Weapon Spells

by Carreau

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Carreau's Weapon Spells

Oversized Stone Hammer

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

While you apply your hand on the ground, all the stones and rocks nearby assemble to form a gigantic hammer. This magic lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d10 bludgeoning damage on a hit and has the heavy, reach and two-handed properties. In addition, when you use the attack action while wielding the oversized stone hammer, you can then make a shove attack as a bonus action, and if you choose to push the target, it is pushed 5 more feet away.

If you drop the weapon, the stones and rocks disperse on the ground at the end of the turn. Thereafter, while the spell persists, you can use a bonus action touch the ground to cause the hammer to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d10.

Spell Lists. Artificer, Druid, Paladin, Sorcerer, Wizard

Bow of Sunlight

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave together threads of light to create a longbow of solidified gleam in your hand. This magic lasts until the spell ends. It counts as a martial weapon with which you are proficient. It deals 2d8 radiant damage on a hit and has the two-handed and ammunition range (150/300 ft.) properties. The bow creates its own ammunition, so every time you make an attack with it, an arrow of light appears in your hand. In addition, the bow sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and you can use Divine Smite when you hit a creature with it, even if it is not a melee weapon attack.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the bow to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Spell Lists. Bard, Cleric, Paladin, Ranger, Sorcerer, Wizard

Shield of True Ice

2nd level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A thick layer of ice gathers around one of your free hand, forming a protecting shield. For the duration of the spell, you gain +2 to your AC and to your dexterity saving throws, and every damage you take is reduced by 3.

However, you can't use your offhand as it is already used to wield the ice shield. The shield of true ice counts as if you were equipped with a real shield for any feature or spell that mentions it (like the shield master feat or the Bladesong feature for instance).

In addition, the ground within 10 feet of you is considered as a difficult terrain for everyone except you, as the shield freezes everything around.

If you suddenly have no more hand (because you are polymorphed into an other creature for instance), the spell ends. You can also choose to end the spell early, dismissing the shield as a bonus action.

Spell Lists. Druid, Sorcerer, Warlock, Wizard

Leaf Blades

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Two vegetal short swords made of sharp leaves appear in your hands. This magic lasts until the spell ends. The leaf blades count as a martial weapon with which you are proficient. They deal 1d10 slashing damage on a hit and have the light and finesse properties. When you cast that spell, you can make an attack with one of the leaf blades as part of the same bonus action.

In addition, when you take the attack or dodge action, some of the leaves from the blades start to twirl around you in a 15-foot cube slashing tempest centered on you. Each creature other than you that start its turn or enter this area for the first time of the turn must make a dexterity saving throw, taking 2d4 slashing damage on a fail, or half as much on a success. The leaves twirl this way until the start of your next turn.

If you drop one or both of the leaf blades, or if you throw the leaves in front of you, while the spell persists, you can use a bonus action to cause the leaves to come back in your hands and reform the blades. When you do so, you can make an attack with one of the leaf blades as part of the same bonus action.

At Higher Levels: When you cast this spell using a 4th- or 5th-level spell slot, the damage of the blades increases to 2d10, and the damage of slashing tempest increases to 3d4. When you cast it using a 6th- or 7th-level spell slot, the damage of the blades increases to 3d10, and the damage of slashing tempest increases to 4d4.

When you cast it using a 8th- or 9th-level spell slot, the damage of the blades increases to 4d10, and the damage of slashing tempest increases to 5d4.

Spell Lists. Druid, Ranger

Lava Whips

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A long whip made of pure fire appears in one or both of your hands (your choice). This magic lasts until the spell ends. The whips count as martial weapons with which you are proficient. They deal 1d8 fire damage on a hit and have the light and superior reach (This weapon adds 10 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.) properties. You can use your spellcasting modifier instead of your strength or dexterity for both the attack and damage rolls when you attack with a lava whip, and when you cast that spell, you can make an attack with one of the lava whip as part of the same bonus action.

In addition, the whips shed bright light in a 10-foot radius and dim light for an additional 10 feet, and when you make a shove attack using one of the whips, you can choose to either knock your target prone, push it away from you, or pull it 5 feet towards you.

If you drop one or both of these weapons, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whips to reappear in your hands (you can choose to make only one reappear, or both). When you do so, you can make an attack with one of the lava whip as part of the same bonus action.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d8.

Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

Dark Scythe

2nd level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave together threads of darkness to create a large scythe of solidified shadows in your hand. This magic lasts until the spell ends. It counts as a simple weapon with which you are proficient. It deals 2d8 necrotic damage on a hit and has the two-handed and the reach properties.

Until the spell ends, you don't provoke opportunity attacks when you move and when you make an attack with the scythe, you can use your spellcasting modifier instead of your strength for both the attack and the damage rolls.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the scythe to reappear in your hand.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

In addition, if you have casted this spell with a 3rd-level spell slot or higher, you can, as an action, swing the dark scythe to mow down your enemies. When you do so, make a melee attack with the scythe against each creature within a 15-foot cone before you.

Spell Lists. Cleric, Paladin, Warlock, Wizard

Bonus :

Flame Blade (Revised)

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (Leaf of sumac)
  • Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. It counts as a simple melee weapon with the light property with which you are proficient and deals 2d6 fire damage on a hit. Moreover, when you make a melee attack with the Flame Blade, you can add your spellcasting modifier instead of your strength modifier to both the hit and damage rolls. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. While wielding the Flame Blade, you can cast Green Flame Blade as an action (the Flame Blade counting as the weapon required for the Material Component of that spell). When you cast Green Flame Blade this way, it counts as a druid spell for you if you are a druid, or a sorcerer spell if you are sorcerer. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

Spell Lists. Druid, Sorcerer

Homebrew lovingly made by LeRoiDeCarreau

Arts Credit : Wizards of the Coast

(all of the artworks of this compendium are under the copyright of Wizards of the Coast)

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