Food Artificer class 1.0

by Awesomematti

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Food Artificer: A Class of the Culinary Arts

A guide to play a food oriented character, and all the perks that comes with that. This guide includes new features, subclasses and spells. A complete spellist for the Food Artificer can be found at the end of the guide.

Food Artificer

The clattering of pans being stirred and knives meeting cutting boards fills the air around a young dwarf stading with awe looking on as the chefs dance around each other without spilling a drop of sauce.

After a long day a young elven child enters a sweet smelling bakery in town together with their mother, a harsh cold plaguing them. The plump Firlbolg baker gives the child a sweet treat and the child takes a deep breath as their cough magically disappears.

Defying harrowing weather, the halfling wanderer finally reaches the top of a cold mountain where the rare hearb they've been looking for grows.

Food Artificers take what tinkering Artificers do, and apply it to everything edible. Some seek to create to ultimate dish, others are out to cure the harsh illness plaguing their loved ones. Regardless of their motivations, they are driven by the power of food. Drawing power from the magical properties of herbs, minerals and their enate magical ability they combine it to create powerful dishes and baked goods that no one has seen before.

Learning by doing

A master of alchemy, nutrients and microbiology, the food artificer uses their ingenuity to push the limits of what food is. They see everything as consumable and in need of further investigation of how to use it in new ways to further the culture of food.

The food artificer uses a variety of tools to channel their arcane power. They might use brewers supplies to produce a powerful elixir, a cook's utensils to create a new rejuvenating dish, poisoner's kit to craft a potent antidote, or a herbalist kit to find new ways to use flowers and leaves.

creating a Food Artificer

Ask yourself, why and when did your character decide to master the science of food, combined with a magical touch. Did you meet a master who took you in or was it your own idea to combine two of the best things in existence.

Class Features

As a Food Artificer you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Food Artificer level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Food Artificer level after 1st

Proficiencies

  • Armor: Light and Medium Armor, Shields
  • Weapons: Simple weapons
  • Tools: Choose one from: Brewers supplies, Cooks utensils, Herbalism kit, Poisoner's kit
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from: Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) Cooks utensils, (b) Herbalism kit, (c) Brewers supplies, or (d) Poisoner's kit
  • Chain shirt and potlid shield (+2 AC when held)
  • (a) An Explorer’s Pack or (b) A Scholar's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Credit: JohnoftheNorth @ Deviantart

The Food Artificer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Wonderous Ingredients 2 2 2
2nd +2 Magical Snacks, Culinary Spells 2 3 3
3rd +2 Food Specialist 2 4 4
4th +2 Ability Score Improvement 3 5 4
5th +3 Specialist Feature, Culinary Spells 3 6 4 2
6th +3 Ability Score Improvement 3 7 4 2
7th +3 3 8 5 3
8th +3 Ability Score Improvement 3 9 5 3
9th +4 Specialist Feature, Culinary Spells 3 10 5 3 2
10th +4 Magical Snacks Improvement 4 11 5 3 2
11th +4 4 12 6 4 2
12th +4 Ability Score Improvement 4 13 6 4 2
13th +5 Culinary Spells 4 14 6 4 3 1
14th +5 Ability Score Improvement 4 15 6 4 3 1
15th +5 Specialist Feature 4 16 7 5 3 2
16th +5 Ability Score Improvement 4 17 7 5 3 2
17th +6 Culinary spells 4 18 7 5 4 3 1
18th +6 Magical Snacks Improvement 5 19 7 5 4 3 1
19th +6 Ability Score Improvement 5 20 8 6 4 3 2
20th +6 Portable Establishment 5 20 8 6 4 3 2

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through foods. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane ingredients and wonderous foods.

Tools Required

You produce your Food Artificer spell effects through your tools. You must have a spellcasting focus, specifically some kind of artisan's tool that you have proficiancy in, in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). See the equipment chapter in the Player's Handbook for descriptions of these tools.

Spellslots

The Food Artificer table shows how many spell slots you have to cast your Food Artificer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds, and have a lst-level or a 2nd-level slot available, you can cast cure wounds using either slot.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Food Artificer spell list in this compendium. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Food Artificer table.

When you gain a level in this class, you can replace one of the Food Artificer cantrips you know with another cantrip from the Food Artificer spell list.

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the Food Artificer spell list.

The Spells Known column of the Food Artificer table shows when you learn more Food Artificer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in your class, you can learn one new spell at 1st or 2nd level.

Additionally, when you gain a level in this class,you can choose one of the Food Artificer spells you know and replace it with another spell from the Food Artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Food Artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a Food Artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Food Artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Wonderous Ingredients

At 1st level you've learned how to invest a spark of magic into different foods. To use this ability, you must have the Cook's utensils, Brewers supplies, Herbalism kit, or Poisoner's kit in hand. You then touch an edible ingredient as an action and give it one of the following magical properties of your choice:

  • The ingredient sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • The ingredient continuously emits your choice of an odor. The chosen odor is perceivable up to 10 feet away.
  • A static visual effect appears on one of the ingredients surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • The ingredient is infused with charismatic magic. A creature who consumes the ingredient will instantly regard you as a friend and act as though under the Charm Person spell.

