5th-level Spells, the Bamstacks Variant

by Bamstacks

Search GM Binder Visit User Profile

Spells (5th): The Bamstacks Variant

Animate Objects

5th level Transmutation


  • Spell Lists: Artificer, Bard, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

Objects come to life at your command. Choose nonmagical objects comprising a point total of 12, with the point cost of a given object size represented on the table below. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Size HP AC Str Dex Damage Cost Speed
Tiny 5 19 4 18 1d4 + 2 2 fly 30 ft
Small 10 18 10 14 1d6 + 4 3 fly 30 ft
Medium 20 17 14 12 1d10 + 5 4 30
Large 40 16 18 10 3d6 + 8 6 25
Huge 80 15 24 6 5d10 + 11 12 20

An animated object is a construct with AC, hit points, attacks, Strength, Dexterity, and speed determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it, and the objects use your spell attack modifier. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

Banishing Smite

5th level Abjuration


  • Spell Lists: Paladin
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: 1 Minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage increases by 1d10 for each slot level above 5th.

Cloudkill

5th level Conjuration


  • Spell Lists: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves up to 10 feet in the direction of your choice at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Conjure Volley

5th level Conjuration


  • Spell Lists: Ranger
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M (one piece of ammunition or one thrown weapon)
  • Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Creation

5th level Illusion


  • Spell Lists: Artificer, Sorcerer, Wizard
  • Casting Time: 1 Minute
  • Range: 30 Feet
  • Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
  • Duration: Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 10-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 week
Stone or crystal 1 day
Precious metals 12 hours
Gems 1 hour
Adamantine or mithral 10 minutes

Using any material created by this spell as another spell's material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 10 feet for each slot level above 5th.

Dawn

5th level Evocation


  • Spell Lists: Cleric, Oracle, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a sunburst pendant worth at least 100 gp)
  • Duration: Concentration, up to 1 Minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

If the spell’s area ever overlaps with the area of dusk spell, both spells immediately end.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 5th.

Destructive Wave

5th level Evocation


  • Spell Lists: Paladin
  • Casting Time: 1 Action
  • Range: Self (30-Foot Radius)
  • Components: V
  • Duration: Instantaneous

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the thunder and radiant/necrotic damage increase by 1d6 for each slot level above 5th.

Dispel Evil and Good

5th level Abjuration


  • Spell Lists: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (holy water or powdered silver and iron)
  • Duration: Concentration, up to 1 Minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you and you also can't be charmed, frightened, or possessed by them.

At any time during the spells duration you may use either of the following abilities;

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures and is immune to further attempts to charm, frighten or possess them for the duration of the spell.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Dream

5th level Illusion


  • Spell Lists: Bard, Warlock, Wizard
  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (a personal item of the target of the dream, such as a locket, a lock of hair, or a item of significance to the target, if the target takes damage from this spell, the component is consumed when the spell ends.)
  • Duration: 8 Hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger establishes telepathic contact with the target and appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can create horrible images of the target being injured or destroyed and can deliver up to 5d6 psychic damage to the target each round. Once the target takes 10d6 damage this way, they may make a Wisdom saving throw. On a successful save, the target wakes up and the spell ends, on a failed save, the messenger may continue delivering damage this way with the target making a new saving throw after each 10d6 psychic damage delivered. If the target reaches 0 hp, the spell ends. Should the target suffer damage from this spell, it prevents the target from gaining any benefit from that rest.

A target of a dream spell cannot be targeted by a second dream spell for the duration.

Flame Strike

5th level Evocation


  • Spell Lists: Cleric
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature of your choice in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 fire damage and 4d8 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Geas

5th level Enchantment


  • Spell Lists: Bard, Cleric, Druid, Paladin, Wizard
  • 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 must make a Wisdom saving throw each time it attempts to act in a manner directly counter to your instructions, on a failed saving throw, it corrects its actions to follow your instructions. 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.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Holy Weapon

5th level Evocation


  • Spell Lists: Cleric, Paladin
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 Hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage dealt by the explosion increases by 1d8 for each slot level above 5th, and the extra radiant damage dealt by the weapon on a hit increases by 1d8 for every two slot levels above 5th.

Insect Plague

5th level Conjuration


  • Spell Lists: Cleric, Druid, Sorcerer
  • Casting Time: 1 Action
  • Range: 300 Feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: 10 Minutes

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. You may use your action to end the spell at any time before the duration expires.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Legend Lore

5th level Divination


  • Spell Lists: Bard, Cleric, Wizard
  • Casting Time: 10 Minutes (Ritual)
  • Range: Self
  • Components: V, S, 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.

