4th-level Spells, the Bamstacks Variant

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Spells (4th): The Bamstacks Variant

Arcane Eruption

4th level Evocation


  • Spell Lists: Sorcerer
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

Churning magical energy explodes in a 20-foot radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage.

Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.

d6 Additional Effect
1 Incapacitated
2 Blinded
3 Frightened
4 Poisoned
5 Charmed
6 Deafened

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Blight

4th level Necromancy


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage and suffers one level of exhaustion on a failed save, on a successful save the target does not suffer exhaustion and takes half damage. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Confusion

4th level Enchantment


  • Spell Lists: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 Minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature of your choice in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target that has acted normally can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Conjure Minor Elementals

4th level Enchantment


  • Spell Lists: Druid, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

You summon two elemental spirits of two types between Fire, Ice, and Earth to occupy two 5 foot unoccupied spaces within range. You can choose two of the same or one of two different types.

Each spirit has hit points equal to 8 times the spell's level, AC of 12, immune to all conditions, and uses your spellcasting ability modifier for all saving throws. All spirits have immunity to Poison damage. The Fire spirit has immunity to Fire damage and vulnerability to Cold damage. The Ice spirit has immunity to Cold damage and vulnerability to Fire damage. The Earth spirit has immunity to Necrotic damage and vulnerability to Thunder damage.

When a creature hostile to you enters a space within 5 feet of a spirit or starts its turn there, the spirit can make a melee spell attack against that creature. On a hit, the target takes damage equal to 2d4 plus your spellcasting ability modifier. The damage type is Fire for the Fire spirit, Cold for the Ice spirit, and Bludgeoning for the Earth spirit. The spirit also explodes when it drops to 0 hit points or if you choose to detonate one as a Bonus Action, dealing a number of d4s of its damage type equal to the spell's level on a failed saving throw, or half as much on a success.

Each spirit has other abilities depending on its type.

Fire: The spirit emits dim light to a 10-foot radius, and a creature that starts its turn within 10 feet of the Fire spirit takes Fire damage equal to the spell's level.

Ice: When the spell attack hits, the target's speed is reduced by 10 feet.

Earth: The ground in a 10-foot radius from the spirit is difficult terrain for creatures hostile to you.

At Higher Levels. When you cast this spell using a slot of 5th level or higher, the damage of the spell attack increases by 1d4 for each slot level above 4th.

Dominate

4th level Enchantment


  • Spell List: Bard, Empath, Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. If it succeeds, it is instead Slowed until the end of its next turn.

While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature, "Run over there", or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. At the end of each of its turns, the target may attempt a Wisdom saving throw, on a successful save, the spell ends.

You can use a Magic Action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target humanoids, and with a slot of 8th level or higher, you can target any creature. Refer to the following table to see which types of creatures you can target and for what duration.

Spell Level Beast Duration Humanoid Duration Creatures Duration
5 10 Minutes 1 Minute -
6 1 Hour 10 Minutes -
7 8 Hours 1 Hour -
8 8 Hours 8 Hours 1 Minute
9 8 Hours 8 Hours 10 Minutes

Ego Whip

4th level Enchantment


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V
  • Duration: Concentration, up to 1 Minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws except against this spell. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Evard's Black Tentacles

4th level Conjuration


  • Spell Lists: Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  • Duration: Concentration, up to 1 Minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 Bludgeoning damage and be Restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already Restrained by the tentacles takes 3d6 Bludgeoning damage.

A creature Restrained by the tentacles can use its Action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Bludgeoning damage increases by 1d6 for each slot level above 4th.

Grasping Vine

4th level Conjuration


  • Spell Lists: Druid, Odic, Ranger
  • Casting Time: 1 Bonus Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 Feet towards the vine and, if it is Large or smaller, be Grappled (escape DC equal to your spell save DC) and fall Prone. This grapple immediately ends if the vine grapples a different creature.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a Bonus Action on each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional vine for every two slot levels above 4th. You can direct all vines you create with this spell with the Bonus Action you use to cast the spell and on subsequent turns.

Ice Storm

4th level Evocation


  • Spell Lists: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 300 Feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage and 5d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Liquid Gold

4th level Conjuration


  • Spell Lists: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a handful of of gold dust)
  • Duration: Instantaneous

You conjure a pool of liquid in a 15 Foot radius circle within range. All creatures within the area must make a Dexterity saving throw or else take 6d6 fire damage and be covered in gold. A creature covered in gold is restrained for 1 minute. This ignores immunity to the restrained condition. A creature can make a Strength saving throw as an action against your spell save DC to attempt to escape. The gold disappears 1 minute after it appears.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 and the radius increases by 5 feet for each slot level above 4th.

Phantasmal Killer

4th level Illusion


  • Spell Lists: Bard, Empath, Rogue (Arcane Trickster), Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target takes 6d10 psychic damage and becomes frightened for the duration. On a success the target takes half as much damage. At the end of each of the target's turns before the spell ends, the creature must make another Wisdom saving throw, taking another 6d10 psychic damage on a failed saving throw. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the instantaneous and repeatable psychic damage increase by 1d10 for each slot level above 4th.