The chosen property lasts for 1 hour. As an action, you can touch the object and end the property early. You can bestow magic on multiple ingredients, touching one ingredient each time you use this feature, though a single ingredient can only bear one property at a time. The maximum number of ingredients you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Magical Snacks

At 2nd level you can cook little treats, like muffins or deviled eggs, with encouraging results. Over the course of one hour per day, you can make small snacks up to a number equal to your intelligence modifier. These treats are edible for 24 hours, and afterwards they become hard as stone and they lose their effect. You can give the treats to someone or keep them yourself. Consuming a snack costs a bonus action.

At level 2, you can make snacks which can enhance one’s abilities. The next time the consumer rolls a d20, be it a skill check, an attack or a saving throw, they can add the intelligence modifier of the snack creator to the check.

At level 10, you can make snacks which sharpen one’s mind and reflexes. The next time the consumer rolls a d20, be it a skill check, an attack or a saving throw, they roll with advantage. In addition, the consumer cannot be surprised or be a victim of sneak attack

At level 18, you can create elevating snacks that even god’s lust for. After consuming the snack, the consumer gets an additional action.

Your cooking experience allows you to spend 1 hour of your long rest cooking and still gain the effects of a long rest. You can also make small treats like candy without the mentioned effects within this hour.

A pastry can only have one of the above effects. You can choose the effect while baking them.

Portable Establishment

At level 20, you can take 1 hour and flour, wood and iron nails to conjure an establishment of your choice. It can be up to 50x50 feet and three stories tall. The establishment looks and functions as you choose, being a restaurant, tavern, bakery or the like. The establishment lasts for 24 hours, before disappearing in light, and will have a faceless construct staff of 10, food and drinks for 100 people and furnishing of your choice. The construct staff will do anything asked off them and will take the form and attire that you choose. They can do anything a human can do except take an attack action or any action that would hurt another creature. they can move freely in the establishment but cannot leave it. Any creatures and items left in the establishment will stay there until the establishment is conjured once more.

Culinary spells

As a food Artificer you have innate culinary spells that you've learned through a mentor, family member or through experimentation. These spells are always prepared outside of the amount of spells your level allows you to prepare.

Class Level Spells
2nd Humble Harvest, Tea Ceremony
5th Continual flame, Egg
9th Create Food and Water, Plant Growth
13th Control Water, Locate Creature
17th Ampel Harvest, Hold Monster

Food Specialist

At 3rd level, you choose the type of food specialist you are. Your choice grants you additional features at 5th level and again at 9th and 15th level.

Wondrous Baker

A baker is always wondrous, but the Wondrous Baker has something extra, setting them apart from other bakers. Using a cook's utensils the Wondrous Baker can bake even the most repugnant ingredient taste as sweet at honey.

Cream Filled Pastry

At 3rd level, you can fill your ‘magical snack’ treats with a pleasing sweet or savory cream. After consuming one treat, the consumer regains HP equal to the intelligence modifier +2 of the creator. This effect adds to the original snacks effect. At 9th level the additional HP increases to +3, and at 15th level to +4.

Baked weaponry

At 5th level, you can bake up to 2 times your Intelligence Modifier of baked weaponry during your snack making. These weapons can be used by other creatures than the creator for the duration of an hour before the weapons deteriorate. To bake these weapons you must make a baking roll using 1d20 + your Intelligence modifier beating the baked goods baking DC seen in the table below. If successful the weapons will last for one hour. If failing the roll the

weapons will last half that time. These weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Weapon Baking DC Effect
Cookie Arrow DC 8 Baked to fit all bows
Candy Dagger DC 10 1d4 piercing, +2 poison (range 20/60)
Caramel Javelin DC 13 1d6 piercing, +2 poison (range 20/60)
Breadclub DC 16 1d4 bludgeoning, Versatile (1d6)
Pretzel Quarterstaff DC 18 1d6 bludgeoning, versatile (1d8)

Delightful Construct

At 9th level you learn to use your baking skills to form a small construct. You cast the Find Familiar spell as a ritual spell, using Sugar, Flour, and Herbs that is consumed by fire. The spell acts as described but is classified as a construct regardless of the form it takes. The spell does not count towards the known spells and will not take a spell slot to use.

Sugar Rush

At 15th level, you can decide to store a spell within your baked goods. You can spend 10 minutes infusing a baked good with a spell of your choice, and as a Bonus action you can decide to unleash the spell. Alternatively, a Spell that has the range of touch can be stored but the spell unleashes the moment the baked good is touched by any other creature than the creator.

To create the baked goods, you expend a Spell slot equal to the spell's level stored within the baked goods. The baked goods will be preserved until the spell within is used.

Arcane Brewer

The Arcane Brewer has their passion in sweet meads, dark ale, white wines and everything else deliciously alcoholic.

Naughty Hot Cocoa

At 3rd level, You can make a drink based on milk, chocolate and liquor. Consuming the drink costs a Bonus action and it cures the poisoned and frightened effect and makes the consumer immune to being poisoned or frightened for one hour. In addition the consumer gains 1d4 HP. You can prepare three drinks per day that must be consumed within the hour of cooking.

Mixologist

At 5th level you gain the know how to start mixing different coctail that benefit your allies. Provided you have the Brewers Supplies, the neccessary ingredients and enough containers, you can in half an hour during a long rest, without loosing the benifits of that long rest, make different drinks. Each batch gives 4 coctails of one variant and each drink variant need their DC roll to be successfully mixed to be effective. You can also choose to succeed any saving throw inflicted by your own beverages. The coctails, mixing DC and effects are listed below.

