NotTheDreadPirate Portfolio Guide and Spells

by NotTheDreadPirate

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Welcome!

Ahoy and welcome to my GMBinder page! This is where you can find all of my content that I think is ready to be publicly available for viewing and playtesting. Much of my content is still what I would consider unfinished, or at least still subject to change based on feedback I get. I also have an even larger library of content that is still not visible, for a variety of reasons.

During the pandemic, I had to stop playing D&D, so I started making homebrew content and found that I enjoy it as much as, if not more than, actually playing the game. As of now, I have quite a variety of optional class features, subclasses, playable races, monsters, spells, items, and more, many of which are visible on my page. As I am able to find appropriate art for things and get them reviewed by the community for balance and flavor improvements, more of this content will become available.

A long-term goal of mine is to distribute this content more widely and hopefully make some money in the process! There are obstacles to this, mainly the money I would need to commission art which I could use in paid products. For now I will continue making and providing homebrew content at no charge, because ultimately that is what I enjoy!

What's All This?

This page is a sort of guide to my profile. Here you will find descriptions of my various projects including optional class features, subclasses, and races, with links to their pages.

On pages 4 and onwards, you will find spells I have written, which are referenced by certain brews. If a spell referenced by another brew has an asterisk (*) next to it, that indicates the spell is a homebrew spell of mine and can be found here.

Class Features and Subclasses

The brews in this section are presented in alphabetical order.

Barbarian Class Features and Subclasses

Link: Barbarian Class Features and Subclasses

The barbarian is a savage warrior that relies on their anger to give them strength in battle. These optional class features provide a means for the barbarian to channel their rage into more productive pursuits, to efficiently use two weapons at once, to engage in unconventional fighting tactics, and to inflict massive damage with their attacks.

Within, you will also find three new primal paths:

The Path of the Fleshquake. A monstrous barbarian that is transformed by their rage into a hulking abomination. They attack with their fists, needing no other weapons to decimate entire ranks of opponents. Watch as they level buildings and crush their enemies to pulp, as if they were walking natural disasters.

The Path of the Marauder. Finding a cold intelligence in their anger, this barbarian is a master of tactics. They negotiate profitable deals and can lead their party through the wilderness, as well as use some dirty tricks to gain the upper hand in battle. They charge through the fight with what may look like reckless abandon, but is actually a calculated move to provide openings for their allies.

The Path of the Possessed. Infused with the dark powers of a demon possessing their body, this barbarian is blessed with versatile and adaptable abyssal power. Over time, they learn the demon's secrets for laughing away spells and seeing things no one else could ever notice. At the peak of their power, this barbarian soars through the skies on wings of dread, and commands loyalty even from the foes they slay.

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Monk Class Features and Subclasses

Link: Monk Class Features and Subclasses

The monk is an agile and careful warrior, who uses the mystic energy of ki to exceed their physical and mental limits. These optional class features provide a means for the monk to safeguard their mind against assaults, recenter their minds to regain some of their ki, punish enemies who provide an opening, control their enemies with impossibly fast movements, and effortlessly perform impossible feats whenever they are challenged.

Within, you will also find three new monastic traditions:

The Way of the Enduring Summit. This monk is stubborn and steadfast, enduring life's punishment much as a mountain weathers a hundred years of storms while only growing taller. They cover themselves in a layer of nearly impenetrable rock, relying on raw strength rather than agility to overwhelm their foes. They delight in facing hordes of opponents, punishing them with the incomprehensible power of the shifting earth.

The Way of the Monsoon. No other monk floats so delicately on the wind, and crashes so terribly with the fury of a storm. This monk uses the power of the air itself to launch a complex torrent of attacks, each one empowered with the many dangers of the sky. They ride atop a cloud, displaying an artisty with the songs of echoing thunder and the dances of brilliant lightning unmatched by any.

The Way of the Shining Mind. Bending reality itself as a weapon, these monks wield implements ablaze with truth and fight with powers that defy belief. Calling on mysterious techniques to reshape the universe, they cut down foes like light destroying shadow. At their command, the laws of physics bend and warp, allowing them to walk through solid walls and rip a creature from the very fabric of existence.

Ranger Class Features and Subclasses

Link: Ranger Class Features and Subclasses

The ranger is a skilled explorer, tracker, hunter, and warrior that uses a combination of primal spellcasting and deadly precision to take down their foes. These optional class features provide a way for rangers to better prepare for the foes they expect to face that day, new fighting styles and spells, and powerful features to locate and eliminate even the most elusive foes.

