: Empath, Warlock, Wizard
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 Minute
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.
Shield
1st level Abjuration
- Spell List: Sorcerer, Wizard
- Casting Time: 1 Reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
- Range: Self
- Components: V, S
- Duration: 1 Round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC increases by 1 for each slot level above 1st.
Shield of Faith
1st level Abjuration
- Spell List: Cleric
- Casting Time: 1 Bonus Action
- Range: 60 Feet
- Components: V, S, M
- Duration: Concentration, up to 10 Minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC increases by 1 for each slot level above 1st.
Sudden Awakening
1st level Enchantment
- Spell List: Bard, Ranger, Sorcerer, Wizard
- Casting Time: 1 Bonus Action
- Range: 10 Feet
- Components: V
- Duration: Instantaneous
Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.
Swarm Pest
1st level Necromancy
- Spell List: Cleric, Warlock, Wizard
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 Minute
A 5-foot-diameter sphere of mosquitos, flies, ticks, and other assorted pests forms at your fingertips and then flies to a creature within range, occupying its same square, and then the creature must make a Dexterity saving throw. The creature takes 2d4 poison damage on a failed save, or half as much damage on a successful one.
As a bonus action on subsequent turns, you can move the sphere of insects up to 10 feet away from its current location. If you end the sphere's movement on a space occupied by a creature, that creature must make a Dexterity saving throw, suffering effects outlined above.
If the swarm ever ends up more than 30 feet from you, the spell ends, and the swarm of insects disperses into the air, no longer under your control.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Thunderous Smite
1st level Evocation
- Spell List: Paladin
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: 1 Minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 1d8 plus your spellcasting ability modifier thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone, and if you choose, is knocked 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d8 for each slot.
Wild Cunning
1st level Transmutation
- Spell List: Druid, Ranger, Shaman
- Casting Time: 1 Action (Ritual)
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
- If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
- If there is edible forage within range, you know it and where to find it.
- If there is clean drinking water within range, you know it and where to find it.
- If there is suitable shelter for you and your companions with range, you know it and where to find.
- Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
- Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Witch Bolt
1st level Evocation
- Spell List: Sorcerer, Warlock, Wizard
- Casting Time: 1 Action
- Range: 30 Feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 Minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d8 lightning damage plus your spellcasting ability modifier and it makes a Constitution saving throw. On a failed save its speed is reduced to 0 until the spell ends. On each of your turns for the duration, you can use your action to deal 1d8 lightning damage plus your spellcasting ability modifier to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range, if the target teleports, or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and repeatable damage increase by 1d8 for each slot level above 1st.
Wrathful Smite
1st level Evocation
- Spell List: Paladin
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: 1 Minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom saving throw to attempt to steel its resolve and end this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Credits
For all spells not listed here but listed in a variant's spell list, you can find their source here:
Source | Spell |
---|---|
meowmagic | iced iron smite, ironbinds, majozi, wayfaring stranger |
Silverflame's First Compendium | force ram |
Benjamin Huffman's Magus | aspir*, drain, spore cloud*, storm step |
Ultimate Adventurer's Handbook | build shock baton, corpse mask, deploy personal barrier, oscillating chronology |
The Arcanist's Handbook | power chord, evil eye, forsaken chains |
OAP's Odic | detect life |
OAP's Accursed | curse shock*, infuse clumsiness, infuse hatred, infuse terror |
OAP's Outlandish Justice | indictment, interrogation, subpoena |
Taron Pounds's Merchant | hedge risk, money shot*, pilfer |
Necromancy Revised | blood spear* |
Necromancy Expanded | swarm pest* |
OAP's Shaman | fertility rites, last rites, make camp*, oath-sealing covenant |
Kibbles Elemental Spells | thunder punch |
D&D 4e | righteous brand |
Valda's Spire of Secrets | tag*, eye of anubis |
Atavist | heart sunder, lesser bloodsight |