Drink type Ingredients Mixing DC Effects
Spiked Lemonade Sugar, Water, Lemon, Vodka DC 12 On a success, as an action a creature can drink this brew and heal 1d4 + half your Character Level in hit points. On a failed roll a creature who drinks the drink makes a constitution saving throw. If failed the creature eyes water and they become wobbely, giving them disadvantage on all actions for 1d4 minutes.
Piña Colada Pinapple, Coconut, Rum DC 12 On a succes, a creature can drink this brew and decrease all damage they take by 1d6 for the duration of 1 minute. On a failed mixing roll a creature who drinks it will instead have dissadvantage on all saving throws for the duration.
Lurien Coffee Sugar, Whiskey, Coffee, Whippin cream, Mint DC 14 As an action, a creature can drink this brew and gain 1d8 + your Character Level in temporary hit points. These temporary hit points last for 1 minute, or until they are all lost. If failing the mixing roll, a creature who drinks the beverage will instead take 1d8 + your character level in necrotic damage.
Mojito Lime, Sugar, Mint, Rum, Salt DC 16 On a success, as an action a creature can drink this brew to recover 2 spell slots of the drinkers choice. On a failed mixing roll, a creature who drinks the beverage makes a constitution saving throw. If failed the creature will loose the ability to take bonus actions for 1d4 minutes, but still gains the benifits of the coctail.
Double Chocolate Martini Chocolate, Cherry, Cream, Vodka DC 18 On a success, as an action a creature can drink this brew, and increase all damage done with strength based weapon attack rolls by 1d8. This effect lasts for 1 minute. If failing the mixing roll, a creature who drinks the beverage will decrease its strength based attacks damage with 1d8 for the duration.

Alcoholic Weapon

At 9th level you can weponise your alcoholic drinks. You spend a short rest to make the following 4 items and use as weapons. You can make 1d4 weapons per short rest, without loosing the benifits of that short rest. You can choose to use this feature up to 4 times during one long rest, but doing so takes away the benifits for taking the long rest and will earn you 1 point of Exhaustion.

  • Extravagant Molotov Coctail: 1d6 fire damage, light weapon (range 30/120 ft.), weight 1 lb.
  • Alcoholic Dart: 1d4 piercing damage, light weapon (range/thrown 20/60 ft.), Weight 0.25 lb. If hit, the target must make a constitution saving throw or be incapacitated during it's next turn.
  • Obnoxious gas: You crush a vial of an alcoholic mix on the ground (range/thrown 20/60 ft.). The gas spreads like a thin fog in a 15 ft. sphere and all creatures within the sphere must make a constitution saving throw or take 2d12 poison damage. The gas stays in place for 1 minute and is visible to the naked eye.
  • Drink of a Dragon: After drinking this coctail, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

Beer Sommelier

At 15th level you gain the ability to brew the legendary Ale, Mead and Beer and imbue them with magic. You can choose to spend one week (3 hours per day) to produce one small barrel. This barrel gives you 10 bottles of your picked brew (one bottle must be consumed by the same creature to benifit from its effects).

Ale: Gain the benifits of the Power Word Heal spell.

Mead: Gain the benifits of the Shapechange spell.

Beer: Gain the benifits of the Heroism spell.

Gourmet Cook

As a Gormet Cook you have mastered the pepper and salt, but there is always more to be discovered. On your journey for more flavourful dishes you gain many speciality features, mastering the art of cooking.

Superiour taste

At 3rd level you know what good food is and what isn't up to standard. You gain expertise in the Intimidation skill and you can tell by smell or taste when something is poisoned or diseased without it effecting you, giving you the same effect as the detect posion and disease spell.

Lyxurious Bean Burrito

Additionally at 3rd level you can make a luxurious vegan Bean Burrito. Using 10 minutes you can make one Bean Burrito.

A creature who consumes the dish must make a DC 15 Constitution save or the beans will explode in their stomach, dealing 2d12 force damage. If successful the creature instead heal for 2d4+2 HP.

The Burrito can also be thrown (range 20/60) adding your Dexterity modifier to the attack roll. If hit, the burrito deals 2d4+1 bludgeoning damage.

Signature Dish

At 5th level, your experience and practice within the culinary arts has given you a signature dish. Your dish can be anything, just as long as you can take small quantities around with you. During a short or long rest, you may use this time and 10 gold pieces to cook up your signature dish. You can choose from the list below on the effect and duration of the meal when you make it.

If you have not consumed your Signature Dish by your next long rest (or within 24 hours), the dish expires.

Type Duration Effect
Haste 6 hours The dish doubles the speed of whoever eats it
Darkvision 24 hours The dish grants Darkvision to whoever eats it
Cure Disease Instantanious The dish can cure any non-magical disease whoever eats it.
Cure Poison Instantanious The dish can cure any non-magical poison and/or venom whoever eats it.
Healing Instantanious The dish heals the consumer by 2d6+Intelligence modifier HP

Alluring Food

At 9th level you can use your Magical Snacks as a distraction.

As a bonus action you infuse your snacks with an alluring smell, throwing it towards one creature of your choice within 30 feet of you. The creature must make a wisdom saving throw against your spell save DC.

A failed save results in the creature being distracted, skipping their turn to consume the snack instead.

On a successful save the creature is not interested in your snack.