Within, you will also find a new a new ranger archetype:

The Moonstrider. These rangers change like the moon, adopting their phased form to shred their enemies to pieces while enhancing their combat prowess with bestial traits. With the power of the moon protecting them, the howl of these fearsome predators strikes fear into any that hear it.

The Spiritcaller. By forming bonds with the spirits of nature, these rangers arm themselves with weapons transformed by wild power and enhance their abilities with aspects of animals, plants, and natural forces. In their times of need, great manifestations of life itself arise to fight at their sides.

Circle of the Mist

Link: Circle of the Mist

These druids call up dense clouds of mist to confound their enemies, taking shelter under the cover of fog. They can dissolve into vapor, slipping easily past any defenses to wrap themselves around a creature and turn them into either a formidable threat or a helpless prisoner of the wild.

Circle of Overgrowth

Link: Circle of Overgrowth

Embodying nature's will to expansion, these druids colonize the land with new growth as they travel, employing plants to help themselves and hinder their enemies. When needed, they can don the armor of bark and join the ranks of the forest as a tree themselves, becoming a lumbering guardian of the wild.

Crusader Archetype

Link: Crusader Archetype

The crusader is an unstoppable force on the battlefield. They are the front line, carving a path through enemy ranks and completely disregarding such inconveniences as restraints or mortal peril. Their inertia protects them from harm as they quickly dispatch any foe that cannot withstand their assault.

Oath of Ferocity

Link: Oath of Ferocity

With a will to survive unlike anything else, these paladins fight with every scrap of strength they have and only grow more deadly as death draws near. They rain down a crushing torrent of attacks, and shrug off what would have been death blows to another warrior.

Oath of Justice

Link: Oath of Justice

Concerned with delivering the fair consequences of any actions, these paladins are ready to not only shield and reward the righteous, but to blast evildoers with divine punishment on behalf of the gods.

Revelry Domain

Link: Revelry Domain

Clerics of revelry are walking parties, dispensing drinks and magic boons freely as they mingle in the melee. With a word, they invigorate an ally with the same enthusiasm, encouraging them to attempt the impossible. They are quick to cut off a foe who has partied too hard, letting them rest while their allies enjoy the eternal festival of life together.

Wyrm Patron

Link: Wyrm Patron

A dragon is a great and terrible benefactor, providing a warlock with both clarity and fury. Herald the coming of destruction to inspire fear, rebuke those who would dare to cross you, bask in the power of the elements, and claim the right to call yourself a dragon.

Races

The brews in this section are presented in alphabetical order.

Bearfolk

Link: Bearfolk

The descendants of ancient werebears, bearfolk live solitary but orderly lives in the wilderness. Their ancestral curse grants them the benefits of ursine biology including an enhanced sense of smell, increased strength, and fur like armor.

Coeden

Link: Coeden

Young trees awakened by powerful magic for a specific purpose, coeden are the eyes and hands of nature. Immovable against the will of men, beasts, wind, or water and protected by the armor of bark, coeden advance the territory of the wild, until they are freed of their responsibilities.

Demonspawn

Link: Demonspawn

Inheritors of the dark and terrible powers of the Abyss, the scar upon the cosmos, demonspawn are produced wherever mortal corruption and demonic influence intersect. As children of chaos, each one is unique, no two bearing the same marks or boons from their dark lineage.

Monolith

Link: Monolith

Ancient moving statues, animated and set to guard grand halls, monoliths awaken after thousands of years to find themselves in a strange and wide world. Purpose built for their tasks, monoliths are hewn of stone, heavy and durable with the capacity for unending alertness.

Puca

Link: Puca

Small and agile fey, long outcast from their homes, puca make new lives in the corners and shadows of larger cities and peoples. They come in several types, each being clever, wise, or caring in their own way.

