Random Shit

by vonBoomslang

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Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description



Bulette Companion

Large Beast


  • Armor Class 15 plus PB (natural armor)
  • Hit Points 7 + 7 times caregiver’s level (the bulette has a number of d8 Hit Dice equal to their caregiver’s level)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 5 (-3) 8 (-1) 8 (-1)

  • Saving Throws Con +2 plus PB
  • Skills Perception −1 plus PB
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9 plus PB
  • Proficiency Bonus (PB) equals the caregiver’s bonus

Actions

Bite (Signature Attack). Melee Attack: +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB piercing damage.

1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction.

3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone.

5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.

Mystic Bond (9th-level Bonder)

As a bonus action, you gain a burrowing speed equal to your walking speed for 10 minutes. You can’t use this benefit again until you finish a short or long rest.

Knife Trick

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a dagger)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Sorcerer, Warlock

With a flourish, you magically launch a dagger at a creature or object within range. Make a melee or ranged spell attack against the target, dealing piercing damage equal to 1d4 + your spellcasting modifier on a hit. For the duration, as a bonus action, you can recall all daggers launched this way which are not being held by another creature. Recalled daggers magically appear in your hand or their sheaths.

When you reach 5th level, you can launch a second held dagger at the same or another target in range, but until you reach 11th level, you can only add your spellcasting modifier to the damage once. At lvl 17th, the damage increases by 1d4.


Flame Husk

Medium humanoid (any race), neutral evil


  • Armor Class 18 (Assault Armor), 13 from behind
  • Hit Points 15 2d8+6 (Flame Core) 30
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 16 (+3) 6 (-2) 7 (-2) 9 (-1)

  • Saving Throws Int +0
  • Damage Resistances. fire
  • Damage Immunities. (Flame Core) poison, psychic
  • Senses darkvision 60 ft., Passive Perception 8
  • Languages Understands common and one other language but cannot speak
  • Challenge 3

Conditioning. The flame husk has advantage on saving throws to avoid or end the charmed or frightened conditions.

Flame Core. A critical hit against the flame husk hits the flame core instead. If reduced to 0 hit points, the core explodes immediately, killing the husk and forcing all creatures within 20 feet of it to make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage plus 7 (2d6) slashing damage is the husk had XX or more hit points on a failure, or half as much damage on a success. Flammable objects in the area are ignited.

Actions

Multiattack. The flame husk makes two melee or ranged attacks and treats all terrain as difficult terrain this turn.

Firefist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 10 (3d6) fire damage.

Lob Flame. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 13 (4d6) fire damage.

Flame Gout. The flame husk fills a 15-foot cube with fire.

Core Rupture. If the core is reduced to 10 hit points or below, the next attack the husk attempts causes it to explode.

The flame husk carries a flame core which fuels its abilities.

The core is an object with an AC of 18 which receives three-quarters cover from the husk if it is not attacked from behind (total AC of 23)

Brambles

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sharp thorn or a sharpened twig)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible nature spirit appears in a space which is a 5-foot cube within range. It has the appearance of a beast or monstrosity twisted together out of thorny brambles. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

The ground within 30 feet of the spirit is covered in ghostly brambles. Whenever a creature in the area is knocked prone, the spirit deals 2d4 slashing damage to it. The spirit disappears after dealing damage a number of times equal to 1 + your spellcasting modifier (minimum of twice).

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

Wildfire

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a candleflame or larger open flame)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger, Sorcerer

A spirit of wildfire appears in an unoccupied space within range. The spirit is a Medium elemental, appearing as a graceful humanoid or beast made of dancing flames. Its AC is equal to your Spell Save DC, and if forced to make any saving throw, its bonus equals your proficiency bonus + your spellcasting modifier. It is immune to fire damage and resistant to all other types except cold.

