3rd-level Spells, the Bamstacks Variant

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Spells (3rd): The Bamstacks Variant

Blinding Smite

3rd level Evocation


  • Spell List: Druid
  • 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 this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for one minute.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

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

Catnap

3rd level Enchantment


  • Spell List: Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: S, M (a pinch of sand)
  • Duration: 1 Minute

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest regardless of how many short rests it has already taken, and it can’t be affected by this spell again until it finishes a long rest.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Call Lightning

3rd level Conjuraton


  • Spell List: Druid
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Conjure Barrage

3rd level Conjuration


  • Spell List: Ranger
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

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

Conjure Animals

3rd level Conjuration


  • Spell List: Druid, Ranger
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds. The swarm has hit points equal to 12 times the spell's level, an AC of 12, and uses your Wisdom modifier for all its saving throws. The swarm is immune to all conditions. The spell ends if the swarm loses all of its hit points.

When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes Radiant damage equal to 2d6 plus your spellcasting ability modifier.

You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see. The swarm doesn't provoke opportunity attacks.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Crusader's Mantle

3rd level Evocation


  • Spell List: Paladin
  • Casting Time: 1 Bonus Action
  • Range: Self (30-foot Radius)
  • Components: V
  • Duration: Concentration, up to 1 Minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d6 radiant damage when it hits with a weapon attack.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra radiant damage increases by 1d6 for every two slot levels above 3rd.

Daylight

3rd level Evocation


  • Spell List: Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 1 Hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This light counts as sunlight for undead of CR equal to the spell's level or lower.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Elemental Weapon

3rd level Conjuration


  • Spell List: Artificer, Paladin
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 10 Minutes

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Erode

3rd level Conjuration


  • Spell List: Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a pinch of rock salt and a drop of sulfuric acid)
  • Duration: Instantaneous

You send a bubbling sphere of acid to a point you can see within range, causing it to explode in a 15-foot radius sphere, eroding everything within it. All targets within the area must make a Dexterity saving throw. On failure, the target takes 7d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 4d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.

Fear

3rd level Illusion


  • Spell List: Bard, Empath, Oracle, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-Foot Cone)
  • Components: V, S, M (a white feather or the heart of a hen)
  • Duration: Concentration, up to 1 Minute

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you or is 60 feet or farther away from you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

At Higher Levels. When you cast the spell with a spell slot of 4th level or higher, the size of the cone increases by 10 feet for each slot level above 3rd.

Feign Death

3rd level Necromancy


  • Spell List: Bard, Cleric, Druid, Odic, Wizard
  • Casting Time: 1 Action (Ritual)
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 24 Hours

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. At the time of casting the spell, you may choose to have the target awaken in less than 24 hours, the duration is set at the casting of the spell.

Flame Arrows

3rd level Transmutation


  • Spell List: Artificer, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by six for each slot level above 3rd.

Gaseous Form

3rd level Transmutation


  • Spell List: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a bit of gauze and a wisp of smoke)
  • Duration: Concentration, up to 1 Hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has immunity to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Glyph of Warding

3rd level Abjuration


  • Spell List: Artificer, Bard, Cleric, Wizard
  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
  • Duration: Until Dispelled or Triggered

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area and have an effect that is detrimental to the target. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Haste

3rd level Transmutation


  • Spell List: Artificer, Empath, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to 1 Minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target no longer suffers the wave of lethargy when the spell ends.

Hunger of Hadar

3rd level Conjuration


  • Spell List: Warlock
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Concentration, up to 1 Minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

A caster concentrating on this spell may see normally in the effect and is not blinded. The caster may also move freely through the area as if it were not difficult terrain and takes no damage from the effect.

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

Hypnotic Pattern

3rd level Illusion


  • Spell List: Bard, Empath, Oracle, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Concentration, up to 1 Minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. A creature makes a Wisdom saving throw at the end of each of its turns, ending the spell on a success.