Dragon Spice

At 15th level you start experimenting with spices. You can infuse your signature dish with these spices, giving them the additional benifit of a type of dragon breath weapon. The Cook must have the spice on hand to infuse the dish with the dragonbreath. Any creature that consumes your signature dish is given the effect of the breath weapon in addition to the base effect of the dish. The table below show what spice is needed for what dragon breath.

Breath weapon Spice needed
Acid Tumeric
Lightning Garlic
Fire Chili
Poison Nutmeg
Cold Mint

Herbal Naturopath

Be it for the love of nature, or a drive for new natural healing, you have taken up the path or the Herbal Naturopath.

Herbal expert

At 3rd level, you can create herbal ointments. You take one hour to forage for ingedients with a Wisdom (survival) + your proficiency bonus (if not already proficient in the Survival skill). You must succeed on a DC 10 check to create the number of ointments equal to your Intelligence modifier + your proficiency bonus, with a minimum of 1 ointment. Each ointment can treat a condition of your choice and will keep on your person for 24 hours before becoming no more helaing than a moisturising skincream. Each ointment has one use. If someone spends 1 minute applying the ointment they will regain 1d6 + your Intelligence modifier amount of hit points.

Wannabe Druid

Also at 3rd level, the Naturopath walks the path of the druid, using their knowlege in a way that gives them one additional spell slot on top of the one given in the Food Artificer table. So at level 5 you gain 5 1st level spell slots and 3 second level spell slots instead of the 4 1st level spell slots and 2 second level spell slots. You always have one spell slot on top of the spell slot listed in the Food Artificer table.

Healers Herbs

At 5th level, you gain knowlege about the common types of healing herbs and how to use them. With this you become an efficient healer, using what nature provides to create healers kits that you can use for the benifit of others and yourself.

Level Healing kit
5th Beginners Healing: You gain the knowledge of what herbs are most effective for healing. You can take 10 minutes to craft a Decent Healing Kit. You can apply this healing kit to an injured creature of your choice and give 2d4+(your intelligence modifier) amount of hit points back to them.
9th Moderate Healing: You learn more about the healing herbs and use them in more efficient ways. You take 15 minutes to craft a Satisfactory Healing Kit. You can apply this healing kit to an injured creature of your choice and give 4d4+(your intelligence modifier) amount of hit points back to them.
15th Advanced Healing: You have learned everything there is to know about the common healing herbs and how to use them. You can crafta Fancy Healing Kit. You can aplly this healing kit to an injured creature of your choice and give them 8d4+(your intelligence modifier) amount of hit points back to them.

Flower Friend

At 9th level, you channel natures powers to create life. With a DC 15 Intelligence (Nature) check you can create a Flower Friend out of plants. The friend will stay with its creator until the creator dispells it with an action, or it reaches 0 hit points. Only one Flower Friend can exist at a time and the friend is no bigger than a common cat.


Flower Friend

Tiny Construct, unaligned


  • Armor Class 10
  • Hit Points 20 + your Food artificer level
  • Speed 20ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 10 (+0) 16 (+3) 14 (+2)

  • Skills Invenstigation +4, Perception +6
  • Condition Immunities Piercing damage, Poison damage
  • Senses passive Perception 12
  • Languages The casters preferred language

Blending in This creature, when compleatly still, is indistinguishable from natural plantlife. When still it has advantage on hiding (stealth)

Tree Stride This creature has the ability to use Tree Stride once a day on itself.

Actions

Seed Dart Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit (1d4 + 2)

Herbal Guide The flower friend can spend one action guiding it's creator to a nearby herb that they specifically ask for. If the herb is of the kind that the friend is constructed from it can use the action to grow the same kind of herbs from its body.

Natural Devotion

Starting at 15th level, the plants around you are so interconnected to your soul that they protect your body from rejoining the earth. When your hit points are reduced to 0 or you are incapacitated, as a reaction, you can create a wall of thorns around you, as if it were the Wall of Thorns spell cast in a 9nth level spell slot. The thorn wall forms a protective dome over your body for up to 10 minutes. The diameter of the wall is 5 feet for the purpose of containing only you. The plants protecting you sustain you and boost you up to 1 hit point if you were reduced to 0 hitpoints, but you remain incapacitated until you are awakened.

Dangerous Potioneer

Weather it is about curing death itself, or creating an entirely new potion no one has seen before, the potioneer is of a dangerous kind. Many die before old age due to their experiments, but it is all for sience.

Chaotic experiment

At 3rd level, you have a lot of experimental potions that need testing. You can conjure up a potion made out of random components and toss it at a creature within 60 feet of you. Roll a range attack and one hit deal 1d8 acid damage. Then roll an additional 1d4 and add any extra effect the potion might have;

  1. You add an additional 1d8 acid damage to the spell.
  2. The creature hit is covered in a sticky substance, reducing their speed by 5 until the end of their next turn
  3. The creature hit has their AC reduced by 1 until the end of their next turn.
  4. The potion explodes, dealing half damage to creatures within 5 feet.

This feature can be used once times every long rest at 3rd level, two times at 5th level, three times at 9th level and four times at 15th level.

Workshop Side Effect

At 3rd level, you also have stood in the fumes of your potions for so long that you are now resistant against all poison damage.