Mass Heal

5th level Necromancy


  • Spell Lists: Bard, Cleric, Druid, Empath, Odic
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • 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 5d8 + 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 6th level or higher, the healing increases by 2d8 for each slot level above 5th.

Negative Energy Flood

5th level Necromancy


  • Spell Lists: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, M (a broken bone and a square of black silk)
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn with 20 temporary hit points and a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, the target gains 5d12 temporary hit points.

Planar Binding

5th level Abjuration


  • Spell Lists: Bard, Cleric, Druid, Warlock, Wizard
  • Casting Time: 10 Minutes
  • Range: 60 Feet
  • Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  • Duration: 24 Hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is replaced by the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Raise Dead

5th level Necromancy


  • Spell Lists: Bard, Cleric, Paladin
  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1000 gp, which the spell consumes)
  • Duration: 24 Hours

You touch a dead creature that has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature gets to roll a d20 against a resurrection DC set by this spell outlined below at the end of the spell's duration.

The resurrection DC set by this spell is 6 + 2(# of deaths). Up to 4 creatures within the range of the spell for the spell's duration can 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, to a minimum of 3. The dead creature then makes a death saving throw, coming back to life with 1 hit point if they succeed against the resurrection DC.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 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.

If this spell fails to bring back a soul, that soul cannot be brought back by any spells of 5th level or lower until the creature is brought back to life.

Reincarnate

5th level Transmutation


  • Spell Lists: Druid
  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1000 gp, which the spell consumes)
  • Duration: 24 Hours

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

This spell sets the reincarnation DC to be 6 + 2(# of deaths). Up to 4 friendly creatures within 30 ft of the dead creature can attempt an appropriate skill check against the reincarnation DC, decreasing the DC the creature has to make to come back by 3 on a success, to a minimum of 3.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

d100 Race
01-04 Dragonborn
05-12 Dwarf, hill
13-19 Dwarf, mountain
20-23 Elf, dark
24-31 Elf, high
32-38 Elf, wood
39-42 Gnome, forest
43-47 Gnome, rock
48-51 Half-elf
52-55 Half-orc
56-62 Halfling, lightfoot
63-69 Halfling, stout
70-88 Human
89-96 Yuan-Ti Pureblood
97-100 Tiefling

The dead creature then makes a death saving throw, coming back to life with 1 hit point if they succeed against the resurrection DC. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Swift Quiver

5th level Transmutation


  • Spell Lists: Ranger
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (a quiver containing at least one piece of ammunition)
  • Duration: 1 Minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

When you cast the spell, and as a bonus action on each of your subsequent turns you may make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 10 Minutes.

Synaptic Static

5th level Enchantment


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

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th.

Transmute Rock

5th level Transmutation


  • Spell Lists: Druid, Ranger
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (clay and water)
  • Duration: Until Dispelled

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration. The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 10 for each slot level above 5th.

Tree Stride

5th level Conjuration


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

You gain the ability to enter a tree and move from inside it to inside another tree within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Summon Celestial

5th level Conjuration


  • Spell List: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to 1 Hour

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

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


Celestial Spirit

Medium Celestial, Unaligned


  • Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
  • Hit Points 75 + 15 for each spell level above 5th
  • Speed 30 ft., fly 40 ft.

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

  • Damage Resistances radiant
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Celestial, understands the languages you speak

Actions

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

Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.

Radiant Sword (Avenger Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 2 + the spell's level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch. The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level. The celestial can use this feature a number of times equal to the spell's level minus 2 for the duration of the spell.

Wall of Force

5th level Evocation


  • Spell Lists: Artificer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 Minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel has 120 hit points and 15 AC, and immunity to poison, psychic, and necrotic damage. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional panels for each slot level above 5th.

Wall of Stone

5th level Evocation


  • Spell Lists: Artificer, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 Minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional panels for each slot level above 5th.

Credits

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

Source Spell
meowmagic blink of gravity, bloodstone path*, cover of moonlight*, godsmite, starlight smite, storm of crows, superheroism, true absorb elements, true shield, twist this fate, wings of celeste
The Arcanist's Handbook arcane redirection, chaos wave, devilsight, giantize, stolen life, tale of hope and woe
OAP's Shaman breaching apparition
OAP's Accursed bestow malediction, dispel caster, infuse negativity
Ultimate Adventurer's Handbook dusk, flaming vortex, shoulder cannon, warding smite
OAP's Outlandish Justice justiciar's judgement*
Silverflame's First Compendium aspect of the phoenix, crescent blade, matilda's convenient courier
Kibbles Elemental Spells acid rain, fissure, sonic shriek, tornado
Brandes Stoddard righteous accusation
u/Stuffies_12 zephyr flurry
Compendium of Forgotten Secrets hungering hate, smoky shapes*, storm's eye
10
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.