Raulothim's Psychic Lance

4th level Enchantment


  • Spell Lists: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V
  • Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Shadow of Moil

4th level Necromancy


  • Spell Lists: Warlock
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
  • Duration: Concentration, up to 1 Minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage dealt by the shadows increase by 1d8 for each slot level above 4th.

Staggering Smite

4th level Evocation


  • Spell Lists: Paladin
  • 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 pierces both body and mind, and the attack deals an extra 4d8 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Summon Aberration

4th level Conjuration


  • Spell List: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (tears inside a gem worth at least 300 gp)
  • Duration: Concentration, up to 1 Hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.


Aberrant Spirit

Medium Aberration, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 (50 if Slaad) + 15 for each spell level above 4th
  • Speed 30 ft., fly 30 ft. (beholderkin only; hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Damage Immunities psychic
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech, understands the languages you speak

Regeneration (Slaad Only). The aberration regains hit points equal to 2 + the spell's level at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to a number of d4s equal to the spell's level, provided that the aberration isn't incapacitated.


Actions

Multiattack. The aberration makes a number of attacks equal to half this spell's level (rounded down).

Eye Ray (Beholderkin Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 1d6 + 2 + the spell's level psychic damage. On a hit, roll a d6. If the result is a 1-3, nothing additional happens. If the result is a 4-6, the target must make a Wisdom saving throw. On a fail, the target is charmed on a 4, frightened on a 5, or paralyzed on a 6. The condition ends at the end of the target's next turn.

Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level magical slashing damage. The target must make a Constitution saving throw or else be infected with chaos disease. An infected creature is unable to regain hit points and takes necrotic damage equal to the spell's level at the start of each of its turns. A creature makes a Constitution saving throw at the end of each of its turns, ending the disease on a success.

Psychic Slam (Star Spawn Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level psychic damage. If you roll a 19-20 on the attack roll, the target must make a Wisdom saving throw or be stunned until the start of the target's next turn.

Summon Construct

4th level Conjuration


  • Spell List: Artificer, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
  • Duration: Concentration, up to 1 Hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.


Construct Spirit

Medium Construct, Unaligned


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points 60 + 20 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Damage Immunities poison (acid if Clay)
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes fire damage equal to a number of d4s equal to half the spell's level, rounded up.

Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.


Actions

Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level magical bludgeoning damage.


Reactions

Berserk Lashing. When the construct takes damage, it can move up to half its speed and makes a Slam attack against a random hostile creature within its range.

Summon Elemental

4th level Conjuration


  • Spell List: Druid, Ranger, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
  • Duration: Concentration, up to 1 Hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Stoneskin

4th level Abjuration


  • Spell Lists: Artificer, Druid, Odic, Ranger, Sorcerer
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (rock dust)
  • Duration: Concentration, up to 1 Hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature you touch for every two slot levels above 4th.


Elemental Spirit

Medium Construct, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 50 + 15 for each spell level above 4th
  • Speed 40 ft., burrow 40 ft. (earth only), fly 40 ft. (air only hover), swim 40 ft. (water only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances lightning and thunder (Air only); piercing and slashing (Earth only)
  • Damage Immunities poison; fire (Fire only); acid (Water only)
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial, understands the languages you speak

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Primordial Flame (Fire Only). Any creature that starts its turn within 5 feet of you or enters that range for the first time on a turn takes fire damage equal to a number of d4s equal to half the spell's level, rounded up.


Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level magical bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).


Reactions

Yielding Water (Water Only). When you take damage, you can use your Reaction to halve the damage.

Credits

For all spells not listed here but listed in a variant's spell list, you can find their source here:

Source Spell
meowmagic aberrant aura, it's not living if it's not with you, judgement day, long way down, misty walk, north wind*, old world's rest, ring around the rose, spellcrush, walk the ground
Ultimate Adventurer's Handbook abeyed discharge, duel of destiny, guardian of civilization*, sticks to snakes, sundering smite
The Arcanist's Handbook war story, chaos weapon, call spirit
OAP's Shaman curse ward, ghostsight, harrowing apparition
OAP's Accursed infuse apathy, infuse susceptibility
Taron Pounds's Merchant ivaldi's impervious anvil, streak of luck*
Silverflame's First Compendium bane weapon*, corrosive pool, deafening darkness*, iron maiden, matilda's minor gateway, snap freeze,
Kibbles Elemental Spells aero barrage, echoing lance, ice spike, force blade, poison puff, stinging swarm
u/Monkey_DM oceanic slam
u/Fey_Faunra spatial anchor
u/Thudnfer sunlight javelin*
Unearthed Arcana ego whip*
Compendium of Forgotten Secrets ashen pack*, shattersong*
Druids of the Primal Circle avalanche
Atavist aura of decay
8
 

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