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##### Spells | Level | Spell | School | Conc. | Ritual | Class | |:-------:|:-------|:-------|:-------:|:-------:|:-------| | 1st | Venomous Coat | Abjuration | Yes | No | Artificer, Druid, Ranger | | 2nd | Scalding Steam | Conjuration | Yes | No | Druid, Ranger, Sorcerer, Wizard | | 3rd | Champion's Protection | Abjuration | No | No | Artificer, Paladin, Ranger, Wizard | | 3rd | Rewind | Divination | No | No | Artificer, Sorcerer, Wizard | | 3rd | Shadow Flare | Necromancy | No | No | Cleric, Sorcerer, Warlock, Wizard |
#### Champion's Protection *3rd-level abjuration* ___ - **Classes:** Artificer, Paladin, Ranger, Wizard - **Casting Time:** 1 reaction, taken when you would take damage - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ A red, semi-opaque dodecahedron of magical force appears and protects you. The damage you would take is reduced by 15. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage reduction increases by 3 for each slot level above 3rd. #### Rewind *3rd-level divination* ___ - **Classes:** Artificer, Sorcerer, Wizard - **Casting Time:** 1 reaction, taken when you fail an attack roll, saving throw, or ability check - **Range:** Self - **Components:** S - **Duration:** Instantaneous ___ You turn back a moment in time in an effort to undo and reattempt a failed endeavor. You negate the failed attack roll, saving throw, or ability check, then reroll it with advantage. From the perspective of creatures other than yourself, the negated failure never occurred, with the new result (whether success or another failure) replacing it. \columnbreak
#### Scalding Steam *2nd-level conjuration* ___ - **Classes:** Druid, Ranger, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a vial of water) - **Duration:** Concentration, up to 1 minute ___ You create a 20-foot-radius sphere of scorching steam centered on a point within range. The steam spreads around corners, and its area is heavily obscured. The steam lingers in the air for the duration. A creature that moves into the steam's area for the first time on a turn or starts its turn there has disadvantage on attack rolls until the start of its next turn. Creatures that are resistant or immune to fire damage are immune to this effect. A moderate wind (at least 10 miles per hour) disperses the steam after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. \pagebreak
#### Shadow Flare *3rd-level necromancy* ___ - **Classes:** Cleric, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** 1 round ___ Small flares of necrotic energy shoot from your fingertips. You shoot three flares, which you can aim at one target or several. Targets can be creatures or objects within range. Make a ranged spell attack for each flare. On a hit, at the end of your next turn, the target and each creature within 5 feet of it must make a Dexterity saving throw, taking 2d8 necrotic damage for each flare that hit the target on a failed save, or half as much damage on a successful one. This saving throw and damage is also triggered if a creature hit by one or more of the flares dies before the end of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you create one additional flare for each slot level above 3rd. \columnbreak #### Venomous Coat *1st-level abjuration* ___ - **Classes:** Artificer, Druid, Ranger - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a bit of burnt sugar) - **Duration:** Concentration, up to 1 minute ___ A sickly clear, gooey coating covers a creature you touch. Once per turn during the spell's duration, a creature that touches the target, hits the target with a melee attack or unarmed strike, or gets hit by an unarmed strike made by the target must make a Constitution saving throw, taking 2d6 poison 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
> ##### Design Credits > * Created by Reddit user /u/livingstone_library > * This document was created using [GM Binder](https://www.gmbinder.com/) > ##### Art Credits > * "Teferi, Master of Time" by [Yongjae Choi](https://indusconcept.com/) > * "Davriel, Rogue Shadowmage" by [Daarken](https://www.daarken.com/) > ##### Special Thanks > * We'd like to especially thank our "[Hero](https://www.patreon.com/join/livingstonelibrary/checkout?rid=7554080)" tier patrons on [patreon.com/livingstonelibrary](https://www.patreon.com/livingstonelibrary): Harrison Miller, Ryan Willey, and Charlie! > ___ > "Codex of Spells (Chapter 4)" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.