Spells
Level Spell School Conc.    Ritual    Class
1st Conductive Jolt Evocation No No Artificer, Druid, Sorcerer, Wizard
1st Curve Shot Transmutation No No Ranger
1st Death Chant Enchantment Yes No Bard, Warlock
1st Farsight Transmutation No No Ranger
1st Thorn Guard Conjuration No No Druid, Ranger
1st Toxic Plume Evocation No No Druid, Sorcerer, Wizard
2nd Cloven Hooves Transmutation No No Druid, Ranger
2nd Compelled Dance Enchantment No No Bard
2nd Control Missile Transmutation No No Artificer, Druid, Ranger, Sorcerer, Wizard
2nd Holy Rebuke Evocation No No Cleric, Paladin
2nd Venom Bomb Evocation No No Druid, Ranger, Sorcerer, Wizard
2nd Volatile Charge Evocation Yes No Artificer, Sorcerer, Wizard
3rd Bear Hands Transmutation No No Druid, Ranger, Sorcerer, Wizard
1st Cleanse Evocation No No Cleric
3rd Corrosive Slime Evocation No No Artificer, Sorcerer, Wizard
3rd Flash Freeze Evocation No No Druid, Sorcerer, Wizard
3rd Frost Shackles Transmutation Yes No Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
3rd Neurotoxin Evocation No No Druid, Sorcerer, Wizard
3rd Obnubilate Conjuration Yes No Druid, Ranger, Sorcerer
3rd Summon Plant Conjuration Yes No Druid, Ranger
4th Bursting Boils Evocation Yes No Druid, Sorcerer, Wizard
4th Living Armor Transmutation No No Druid, Ranger
4th Thunder Shout Evocation No No Bard, Ranger
4th Wall of Lightning Evocation Yes No Druid, Sorcerer, Wizard
5th Acid Geyser Evocation No No Sorcerer, Wizard
5th Ball Lightning Conjuration Yes No Druid, Sorcerer, Wizard
5th Deathstrike Divination No No Ranger

Spell Descriptions

The spells are presented in alphabetical order.

Acid Geysers

5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (acidic water from a natural source)
Duration: Instantaneous

You cause up to five columns of caustic fluid to burst from places on the ground that you can see within range. Each is a cylinder that has a radius of 5 feet and a height of up to 50 feet. Each creature in the space of the geysers when the spell is cast must make a Dexterity saving throw or take 5d8 acid damage and be carried to the top of the geyser. On a successful save, a creature takes half as much damage and is not moved.

Creatures brought to the top of the geyser then fall, unless they have a flying speed or something holding them aloft.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d8 for each slot level above 3rd.

Ball Lightning

5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

A floating 5-foot-diameter sphere of crackling electricity appears in an unoccupied space of your choice within range and lasts for the duration. When you cast the spell, you can cause the sphere to discharge energy. When you do so, each creature within 15 feet of the sphere must succeed on a Dexterity saving throw or take 4d10 lightning damage, or half as much damage on a successful save.

As an action on your turn, you can move the sphere up to 40 feet and cause it to discharge energy again.

The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

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.

Bear Hands

3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Your hands sprout fur and teeth, transforming into the heads of bears. For the duration of the spell, you cannot cast spells that require a somatic component, or perform any tasks that require fine motor control with your hands such as handling delicate objects. You cannot use items such as shields, wands, or weapons held in your hands. When you cast the spell, you choose whether objects in your hands are dropped, held in the bear mouths, or merge into you. You maintain the benefits of any armor or magic items worn on your hands.

When you cast the spell, and as an action on each of your subsequent turns, you can make two melee spell attacks with the bear heads. On a hit, they deal piercing damage equal to 2d6 + your spellcasting ability modifier.

As a bonus action on each of your turns, you can choose to have the bear heads either grapple a creature or roar.

If you choose to grapple a creature with the bear heads, you can make a grapple check against a creature within 5 feet of you. You can use your spellcasting ability modifier instead of Strength for all ability checks made to grapple a creature and maintain a grapple, and you can add your proficiency bonus to the roll if you aren't proficient in Athletics. If one of your bear heads is grappling a creature, you can't use that bear head to attack or grapple a different creature. If a creature ends its turn grappled in this way, it takes 1d6 piercing damage.

If you choose to roar with the bear heads, each creature of your choice within 30 feet of you that can hear the bear heads must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you until the end of your next turn. You cannot roar with the bear heads if both heads are grappling creatures.

If you use your action to do something other than attack with the bear heads, you suffer 2d6 piercing damage as the bear heads feast upon you instead.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you gain a +1 bonus to attack rolls, damage rolls, and grapple checks made with the bear heads for every two slot levels above 3rd.

Bursting Boils

4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a glob of mucus)
Duration: 1 round

You cause large pustules to grow on a creature you can see within range that is not a construct or elemental. An unwilling creature can make a Constitution saving throw to resist the effect. On a success, the spell fails.