Potions intitiate

At 5th level, you are getting good at the more common potions, but still have some limitations in your knowlege. With the right ingredients and enough time you can make potions with the same effect for the regular potions, but with some limitation. Preparing the potion takes 1 hour and you must make a DC roll listed on the table below with your Medicin or Nature skill. If you fail, the ingredients are lost. If you succeed, you obtain the equivalent of the chosen magic potion, with the exception that it must be drunk within the next 24 hours or lose its potency.

At level 18 the time limitation of the potions potency is relieved and you make the potions without the expiring.

DC Potion
12 Potion of Climbing: When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on Strength (Athletics) checks made to climb.
14 Potion of Healing: When drunk, a creature regains 2d4 + 2 HP.
13 Potion of Bless: When drunk, a creature gain the effect of the bless spell for 1 minute (no concentration required).
12 Potion of Liar’s Tongue: When drunk, a creature you have advantage on Charisma (Deception) checks made to tell lies for the next hour.

Poison Master

At 9th level, you gain the knowledge to create potent poisons to use on your enemies. You can spend one short rest mixing one vial of poison from the list below. You can then choose to coat your, or another creatures, weapon in the poison. That weapon will now deal its regular damage plus the effects of the poison during the attacking creatures turn, unless the posion says otherwise. You can also choose to throw the poison vial at a chosen creature within 60 feet that you can see. Roll a ranged dexterity attack and deal a 1d6 piercing damage + the posions effect on hit.

  • Burnt othur fumes (Inhaled, must be thrown): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
  • Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
  • Oil of taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
  • Malice (Inhaled, must be thrown): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Advanced Potions Making

At 15th level, you have gained enough experience to start making uncommon and rare potions. The potions take 1 hour to prepare and you must beat the potions DC with a Medicin or Nature check. The potions have an experation date and after 24 hours the potions loose their effect.

When reaching level 20 the potions no longer expire and work as all other potions.

DC Potion
15 Potion of Heroism: When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration.
16 Potion of Greater Healing: When drunk, a creature regains 4d4 + 4 HP.
15 Potion of Water Breathing: When drunk, a creature can breathe underwater for 1 hour.
14 Potion of Gaseous Form: When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required).
16 Potion of Stone Giant Strength: When drunk, a creature’s Strength score is increased to 23 for 1 hour.

Acid Splash

Conjuration Cantrip


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

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

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

Ample Harvest

5th-level Necromancy (By: DoodTheMan @ dndbeyond)


  • Casting Time: 1 action
  • Range: 150 ft. (20 ft. sphere)
  • Components: S, V, M (the bones of a creature)
  • Duration: Instantaneous

You draw energy from a creature's very life essence to bolster your allies. Each creature within a 20-foot-radius sphere centered on a point of your choosing must make a Constitution saving throw. A target takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

For each damage dice you rolled you may choose an ally that you can see that is within 30 feet of you and grant them an amount of temporary hit points equal to its result. You must have damaged at least one creature for this effect to apply.

Animal Friendship

1st-level Enhantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (A morsel of food)
  • Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional beast level above 1st.

Animal Messenger

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (A morsel of food)
  • Duration: 24 hours

By means of this spell, you use an animal to deliver a Message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a Location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a Message of up to twenty-five words. The target beast travels for the Duration of the spell towards the specified Location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for Other Animals.

When the messenger arrives, it delivers your Message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the Message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels: If you cast this spell using a spell slot of 3rd Level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Aura of Vitality

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Up to 1 minute (concentration)

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Beast Sense

2nd-level Divination


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: S
  • Duration: Up to 1 hour (concentration)

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Burning Hands

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15ft. cone)
  • Components: S, V
  • 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 3d6 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 1d6 for each slot level above 1st.

Calm Emotions

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Up to 1 minute (concentration)

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Charm Person

1st-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • 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 as a friendly acquaintance. 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, 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.

Chill Touch

Necromancy Cantrip


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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.

If you hit an Undead target, it also has disadvantage on Attack Rolls against you until the end of your next turn.

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

Commune With Nature

5th-level Divination


  • Casting Time: 1 minute (ritual)
  • Range: Self
  • Components: S, V
  • Duration: Instantaneous

You briefly become one with Nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural Underground settings, the radius is limited to 300 feet. The spell doesn't function where Nature has been replaced by construction, such as in Dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent Plants, minerals, animals, or peoples; powerful Celestials, fey, Fiends, Elementals, or undead; Influence from Other Planes of existence; buildings.

For example, you could determine the Location of powerful Undead in the area, the Location of major sources of safe drinking water, and the Location of any nearby towns.

Cone of Cold

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self (60 ft. cone)
  • Components: S, V, M (A small crystal or glass cone)
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

Conjure Animals

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Up to 1 hour (concentration)

You Summon Fey spirits that take the form of Beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.

• One beast of Challenge Rating 2 or lower

• Two Beasts of Challenge Rating 1 or lower

• Four Beasts of Challenge Rating 1/2 or lower

• Eight Beasts of Challenge Rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 Hit Points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics.

At Higher Levels: When you cast this spell using a 5th level spell slot, you choose one of the summoning options above, and twice as many creatures appear.

Continual Flame

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (Ruby dust worth 50 gp, which the spell consumes)
  • Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The Effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Control Water

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, V, M (A drop of water and a pinch of dust)
  • Duration: Up to 10 minutes (concentration)

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following Effects when you cast this spell. As an action on Your Turn, you can repeat the same Effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different Effect. If this Effect produced a wave, the wave repeats on the start of your next turn while the flood Effect lasts.

