Spells for the Arcane Knight

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Spells for the Arcane Knight

Cantrips

Bloodletting

Necromancy cantrip (hemomancy)


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

You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Force Bolt

Evocation cantrip


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

You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Frigid Grasp

Evocation cantrip


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

You reach out and touch a creature, shocking its system with sudden cold. Make a melee spell attack. On a hit, the target takes 1d12 cold damage.

This spell's damage increases by 1d12 when you reach Sth level (2d12), 11th level (3d12), and 17th level (4d12).

Quinton's Runic Blast

Evocation cantrip


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

You raise your hand, and a glowing rune appears in your palm before a blast of energy erupts from it. Make a ranged spell attack against a target within range. On a hit, the creature takes 1d8 radiant damage.

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

Thunderpunch

Evocation cantrip


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

Thunderous energy surrounds your hand to deliver a blast to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 thunder damage, and the creature is pushed back 5 feet.

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

Water Bolt

Evocation cantrip


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

You shoot of a forceful blast of water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the targed takes 1d10 cold damage. If the target is in water or standing in water, the target takes an additional 1d10.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th lvel (3d10), and 17th level (4d10).

1st-level Spells

Gale Bolt

1st-level evocation


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

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On hit, the target takes 2d8 bludgeoning damage and is knocked 10 feet away from you if it is Large or smaller.

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

Grimlore's Shadowblight

1st-level necromancy


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

You hurl a ball of dark energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage and must make a Wisdom saving throw or become frightened of you 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 dealt increases by 1d12 for every two spell slot levels above 1st.

Larloch's Minor Drain

1st-level necromancy


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

You create a ball of necrotic energy and launch it towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. If you are at your maximum total hit points, you receive double the amount as temporary hit points instead.

Touch of Dawn

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 round

Your fingertips take on a golden hue as you attempt to touch another creature. Make a melee spell attack against the target. On a hit, the target takes 3d8 radiant damage, and has disadvantage on its next attack roll before the end of its next turn. If that attack still hits its target, the attack's damage is halved.

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.

Withering Necrosis

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Up to 1 round

You extend your hand and attempt to vastly decrease the health of a creature you grasp. Make a melee spell attack against the target. On a hit, the target takes 5d6 necrotic damage at the start of its next turn.

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

2nd-level spells

Blinding Spit

2nd-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: Instantaneous

You spit a glob of yellow acid into the eyes (or nearest equivalent) of a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and is blinded until the end of its next turn.

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

Freeze

2nd-level evocation


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

Make a melee spell attack against a creature within reach. On a hit, a creature takes 2d8 cold damage and must make a Constitution saving throw. On a failed save, the creature is paralyzed until the end of your next turn. On a successful save, the creature is not paralyzed, and instead its speed is halved until the end of your next turn. If a creature affected by this spell takes damage, the spell ends early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Crackle

2nd-level evocation


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

You create three arcs of lightning striking targets in range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.

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

Darkbolt

2nd-level evocation


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

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each ray; each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.

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

3rd-level Spells

Flame Stride

3rd-level transmutation


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

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.

When you move within 5 feet of a creature or object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.

Ice Spear

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You send a long, spear-like icicle hurtling at a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage and 3d8 piercing damage. Hit or miss, the spear then explodes into a cloud of frost. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or have its speed reduced to 0 until the end of its next turn.

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

Ooze Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You shoot a bolt of corrosive ooze at one creature you can see. Make a ranged spell attack against that creature. If it hits, the creature takes 6d4 acid damage immediately and an additional 4d4 acid damage at the end of each of its turns for the duration of the spell.

At Higher Levels. For each spell slot used higher than 3rd level, ooze bolt does an additional 6d4 acid damage on its initial hit.

4th-level Spells

Aero Barrage

4th-level transmutation


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

You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th.