At the end of your next turn, the boils burst. All other creatures within 10 feet of the target must succeed on a Constitution saving throw or take 8d8 poison damage, or half as much damage on a successful save. If the target was an undead, the damage increases by 2d8.

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

Capriciousness

2nd-level enchantment
Casting Time: 1 reaction, which you take when a creature within range hits with a weapon attack
Range: 60 feet
Components: V, S
Duration: Instantaneous

You force a creature to change its mind at the last second. The creature making the attack must make a Wisdom saving throw. A creature has advantage on this saving throw if the attack was a critical hit, and the creature automatically succeeds on this saving throw if it is immune to being charmed or there are no other targets within range of the attack.

On a failed save, a different target of your choice within range, other than the attacker, becomes the target of the attack. The new target must be within range of the weapon attack, which uses the original attack roll.

Cleanse

3rd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A creature of your choice that you can see within range regains 4d8 hit points. Each hostile creature within 5 feet of the target must make a Dexterity saving throw or take radiant damage equal to the number of hit points the target regained, or half as much damage on a successful save.

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

Cloven Hooves

2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

Your legs grow hair and hooves, twisting to become like those of a goat. You gain the following benefits:

  • Your jump distance is doubled, and you can use Dexterity instead of Strength to calculate your jump distance.
  • You ignore nonmagical difficult terrain and climbing costs you no extra movement.
  • You have advantage on Dexterity saving throws.

Compelled Dance

2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver ball with many flat mirrored surfaces worth 200 gp)
Duration: Instantaneous

Choose two creatures you can see within range. Both creatures immediately use their reactions, if available, to move as far as their speed allows towards each other, such that they are no more than 5 feet apart, and begin dancing. The creatures don't move into obviously dangerous ground, such as a fire or a pit. An unwilling creature can make a Wisdom saving throw to resist the effect. A creature that is immune to being charmed automatically succeeds on this saving throw. If either creature succeeds on this saving throw, does not have a reaction to use, or the creatures cannot move close enough to each other, the spell fails.

Once both creatures have moved, they make contested Charisma (Performance) checks. The creature with the lower total suffers 4d10 psychic damage, and becomes stunned until the end of your next turn or until they take any damage.

Conductive Jolt

1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A brilliant line of electrical energy arcs between to three creatures you can see within range, forcing each of them to make a Constitution saving throw. On a failed save, a creature takes 1d12 lightning damage, and each other creature within 5 feet of them takes half the damage (minimum 1).

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Control Missile

2nd-level transmutation
Casting Time: 1 reaction, which you take in response to a creature you can see within range being hit by a ranged attack roll
Range: 60 feet
Components: V, S
Duration: Instantaneous

You alter the flight path of a projectile. The damage of the attack is reduced by 2d10 + your spellcasting ability modifier. If this reduces the damage to 0, the attack misses the original target and you can redirect it.

To redirect the missile, make a ranged spell attack roll against a different creature within range as part of the same reaction. That creature becomes the new target of the attack, which now uses your attack roll.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage is reduced by an additional d10 for each slot level above 2nd.

Corrosive Slime

3rd-level evocation
Casting Time: 1 action
Range: Self (30 foot cone)
Components: V, S, M (extract from a carnivorous plant)
Duration: Concentration, up to 1 minute

Acidic sludge spews forth from your hands in a 30-foot cone. Each creature in the area must make a Dexterity saving throw or take 4d8 acid damage and be covered in slime for the spell's duration. On a successful save, a creature takes half as much damage and is not covered in slime.

At the end of each of their turns, a creature covered in slime takes 1d8 acid damage and has their AC reduced by 1, to a minimum of 1, until they are no longer covered in slime.

A creature can use their action to wipe the slime off themselves or another creature within their reach, ending the effect and taking 1d8 acid damage in the process.

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

Curve Shot

1st-level transmutation
Casting Time: 1 reaction, which you take in response to missing a ranged weapon attack
Range: Self
Components: V
Duration: Instantaneous

You call the wind to let your shot strike true. Choose a different target within the range of the weapon, and make a ranged weapon attack with the weapon against that target. On a hit, the original piece of ammunition curves its trajectory and hits the new target.

Death Chant

1st-level enchantment
Casting Time: 1 bonus action
Range: Self (5-foot radius)
Components: V
Duration: Concentration, up to 1 minute

You begin a low, steady, menacing chant, invoking images of death in the minds of those who hear it. Whenever a hostile creature that can hear you makes an attack roll or a saving throw while within 5 feet of you, the creature must roll a d4 and subtract the number rolled from the attack roll or saving throw. Constructs, undead, and creatures immune to being frightened are immune to this effect.