Part Water: You cause water in the area to move apart and create a Trench. The Trench extends across the spell's area, and the separated water forms a wall to either side. The Trench remains until the spell ends or you choose a different Effect. The water then slowly fills in the Trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over Obstacles, up walls, or in other unlikely Directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain Conditions. The water continues to move in the direction you chose until the spell ends or you choose a different Effect.

Whirlpool: This Effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area.The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Create Bonfire

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 ft (5ft. cube )
  • Components: S, V
  • Duration: Up to 1 minute (concentration)

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

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

Create Food And Water

3rd-level Conjuration


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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen Humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Cure Wounds

1st-level Evocation


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

A creature you touch regains a number of hit points equal to 1d8 + 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 or higher, the Healing increases by 1d8 for each slot level above 1st.

Curse of Ravenous Hunger

5th-level Enchantment (By: lugnn @ dndbeyond)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, V, M (a morsel of food that belonged to the target, a sun-dried slug, and a Shadowsteel dining plate worth at least 1,000 gp, all of which the spell consumes)
  • Duration: Until Dispelled

This spell curses a creature on the same plane of existence as you with painful and unending starvation. The target must make a Constitution saving throw against the spell’s DC, which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target

becomes cursed and is unaware of this. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.

Triggering event. While eating their next meal, the target bites their tongue and their mouth fills with blood.

Stage 1. The cursed creature is gripped with an insatiable appetite.

Stage 2. The cursed creature becomes compelled to eat inappropriate items such as coins, flowers, glass, dirt. Additionally, the cursed creature has disadvantage on Constitution saving throws.

Stage 3. The cursed creature becomes ravenous and is compelled to consume the flesh of humanoids. No other food will satiate its starvation. The cursed creature’s Constitution score becomes 6, unless it was already lower.

Culmination. Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Bloated Gastromorph. If the creature is a player character, they become an NPC under the GM’s control.

Date Night

3rd-level Conjuration (By: MattiasSerrander @ dndbeyond)


  • Casting Time: 10 minutes (ritual)
  • Range: 30 feet
  • Components: S, V, M (a container of caviar which the spell consumes)
  • Duration: 1 hour

You counjur up a small feast for two, sharing it with a creature or serving two creatures of your choice. The feast can be anything you want. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over.

Two creatures that partakes of the feast increases its hit point maximum by 2d6 + your spellcasting modifier, and it gains the same amount of hit points. These benefits last for 24 hours.

Detect Poison and Disease

1st-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V, M (A yew leaf)
  • Duration: Up to 10 minutes (concentration)

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Dominate Beast

4th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Up to 1 minute (concentration)

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 you or creatures that are friendly to you are Fighting it, it has advantage on the saving throw.

While the beast 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.

You can use your 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.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Drinks on me

Conjuration Cantrip (By: BradLegg @ dndbeyond)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, M (A cup for each member taking part)
  • Duration: 24 hours

After you cast this spell each cup is filled to the very brim with a simple alcoholic drink, if you cast this spell on the same cups everyday for a week filling them with the same liquid the cups will have properties similar to a Alchemy Jug but however they can only fill up with one type of liquid (determined by what filled it during the week)

Druidcraft

Transmutation Cantrip


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

Whispering to the spirits of Nature, you create one of the following Effects within range:

  • You create a tiny, harmless sensory Effect that predicts what the weather will be at your Location for the next 24 hours. The Effect might manifest as a golden orb for clear skies, a cloud for rain Falling snowflakes for snow, and so on. This Effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an Instantaneous, harmless sensory Effect, such as Falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The Effect must fit in a 5-foot cube.
  • You instantly light or snuff out a Candle, a torch, or a small campfire.

Egg

2nd-level conjuration (By: Flyingdoombunny @ dndbeyond)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (an egg)
  • Duration: Instantaneous

When you cast egg, roll a D6

  1. You summon 1d6 eggs in an unoccupied space within 5 feet of you in any direction.

  2. You summon 2d6 eggs that shoot in random directions from you (roll a D8 for each egg, starting from where you are facing and going clockwise) Each creature hit with an egg takes 1d6 magic bludgeoning damage.

  3. The egg you use to cast the spell hatches into 1d12+2 chickens. The chickens are friendly to you and your party, but may not be given commands. However, If the number of chickens summoned is greater than 9, they are instead hostile to you.

  4. You summon 2d8 hardboiled eggs, that when consumed restore 2hp.

  5. You summon one large egg, roll a d6. The egg hatches a friendly beast

(1) 1d4 Eagles

(2) Giant Owl

(3) Crocodile

(4) Spider Swarm

(5) 1d4 Flying Snakes

(6) A giant chicken (giant eagle stats)

  1. Roll twice, ignoring another 6. The effects you roll are doubled.

Endless Hunger

3rd-level Necromancy (By: VileShark @ dndbeyond)


  • Casting Time: 1 action
  • Range: Self (60 ft. sphere)
  • Components: S, V
  • Duration: 1 minute

Dark shadows wring out from you and permeate in a 60 ft radius around you.