An aura of oppressive heat surrounds the spirit out to a range of 20 feet. Non-elemental creatures which end their turn in the area cannot benefit from resistance to fire damage until they leave the area, unless they are immune to fire damage, in which case they take damage as if only resistant. Flammable objects in the area for one round ignite.

As a bonus action, you can ask the spirit to fly up to 40 feet and optionally make a melee spell attack against a creature within 5 feet of it, dealing 4d6 fire damage on a hit. You can also use your reaction to make the same attack as an opportunity attack when a creature leaves the spirit's reach. The spirit disappears after making this attack a number of times equal to 1 + your spellcasting modifier (minimum of twice), and it also loses one use for every 6 damage it takes.

Vigor and Valor

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hunting horn worth 3gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible spirit of the hunt answers your call, appearing in a space within range. The Large spirit has the appearance of a dire beast apex predator, a larger-than-life fey warrior, or one riding the other. As a bonus action on your turn, you can move the spirit up to 40 feet to a space you can see.

The spirit's presence invigorates your allies and sharpens their instincts. Creatures of your choice within 30 feet of the spirit have advantage on saving throws to end or avoid the frightened condition, and when they take the Attack action, they can make one additional attack. The spirit disappears after inspiring a number of attacks equal to 1 + your spellcasting modifier (minimum of two).

https://wiki.guildwars.com/wiki/Nature_ritual

An intangible nature spirit appears in a space which is a 5-foot cube within range. It has the appearance of a beast or monstrosity twisted together out of thorny brambles. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

The ground within 30 feet of the spirit is covered in ghostly brambles. Whenever a creature in the area is knocked prone, the spirit deals 2d4 slashing damage to it. The spirit disappears after dealing damage a number of times equal to 1 + your spellcasting modifier (minimum of twice).

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

Helix Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

You shoot twinned bolts of opposing magical energies at a creature you can see. When you learn this spell, choose one of the following variants which determines its damage types.

  • Arcane Helix. Acid and Force.
  • Divine Helix. Necrotic and Radiant.
  • Primal Helix. Cold and Fire.
  • Psionic Helix. Psychic and Thunder.

Make two ranged spell attacks against the target, one for each type. On a hit, you deal 1d6 damage of that type, but if both attacks hit, the energies partially cancel out and each atack deals 1d4 damage instead. This spell’s damage increases by one die when you reach 5th level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4).

Favorable Winds

???nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a mature dandelion)
  • Duration: 1 minute
  • Classes: Druid, Ranger, Sorcerer

You summon a mirthful nature spirit in a space which is a 5-foot cube within range. It has the appearance of a transparent flying fey or beast of your choice. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

A moderate wind dances in an area within 30 feet of the spirit. The wind protects and aids creatures of your choice; ranged weapon attacks against them that pass through the area have their range reduced by 30 feet (to a minimum of half), while their own have their range increased by 30 feet (to a maximum of doubled), and if they have a flying speed, it is increased by 10 feet while in the area.

The winds hinder all other creatures; ranged weapon attacks suffer the opposite effects for them, and if they fly, the area is difficult terrain.

When a creature you can see in the area is attacked with a ranged weapon attack, you can use your reaction to impose advantage or disadvantage on the attack. The spirit disappears after you use this reaction a number of times equal to 1 + your spellcasting modifier (minimum of twice).

Rancor

1st-level conjuration


  • Casting Time: 1 action or 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a dry twig)
  • Duration: 1 minute
  • Classes: Druid, Ranger, Warlock

You summon a wild and wrathful nature spirit to empower a creature within range, or yourself if cast as a bonus action. The spirit is intangible and has the appearance of a translucent beast or monstrosity of your choice with balefully glowing eyes. The empowered creature deals an additional 3 damage with its melee weapon attacks.

The spirit is wily and prone to abandoning its host for a stronger or more violent one. Whenever the empowered creature takes damage, it must make a Charisma saving throw (the DC is 5 + half the damage taken). On a failure, or if the empowered creature falls unconscious or ends its turn without making a melee attack, the spirit escapes and seeks out another creature within 30 feet to empower. By preference, the spirit will seek out a creature hostile to its previous host which is nearest in the initiative order.

