Arctic Arrow
Evocation cantrip
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a weapon with the ammunition property worth at least 1 sp)
- Duration: 1 round
You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of pure frost energy forms along your weapon as you motion to attack. On a hit, the attack deals cold damage instead of its normal damage type. Additionally, a thin sheath of frost surrounds the target until the end of your next turn.
If the creature takes damage of any type except psychic before the spell ends, the frost shatters, dealing 1d4 cold damage to the target and any creature within 5 feet of it. The spell then ends.
This spell's damage increases when you reach certain levels. At 5th level, the initial attack deals an extra 1d8 cold damage to the target on a hit, and the damage dealt if the sheath of frost shatters increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Aurora Arrow
Conjuration cantrip
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a weapon with the ammunition property worth at least 1 sp)
- Duration: 1 round
You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of colorful, radiant energy forms along your weapon as you motion to attack. On a hit, the attack deals radiant damage instead of piercing. Additionally, a burst of colorful light appears in the area centered on the point the target occupied. This light lasts until the end of your next turn, shedding an aura of bright light in a 5-foot radius, and dim light for an additional 5 feet. An invisible creature in this light is temporarily revealed as the light dances around its silhouette.
If you cast this spell and target a creature standing in light created by this spell, the arrow deals an additional 1d4 radiant damage to the target.
This spell's damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 radiant damage to any target on a hit, and the additional damage the target takes if within this spell's light radius increases to 2d4. Both damage rolls increase by an additional die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Butterfly Blade
Illusion cantrip
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a vein of magical energy bursts out from the point of the strike, creating an illusory swarm of spectral butterflies, birds, or similar creatures that surround you until the end of your next turn. The first attack that targets you before then subtracts 1d4 from its attack roll. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 psychic damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8). Additionally, the die rolled for the disruption caused by the illusion increases by one step at 5th level (d6), 11th level (d8), and 17th level (d10).
Haunted Blade
Necromancy cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a creature within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, and then becomes haunted by an otherworldly force until your next turn ends. If the target makes a saving throw before then, they subtract 1d4 from the total, and the spell ends. If the saving throw is made against the Frightened condition, they subtract 2d4 instead.
The melee attack you make as part of casting this spell deals additional damage when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 psychic damage. This increases by an additional 1d8 at 11th level (2d8) and 17th level (3d8).
Phantom Arrow
Necromancy cantrip
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a weapon with the ammunition property worth at least 1 sp)
- Duration: Instantaneous
You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of soulfire (a ghostlike energy which dances like flame, but chills like frost) forms along your weapon as you motion to attack. On a hit, the target suffers the weapon attack's normal effects, but the damage counts as cold instead of the weapon's normal damage type.
The arrow created by this spell phases through solid objects that are not being worn or carried, allowing you to fire it through most barriers. Barriers more than 1 foot in thickness block the arrow, as do magical barriers of any kind. The arrow disappears after the attack.
The ranged attack you make as part of casting this spell deals additional damage when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 cold damage. This increases by an additional 1d8 at 11th level (2d8) and 17th level (3d8).
Shocking Strike
Evocation cantrip
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a surge of volatile electrical energy gathers around them. If the target takes a reaction before the start of its next turn, it takes 1d4 lightning damage and the spell ends. If the target's reaction was used to make an attack of opportunity, the attack is made with disadvantage.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for using a reaction increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Spellfire Strike
Evocation cantrip
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, then becomes assailed by a sheath of flame. At the end of the target's next turn, it suffers fire damage equal to your spellcasting ability modifier.
If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. The target can also douse the flames by dropping prone and expending 5 feet of movement, rolling on the ground.
This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 fire damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
True Strike (revised)
Divination cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. If you are proficient with the weapon used, and would be forced to roll with disadvantage, roll only once instead. On a hit, the target suffers the weapon attack's normal effects, and then becomes marked by a glowing aura of divination magic until the end of your next turn. If an attack targets the creature before then, add 1d4 to the attack roll, and the spell ends.
This spell adds damage when you reach certain levels. At 5th level, the initial attack you make as part of casting this spell deals an extra 1d8 force damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Art Credits
Cover: The Archer of Souls by Alessandro Musumeci Pg 1: Aurora by Nele Klumpe
Pg 3: Imperial Battle Wizard by Carl Frank
Windswept Strike
Evocation cantrip
Druid
- Casting Time: 1 action
- Range: Self
- Components: S, M (a bludgeoning melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, then becomes sheathed in an aura of volatile wind until your next turn ends. If the target moves or is hit by another attack before then, they must succeed a Strength saving throw or be pushed up to 10 feet in a horizontal direction which you choose when you cast this spell. The spell then ends.
Alternatively, if you move at least 20 feet in a straight line towards the target immediately before casting this spell and then hit with the attack, you can instantly push the target. They must succeed a Strength saving throw or be pushed up to 10 feet away from you. The spell then ends.
This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 bludgeoning damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
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Mythmaker's Homebrew 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.
Creator's Notes
The spells presented here have undergone multiple phases of feedback and revision. That said, I am always open to more feedback -- if the spells can be made better, we'll make it happen! Feel free to share feedback through any of our social media channels:
Special Thanks
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