All creatures ,excluding undead and constructs, that you deem as targets who start their turn inside the radius of the spell and fail a Constitution saving throw lose an amount of their maximum hit point equal to (2d4 + your spell casting modifier). You gain the hit point drained from creatures this way.

the effect lasts for 1 hour, after which the damage done is reverted and return to normal

Enlarge / Reduce

*2nd-level Transmutation *


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (A pinch iron powder)
  • Duration: Up to 1 minute (concentration)

You cause a creature or an object you can see within range to grow larger or smaller for the Duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no Effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its

size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength Checks and Strength Saving Throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Faerie Fire

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Up to 1 minute (concentration)

A flame, equivalent in brightness to a torch, springs from an object that you touch. The effect look like a regular flame, but it creates no heat and doesn't use oxygen.

A continual flame can be covered or hidden but not smothered or quenched.

Fire Bolt

Evocation Cantrip


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

You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

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

Geas

5th-level Enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days

You place a magical Command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become Charmed by you for the Duration. While the creature is Charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any Command you choose, short of an activity that would result in certain death. Should you issue a suicidal Command, the spell ends.

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or wish spell also ends it.

Goodberry

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (A sprig of mistletoe)
  • Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. 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.

Grease

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (A bit of pork rind or butter)
  • Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the Duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Greater Invisibility

4th-level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Up to 1 minute (concentration)

You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person.

Heat Metal

*2nd-level Transmutation *


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (A piece of iron and a flame)
  • Duration: Up to 1 minute (concentration)

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a Bonus Action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on Attack Rolls and Ability Checks until the start of your next turn.

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 above 2nd.

Hold Monster

5th-level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V, M (A small, straight piece of iron)
  • Duration: Up to 1 minute (concentration)

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. This spell has no Effect on Undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Holy Brew

1st-level Conjuration (By: MattiasSerrander @ dndbeyond)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (any liquid)
  • Duration: Instantaneous

You can turn any liquid into an alcoholic beverage of your choice by touching it.

Humble Harvest

1st-level transmutation (By: HalflingChaser @ dndbeyond)


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

You touch a tree that bears fruits or nuts, causing the tree to yield two bushels of produce. The tree must be mature enough and healthy enough to bear fruits or nuts. The spell fails if the tree was the target of this spell within the last 10 days.

The fruits and nuts harvested using this spell are not magical in nature, and ripened fruit will spoil and rot if not used or preserved. A single bushel of produce weighs approximately 50 lbs. and is comprised of roughly 120 pieces of fist-sized fruit or 1,800 eye-sized nuts. In most markets, treat a bushel of produce as 50 lbs. of trail rations (25 days worth of rations, with an equivalent market value of 12.5 sp).

Hunters Mark

1st-level Divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Up to 1 hour (concentration)

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 damage to the target whenever you hit it with a weapon Attack, and you 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 or 4th Level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th Level you can maintain your Concentration on the spell for up to 24 hours.

Identify

1st-level Divination


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: S, V, M (A pearl worth at least 100 gp and 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 you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.

Illusory Script

1st-level Illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (A lead-based ink worth at least 10 gp, which the spell consumes)
  • 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 appears as if it were written in an unknown or magical script that is unintelligible. 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.

Insect Plague

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, V, M (A few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Up to 10 minutes (concentration)

Swarming, biting locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere spreads around corners. The Sphere remains for the Duration, and its area is lightly obscured. The sphere's area is Difficult Terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Legend Lore

5th-level Divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: S, V, M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even Secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.

The more information you already have about the thing, the more precise and detailed the information you receive is. The

information you learn is accurate but might be couched in figurative language. For example, if you have a Mysterious Magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may Awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Lifedrink

Necromancy Cantrip (By: SnakeBlood @ dndbeyond)


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

You drain the life essense from a living creature within range, make a ranged spell attack against the target, it suffers 1d8 necrotic damage and you heal 1d4 damage. If you are at full health instead of healing you gain temporary hit points up to your constitution modifier.

This spell has no effect on undead creatures or constructs.

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

Life Transference

3rd-level Necromancy


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

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. At higher level

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.

Locate Creature

4th-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V, M (A bit of fur from a bloodhound)
  • Duration: Up to 1 hour (concentration)

Describe or name a creature that is familiar to you. You sense the direction to the creature's Location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its Movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the Effects of a Polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Mage Hand

Conjuration Cantrip


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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

Mass Cure Wounds

*5th-level Evocation *


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

A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting Ability modifier. This spell has no Effect on Undead or Constructs.

Mending

Transmutation Cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, V, M (Two lodestones)
  • Duration: Instantaneous

This spell Repairs a single break or tear in an object you

touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't Attack, activate magical items, or carry more than 10 pounds.

Message

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, V, M (A short piece of copper wire)
  • Duration: 1 round

You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell

doesn't have to follow a straight line and can Travel freely around corners or through openings.

Nondetection

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
  • Duration: 8 hours

For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination magic or perceived through magical Scrying sensors.

Phantom Steed

4th-level Abjuration


  • Casting Time: 1 minute (ritual)
  • Range: 30 feet
  • Components: S, V
  • Duration: 1 hour

A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's Appearance, but it is equipped with a saddle, bit, and bridle. Any of the Equipment created by the spell vanishes in a Puff Of Smoke if it is carried more than 10 feet away from the steed.