Deathstrike

5th-level divination
Casting Time: 1 bonus action
Range: 600 feet
Components: S
Duration: 1 minute

You briefly gain mystic insight into the fatal weaknesses of a creature you can see within 600 feet of you, granting you advantage on attack rolls against the creature until the spell ends. The next time you hit the creature with an attack roll during the spell’s duration, the attack deals an extra 5d10 damage to the target and the spell ends. If the damage of the attack reduces the target to 50 hit points or fewer, the target dies.

The spell ends early if you cast it again or if you dismiss it (no action required by you).

Farsight

1st-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

You enhance your sight, allowing you to perceive with clarity over great distances. If you have any darksight, truesight, or other special senses that involve sight, the ranges of those special senses are doubled for the duration of the spell. Furthermore, you can see distant objects clearly, as if you were twice as close to them as you actually are.

Flash Freeze

3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

The air around a creature you choose within range suddenly turns deathly cold. The target and each creature within 5 feet of them must succeed on a Constitution saving throw. A creature takes 3d12 cold damage on a failed save, or half as much damage on a successful save.

If the target fails their saving throw and is not resistant or immune to cold damage, they become restrained as frost collects on them. A creature can use their action to make a Strength (Athletics) check against your spell save DC, freeing itself or a creature within its reach on a success.

If the target fails their saving throw by 5 or more and is not resistant or immune to cold damage, the target is instead petrified as they are entirely encased in ice. The petrification lasts until the creature is freed by a greater restoration spell or similar magic, or they take 20 points of radiant or fire damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Frost Shackles

3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small chain of crystal)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Strength saving throw or become wrapped in icy spectral chains for the duration. The first time on each turn that the creature is hit with an attack during the duration, it takes an extra 1d8 cold damage and its speed is reduced by 5 feet until the spell ends. A creature caught in the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself and the spell ends.

Holy Rebuke

2nd-level evocation
Casting Time: 1 reaction, which you take in response to being hit with an attack by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous

You hold up your open palm, and the creature that attacked you is momentarily blasted by an avenging light. The creature must make a Dexterity saving throw or take radiant damage equal to the damage it just dealt to you.

Living Armor

4th-level transmutation
Casting Time: 1 action
Range: Toch
Components: V, S, M (a thorny vine woven into a crown set with amber gems worth 100 gp)
Duration: 10 minutes

This spell wreaths a willing creature you touch in protective bark, brambles, and vines. The target gains the following benefits until the spell ends:

  • The target's AC becomes 18 if it isn't already higher. The target's Dexterity or the use of a shield do not affect this number.
  • Sharp thorns protrude from the armor. A creature that touches the target or hits it with a melee attack while within 5 feet of it takes 2d4 piercing damage.
  • The living vines nourish the target. At the start of each of the target's turns, they regain hit points equal to 2d4 + your spellcasting ability modifier, provided they are missing half or more of their hit points. The target doesn't gain this benefit if they have 0 hit points.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the AC provided by the armor increases by 1 for each spell slot level above 4th. The piercing damage of the armor and the healing provided both increase by 1d4 for each slot level above 4th.

Neurotoxin

3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (the stinger of a venomous insect)
Duration: 1 minute

A needle full of deadly poison flies toward a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d12 poison damage and becomes poisoned for 1 minute. While poisoned in this way, the creature is also stunned.

At the end of each of its turns, the creature can repeat the saving throw. On a successful save, roll a d8 on the table below to determine the outcome.

     d8      Outcome
1

The creature falls prone. If it was already prone, it wiggles around without accomplishing anything.
2


The creature can move up to half its speed, take one action, or take one bonus action on its next turn. It can only do one of the three.
3

The creature does not suffer the effects of being stunned until the end of its next turn.
4-8 The effect ends for the creature.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 4th.

Obnubilate

3rd-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You wrap yourself in a cloth of air and water, drawing clouds of fog over your body. You become heavily obscured to others until the spell ends. The mist lightly obscures everything within 5 feet of you.

While you are in an area affected by a wind of moderate or greater speed, the radius of mist around you dissipates, and your body becomes only lightly obscured.