The spell also ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

At Higher Levels. When you cast the spell with a spell slot of 4th level or higher, the size of the cube increases by 10 feet for each slot level above 3rd.

Leomund's Tiny Hut

3rd level Evocation


  • Spell List: Bard, Fighter (Arcane Knight), Wizard
  • Casting Time: 1 Minute (Ritual)
  • Range: Self (10-Foot Radius Hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 Hours

You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails. The dome has AC 15 and 60 hit points, and immunity to poison, psychic, and necrotic damage. The spell ends if the dome loses all of its hit points. If the dome loses any hit points, a loud alarm sounds, awakening each creature within the dome that isn't deafened.

Ten creatures of Medium size or smaller can fit inside the dome with you. A Large creature takes up as much space as 4 Medium creatures. The spell fails if its area includes more than the maximum amount of creatures. Creatures and objects within the dome when you cast this spell can move through it freely, taking 25 feet of movement to move through the dome. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. Projectiles that touch the dome are slowed to a stop. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit points of the dome increase by 20 hit points for each slot level above 3rd.

Life Transference

3rd level Evocation


  • Spell List: Cleric, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to 10 plus twice the necrotic damage you take.

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

Lightning Arrow

3rd level Evocation


  • Spell List: Ranger
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The next time you make a ranged weapon attack on the turn you cast this spell, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, crackles with lightning. Make the attack roll as normal. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss, in addition to the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning 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 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Protection from Energy

3rd level Abjuration


  • Spell List: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Revivify

3rd level Necromancy


  • Spell List: Artificer, Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute. You make a desperate plea to the spirit of the dead creature, begging it to return. This spell sets the resurrection DC to be 10 + 2(# of deaths). Up to 4 friendly creatures within 30 ft of the dead creature can use their reaction to attempt an appropriate skill check against the Resurrection DC, decreasing the DC the creature has to make to come back by 3 on a success. The dead creature then rolls a death saving throw, coming back to life with 1 hit point if they meet or succeed against the resurrection DC. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Coming back to life is an excruciating and exhausting process for the soul. The target takes a −2 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Gentle Repose extends the time limit for this spell working only to 1 Hour, and can't delay the time limit by more than 2 hours through casting it multiple times.

If this spell fails to bring back a soul, that soul cannot be brought back by this spell until it is brought back to life.

Sleet Storm

3rd level Conjuration


  • Spell List: Druid, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M* (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 Minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the cylinder increases by 10 feet for each slot level above 2nd.

Slow

3rd level Transmutation


  • Spell List: Bard, Oracle, Rogue (Arcane Trickster), Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M* (a drop of molasses)
  • Duration: Concentration, up to 1 Minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or gain the Slowed condition for the duration.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the cube increases by 10 feet for each slot level above 3rd.

Spirit Guardians

3rd level Conjuration


  • Spell List: Cleric
  • Casting Time: 1 Action
  • Range: Self (15-Foot Radius)
  • Components: V, S, M* (a holy symbol)
  • Duration: Concentration, up to 10 Minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature must expend 2 feet of movement for every 1 foot it moves while moving in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d6 radiant damage (if you are good or neutral) or 3d6 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.

Stinking Cloud

3rd level Conjuration


  • Spell List: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (a rotten egg or several skunk cabbage leaves)
  • Duration: Concentration, up to 1 Minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature has the Poisoned condition and spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A creature can make a Constitution saving throw at the start of its turn if it starts its turn outside the cloud, ending the poisoned condition on a success.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the cloud increases by 5 feet for each slot level above 3rd.

Summon Fey

3rd 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 a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the 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.


Fey Spirit

Small Fey, Unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 30 + 15 for each spell level above 3rd
  • Speed 40 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Sylvan, understands the languages you speak

Actions

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

Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level magical piercing damage + 1d4 force damage

Maddening Samba (Fuming Only). The spirit dances frenetically, enhancing anger. A creature within 30 feet of the spirit must make a Wisdom saving throw or else be forced to use its reaction to make a melee weapon attack or unarmed strike against a random creature within its melee range.