The spirit disappears if it cannot find a new host or after dealing its bonus damage a number of times equal to 1 + your spellcasting modifier (minimum of twice).

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

Cauterize

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of metal and an open flame)
  • Duration: 10 minutes
  • Classes: Druid, Ranger, Sorcerer

You sear a creature's wounds shut with magical flame. A creature of your choice must succeed on a Dexterity saving throw, taking 2d8 + your spellcasting ability modifier fire damage on a failure. A friendly creature can choose to fail this saving throw. Immediately after, the creature gains temporary hit points equal to four times the fire damage it took, up to a maximum equal to its missing hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each level above 2nd.

Winnowing

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of dust, ash, and crushed leaves)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

An intangible nature spirit appears in a space which is a 5-foot cube within range. It has the appearance of a beast or fey of your choice, though skull-headed and decrepit. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

An aura of decay surrounds the spirit, manifesting as an unnatural stillness of the air and a smell of dry rot. Whenever a creature within 15 feet of the spirit regains hit points, it regains only half the amount. Additionally, when a creature in the area takes bludgeoning, piercing or slashing damage, you can have the spirit empower that damage (no action required). The damage increases by 2d8 (up to a maximum equal to the initial damage) and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The additional damage increases to 3d8 if the target is an undead that has flesh (like a zombie or ghoul).

The spirit can deal this additional damage a number of times equal to 1 + your spellcasting modifier (minimum of twice). After dealing damage that number of times, the spirit disappears.

Wrath of Winter

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock

You call wrathful nature or elemental spirits to your aid. When you hit a creature within 60 feet with an attack, you can have a Medium intangible spirit appear in its space. A spirit disappears harmlessly when the spell ends or if you are ever more than 60 feet away from it. You can conjure a total number of spirits equal to 1 + your spellcasting ability modifier (minimum of two).

As a bonus action, you can cause all summoned spirits to burst into elemental cold. Creatures other than you within 5 feet of a spirit must make a Constitution saving throw, taking 2d6 cold damage on a failure. Creatures within range of multiple spirits make only one save, taking their combined damage on a failure and half as much damage on a success.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional 2 spirits for each level above 2nd.

Wrath of Winter

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock

You call forth and infuse yourself with a wrathful nature or elemental spirit. As a bonus action for the duration, you can have the spirit empower your attacks that turn. When you hit a creature with an empowered attack, the area within 5 feet of it is covered by an icy cloud. At the end of your turn, any creatures in the area of a cloud must make a Constitution saving throw, taking 2d6 cold damage on a failure. A creature in the area of multiple clouds makes only one save, taking their combined damage on a failure and half as much damage on a success. The spirit can empower a number of attacks equal to 1 + your spellcasting ability modifier (minimum of two). After that number of attacks, the spirit disappears.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spirit can empower an additional 2 attacks for each level above 2nd.

Wrath of Winter

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock

You call forth and infuse yourself with a wrathful nature or elemental spirit. As a bonus action for the duration, you can have the spirit empower your attacks until the start of your next turn. When you make an empowered attack roll against a creature, hit or miss, it and creatures other than you within 5 feet of it must make a Constitution saving throw, taking 2d4 cold damage on a failure and half as much on a success. The spirit can empower a number of attacks equal to 1 + your spellcasting ability modifier (minimum of two). After that number of attacks, the spirit disappears.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spirit can empower an additional 2 attacks for each level above 2nd.

Reap

2st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a rod, club, staff, or similar lenght of wood)
  • Duration: Instantaneous
  • Classes: Druid, Warlock, Wizard

The blade of a spectral scythe sprouts from the item used in the casting, letting you perform a sweeping strike in a 5-foot long, 15-feet line direction you choose. Creatures in the area must make a Dexterity saving throw.