For the Duration, you or a creature you choose can ride the steed. The creature uses the Statistics for a Riding Horse, except it has a speed of 100 feet and can Travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Plant Growth

3rd-level Transmutation


  • Casting Time: 1 action or 8 hours
  • Range: 150 feet
  • Components: S, V
  • Duration: Instantaneous

This spell channels vitality into Plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal Plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of Movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All Plants in a half-mile radius centered on a point within range become enriched for 1 year. The Plants yield twice the normal amount of food when harvested.

Polymoph

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (A caterpillar cocoon)
  • Duration: Up to 1 hour (concentration)

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the Effect. A Shapechanger automatically succeeds on this saving throw.

The transformation lasts for the Duration, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose Challenge Rating is equal to or less than the target's (or the target's level, if it doesn't have a Challenge rating). The target's game Statistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast.

It retains its Alignment and Personality.

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious.

The creature is limited in the Actions it can perform by the Nature of its new form, and it can't speak, cast Spells, or take any other action that requires hands or Speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its Equipment.

Preserve Food

Necromancy Cantrip (By: Tesaron @ dndbeyond)


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: S, V, M (a pound of salt which the spell consumes)
  • Duration: 10 Days

You touch prepared food, such as butchered meat or vegetable matter used in all forms of cooking and preserve it for 10 days time. The spell can be renewed but requires a separate casting of said spell.

Prestidigitation

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, V
  • Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.

  • You instantaneously clean or soil an object no larger than 1 cubic foot.

  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Private Sanctum

4th-level Abjuration


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S, M (A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
  • Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the Duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following Properties.

• Sound can't pass through the barrier at the edge of the warded area.

• The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

• Sensors created by Divination Spells can't appear inside the protected area or pass through the barrier at its perimeter.

• Creatures in the area can't be targeted by Divination Spells.

• Nothing can Teleport into or out of the warded area.

• Planar Travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this Effect permanent.

At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th Level.

Produce Flame

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.

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

Protection From Poison

2nd-level Abjuration


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

You touch a creature. If it is Poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.

For the Duration, the target has advantage on Saving Throws against being Poisoned, and it has Resistance to poison damage.

Purify Food And Drink

1st-level Transmutation


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

All nonmagical food and drink within a 5-foot-radius Sphere centered on a point of your choice within range is Purified and rendered free of poison and disease.

Shield

1st-level Abjuration


  • Casting Time: 1 reaction (which you take when you are hit by an attack or targeted by the magic missile spell)
  • Range: Self
  • Components: S, V
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sending

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: S, V, M (A short piece of fine copper wire)
  • Duration: 1 round

You send a short Message of twenty-five words or less to a creature with you are familiar. The creature hears the Message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your Message.

You can send the Message across any distance and even to other Planes of Existence, but if the target is on a different plane than you, there is a 5 percent chance that the Message doesn't arrive.

Speak With Plants

3rd-level Transmutation


  • Casting Time: 1 action
  • Range: Self (30ft. radius)
  • Components: S, V
  • Duration: 10 minutes

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question Plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn Difficult Terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into Difficult Terrain that lasts for the Duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to Influence it.

This spell can cause the Plants created by the Entangle spell to release a Restrained creature.

Suggestion

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: Up to 8 hours (concentration)

You suggest a course of activity (limited to a sentence or two) and magically Influence a creature you can see within range that can hear and understand you. Creatures that can't be Charmed are immune to this Effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Knight give her Warhorse to the first Beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.

If you or any of your companions damage the target, the spell ends.

Tea Ceremony

1st-level abjuration (By: Cynlan @ dndbeyond)


  • Casting Time: 1 hour (ritual)
  • Range: Touch
  • Components: S, V, M (tea worth at least 1 gp))
  • Duration: 4 hour

You perform a special tea ceremony that is infused with magic, the beneficial effects of which will set in after all of the tea is consumed. Up to 8 creatures can partake of the tea, including the caster.

For the next 4 hours, a creature that partakes of the tea ceremony gains a benefit dependent on the type of tea used as the material component:

Black Tea: When the creature makes its first Charisma saving throw, it can roll a d4 and add the number rolled to the save.

Dark Tea: When the creature makes its first Dexterity saving throw, it can roll a d4 and add the number rolled to the save.

Green Tea: When the creature makes its first Constitution saving throw, it can roll a d4 and add the number rolled to the save.

Oolong Tea: When the creature makes its first Wisdom saving throw, it can roll a d4 and add the number rolled to the save.

White Tea: When the creature makes its first Intelligence saving throw, it can roll a d4 and add the number rolled to the save.

Yellow Tea: When the creature makes its first Strength saving throw, it can roll a d4 and add the number rolled to the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the die increases by one step for every two slot levels above 1st: d6 at 3rd, d8 at 5th, d10 at 7th, and d12 at 9th.

Unseen Servant

1st-level Conjuration


  • Casting Time: 1 action (ritual)
  • Range: 60 feet
  • Components: V S M (A piece of string and a bit of wood)
  • Duration: 1 hour

This spell creates an Invisible, mindless, shapeless force that performs simple tasks at your Command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally Command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, Lighting fires, serving food, and pouring wine. Once you give the Command, the servant performs the task to the best of its ability until it completes the task, then waits for your next Command.

If you Command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Water Walk

3rd-level Transmutation


  • Casting Time: 1 action (ritual)
  • Range: 30 feet
  • Components: S, V, M (A piece of cork)
  • Duration: 1 hour

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, Quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the Duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

 

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