Gleeful Glissalde (Mirthful Only). The spirit dances joyfully. Each creature within 10 feet of the spirit gains temporary hit points equal to the spell's level.

Disorienting Dance (Tricksy Only). The spirit disorients with a bizarre flourishing of magic. Each creature within 10 feet of the spirit must make a Wisdom saving throw or be teleported 10 feet in a random direction.


Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:

Fuming. The fey has advantage on the next attack roll it makes before the start of its next turn.

Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Summon Shadowspawn

3rd 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 a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, 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.


Shadow Spirit

Medium Monstrosity, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 35 + 15 for each spell level above 3rd
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages you speak

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.

Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.


Actions

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

Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level cold damage

Dreadful Scream (1/cast). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Bonus Actions

Lurk in the Dark (Fear Only). While in dim light or darkness, the spirit becomes Invisible.

Summon Undead

3rd level Conjuration


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

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, 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.

Tidal Wave

3rd level Conjuration


  • Spell List: Druid, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

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


Undead Spirit

Medium Undead, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 15 for each spell level above 3rd
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 9 (-1)

  • Damage Resistances necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.


Actions

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

Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.

Grave Bolt (Skeletal Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d4 + 3 + the spell's level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

Vampiric Touch

3rd level Necromancy


  • Spell List: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

The touch of your shadow-wreathed hand can siphon life force from others to increase yours. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 necrotic damage, and you recover hit points equal to half the amount of necrotic damage dealt, once your full hit points are restored, any additional points are added as temporary hit points. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wall of Sand

3rd level Evocation


  • Spell List: Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 Minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length or the wall increases by 10 feet or its thickness increases by 5 feet for each slot level above 3rd.

Wall of Water

3rd level Evocation


  • Spell List: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 Minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is 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 Strength saving throw or be forced out to an unoccupied space of your choice within 5 feet of them, and they become unable to enter the wall again until the start of their next turn. A creature unable to move into the wall can still attack targets on the other side of it if they are within range.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Effects that deal cold damage that pass through the wall cause the area of the wall they pass through the freeze solid (at least a 5-foot square section is frozen). Each 5-foot square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length or the wall increases by 10 feet or diameter of the ringed wall increases by 5 feet for each slot level above 3rd.

Credits

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

Source Spell
meowmagic all that glitters*, babbling brook, roaring river, banner of stars, bestow blessing, birdsight, finnic's ridiculous shot, fist of haunted wood*, prehistoric hail*, primal might, rigur's ice skates, ripping bullet, seer of the window, sightfire, thorns of a rose, through the fire and flames, animate mechanics, cyan halo, sunshine gleams, liliander's hellspear*
The Arcanist's Handbook hastening minuet, holy hymnal*, misplace aggression, pleonexia's panoply of personas, tale of courage, mage barrier*, hex storm
Ultimate Adventurer's Handbook build acid spewer, create bog, detect past, dispelling smite, misplace aggression, reaping smite, scourge's mantle*, weave necrosis*
Valda's Spire of Secrets curse of blades*, glitterdust*
OAP's Shaman bestow blessing, bolstering apparitions, find greater familiar
OAP's Accursed infuse bloodlust, scourge's mantle
OAP Patreon crescendo*
Benjamin Huffman's Magus find vessel
Silverflame's First Compendium clutch of nyogtha, rigur's ice skates
Necromancy Revised blood ball*
Kibbles Elemental Spells aether lance*, erode*, thunder pulse, vortex blast
Brandes Stoddard clarion call*
Unearthed Arcana mental barrier, thought shield
Compendium of Forgotten Secrets funeral pyre
Druids of the Primal Circle bitterfrost, flaming serpents
u/Throrface full metal charge
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