You launch a volley of darts at a creature you can see. Make a ranged spell attack, which receives a +2 bonus to the attack roll, and has disadvantage if the target is more than 20 feet away. Instead of determining hit or miss as normal, subtract the target's AC from the result; if the total is higher than 0, the attack hits and deals piercing damage equal to a number of 1d4s equal to the total, up to a maximum of 8d4.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 2, the maximum damage by 2d4, and the spell requires an additional two darts for each level above 1st.

Dartstorm

1st-level transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (eight darts)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You launch a volley of darts at a creature you can see. Make a ranged spell attack, which receives a +2 bonus to the attack roll, and has disadvantage if the target is more than 20 feet away. Instead of determining hit or miss as normal, subtract the target's AC from the result; if the total is higher than 0, the attack hits and deals piercing damage equal to a number of 1d4s equal to the total, up to a maximum of 8d4.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 2, the maximum damage by 2d4, and the spell requires an additional two darts for each level above 1st.

Decadart

2nd-level transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (ten darts)
  • Duration: Instantaneous

You launch a volley of darts at a target. Make a ranged spell attack against a creature you can see. You receive a +5 bonus to the attack roll, and it has disadvantage if the target is more than 20 feet away. Instead of determining hit or miss as normal, substract the target's AC from the result; if the difference is higher than 0, the attack hits and deals piercing damage equal to a number of 1d4s equal to the difference, up to a maximum of 10.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by +1 and the maximum damage increases by 2d4, but the spell requires an additional two darts for each level above 2nd.

Decadart

2nd-level transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (ten darts)
  • Duration: Instantaneous

You launch a volley of darts at a target. Make a ranged spell attack against a creature you can see. You have disadvantage on the attack if the creature is more than 20 feet away. The target takes 10d4 piercing damage if you hit, or 1d4 less for each point that you missed their AC by.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell requires and launches an additional two darts.

Icy Fangs

2nd-level conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: S, M
  • Duration: Concentration, up to 1 minute

You create two knifelike shards of ice, which float in the air in your space for the duration. As a bonus action, you can launch a shard at a creature you can see within 60 feet. Make a ranged spell attack, dealing 1d10 piercing damage on a hit. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must make a Constitution saving throw, taking 2d6 damage on a failure and half as much damage on a success.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional shard for each level above 2nd.

Summon Crystalkin

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a crystalline core worth at least 300gp)
  • Duration: Concentration, up to 1 hour

You call forth a crystalline spirit. It manifests in an unoccupied space that you can see within range. The corporeal form uses the Crystalline Spirit stat block. When you cast this spell, choose a shape: Serpentine, Strider, or Vortex. The creature appears as a collection of crystalline shards arranged in the chosen shape, which also determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends, at which point the core drops in its space.

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.


Crystalline Spirit

Medium (Serpentine or Vortex only) or Large (Strider only) elemental, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 20 + 10 for each spell level above 3rd
  • Speed 30 ft. (Strider only), 10 ft., burrow 20 ft. + 5 ft. × spell level (Serpentine only), 5 ft., fly 30 ft. (Vortex only, hover)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 5 (-3) 11 (+0) 12 (+1)

  • Damage Vulnerabilities thunder
  • Damage Resistances radiant
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Terran, understands the languages you speak
  • Challenge



Crystal Ward (Strider Only). The spirit is protected by a magical ward which has hit points equal to five times the spell's level. When the spirit or a creature of your choice within 15 feet of it takes damage, up to half of that damage is dealt to the ward instead. While the ward has hit points remaining, the spirit's Armor Class increases by +2. The ward regains 5 hit points at the start of the spirit's turn and when it hits a creature with an attack.

Skimmer (Serpentine Only). The spirit travels by burrowing along or under the surface of ice, packed earth or softer material, or through natural or worked stone as through difficult terrain. It cannot end its turn underground. It does not provoke opportunity attacks if underground, but must surface to attack.