Summon Plant

3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a living vine wound around a golden circlet worth at least 300 gp)
Duration: Concentration, up to 1 hour

You call forth a floral spirit. It manifests in an unoccupied space you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a form: Thorn, Tree, or Vine. The creature resembles a plant of the chosen form, which determines the traits in its stat block. The creature disappears when it drops to 0 hit points or 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Thorn Guard

1st-level conjuration
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see
Range: 5 feet
Components: V, S
Duration: Instantaneous

You conjure a wall of thorns to briefly protect you from an assault. Roll 3d4 The triggering damage to you is reduced by the number rolled. The creature that damaged you must make a Dexterity saving throw or take piercing damage equal to the number rolled, or half as much damage on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d4 for each slot level above 1st.


Plant Spirit

Large plant


  • Armor Class 11 + the level of the spell (natural armor) + 2 (Tree only)
  • Hit Points 40 (Tree only) or 25 (Thorn and Vine only) + 10 for each spell level above 3rd
  • Speed 30 ft.; climb 30 ft (Vine only)

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 14 (+2)

  • Damage Vulnerabilities fire
  • Senses passive Perception 13
  • Languages Druidic, Sylvan, understands the languages you speak
  • Challenge —      Proficiency Bonus equals your bonus

False Appearance. While the plant remains motionless, it is indistinguishable from a normal plant.

Thorny Body (Thorn only). A creature that touches the plant or hits it with a melee attack while within 5 feet of it takes 1d6 piercing damage.

Grasping Vines (Vine only). A creature within 5 feet that is grappled by the plant is also restrained until the grapple ends.

Actions

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

Entangle (Vine only). Melee Weapon Attack: your spell attack modifier to hit, reach 20 ft., one target. Hit: 1d4 + 3 + the spell's level slashing damage, and the creature becomes grappled (escape DC equal to your spell save DC) and is pulled 10 feet towards the plant.

Lash (Thorn only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage.

Slam (Tree only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level bludgeoning damage.

Needle Spray (Thorn only). The plant releases a hail of needles. Each creature in a 20 foot cone must make a Dexterity save against your spell save DC. A creature takes 2d6 + the spell's level piercing damage on a failed save, or half as much damage on a successful save.

Reactions

Snapping Limb (Tree only). When the plant is damaged by a creature within 5 feet of it, it makes a slam attack against the creature with disadvantage.

Thunder Shout

4th-level evocation
Casting Time: 1 action
Range: Self (60 foot cone)
Components: V
Duration: Instantaneous

You release a shout of deafening power. Each creature in a 60 foot cone must make a Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage, is pushed 15 feet away from you, knocked prone, and is deafened until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

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

Toxic Plume

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

A cloud of noxious gasses spews forth in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d4 poison damage and becomes poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If the creature repeats the save and fails to end the effect, it takes 1d4 poison damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st.

Venom Bomb

2nd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a drop of cobra venom)
Duration: 1 round

A 1-foot-diameter bubble of poison flies in a straight line up to 100 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the bubble would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the bubble strikes the target and stops moving.

When the bubble stops moving, it bursts, and fills the area within 10 feet of it with a thick, poisonous gas that lasts until the start of your next turn and causes the area to be heavily obscured. If a creature is in the area of the gas when it forms or enters the area for the first time on a turn, it must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful save.

Volatile Charge

2nd-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a copper disk and a zinc disk)
Duration: Concentration, up to 1 minute

A creature you choose within range becomes surrounded by crackling power. An unwilling creature can make a Constitution saving throw to resist this effect. The first time on each turn that the target takes damage, all other creatures within 10 feet of the target must make a Dexterity saving throw or take 1d6 lightning damage.

Wall of Lightning

4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of a fulgurite)
Duration: Concentration, up to 1 minute

You create a wall of arcing electricity on a solid surface you can see within range. You can make the wall up to 60 feet long and 20 feet high, a ringed wall up to 20 feet in diameter and 20 feet high, or a hemispherical dome up to 20 feet in diameter. The wall is 1 foot thick, transparent, and lasts for the duration. The wall emits bright light out to 60 feet, and dim light for an additional 60 feet.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save.

If a creature attempts to move through the wall, they must make a Strength (Athletics) check against your spell save DC. On a failed save, the creature takes 5d8 lightning damage and is not able to move through the wall until the start of its next turn. On a successful save, the creature takes half as much damage and is able to move through the wall freely until the start of its next turn.

NotTheDreadPirate Profile Guide

Created by: u/NotTheDreadPirate
Artist Credit: Chris Cold - MTG Stack

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