Actions

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

Crash (Serpentine Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level bludgeoning damage. If the spirit moved at least 10 feet straight towards the target, damage increases by 1d6 and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Harpoon Shard (Strider Only). Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target Hit: 1d6 + 3 + the spell's level piercing damage, and the target is pulled 10 feet closer if Large or smaller.

Prism Ray. (Vortex Only) Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + 2 + the spell's level radiant damage, or 1d10 + 2 + the spell's level if the spirit is in sunlight.

Fireball

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A tiny ball of bat guano and sulfur)
  • Duration: Instantaneous

A bright streak flashes from your hands to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failure, a target takes 4d6 fire damage, and an additional 4d6 fire damage if it is within 10 feet of the chosen point. On a successful save, a creature takes half as much damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d6 for each level above 3rd.

Seeker Volley

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a volley of seeking projectiles of magical force which arc through the air before bombarding a 15-foot radius, 20 feet high cylinder centered on a point within range. Make a ranged spell attack against a creature in the area, dealing 3d6 + your spellcasting modifier force damage on a hit and half as much damage on a miss. Then, make that attack against another creature in the area, and repeat it until all creatures have been attacked or the spell has dealt its maximum damage of 60.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the maximum damage by 20 for each level above 2nd.

Siphon Flare

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a grenade)
  • Duration: 3 rounds

You hurl a mote of negative energy at a point within range, which then bursts to fill a 10-foot radius phere. Each creature within the area must make a Constitution saving throw, taking 2d8 necrotic damage on a failure or half as much damage on a successful one.

The energy then collapses in on one of the affected creatures, empowering it with the stolen vitality. One creature of your choice gains a number of temporary hit points equal to the combined damage dealt by the spell, to a maximum of four times the damage that creature took. When the spell ends, the creature regains hit points equal to half the temporary hit points it has remaining.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd.

Variant Feature: Synergy Strike

5th-level Battlesmith feature (replaces Extra Attack)


When you cast an artificer cantrip, your Steel Defender can make one attack as a bonus action on its next turn.

Echo Arrow

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a ranged weapon)
  • Duration: 1 round

You brandish the weapon used in the casting and make a ranged weapon against a one creature within its normal range. Hit or miss, the ghostly figure of an archer then appears in your space, repeats the attack shortly after with a magical copy of your weapon. At the end of the target's next turn, the archer makes a ranged spell attack against the nearest creature in the space the target occupied when the spell was cast, dealing 1d6 force damage on a hit.

This spell's damage increases when you reach certain levels. At 5th level, the ranged weapon attack deals an extra 1d6 force damage to the target on a hit, and the damage of the spell attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Rhadamanth's Illusory Devastation

2nd-level illusion


  • Casting Time: 1 Action
  • Range: Varies
  • Components: V, S, M (a nonfunctional magical focus)
  • Duration: Concentration, up to 3 rounds.

With a dramatic flourish you unleash elemental devastation upon your foes, or at least the illusion of such. Choose a 120-foot line, a 60-foot cone, or a 20-foot sphere centered on a point you can see within 150 feet, as well as a damage type from the following: Acid, Cold, Fire, Lightning, Poison. The spell creates the lasting illusion that the area and all creatures in it are scorched by the elemental energies.

Each creature in the area within the area must make a Intelligence saving throw. Creatures resistant to the chosen damage type have advantage on the saving throw, creatures vulnerable to it have disadvantage, and creatures immune to it are not affected by the spell. The spell charms all affected creatures which have 3d8 hit points or less, as well as all that have twice that amount but failed the saving throw. A creature charmed by this spells believes it was killed by it, despite evidence to the contrary, falls prone and is stunned for the duration. The spell ends on a creature if it takes damage or regains hit points.

Rhadamanth's Illusory Fireball

2nd-level illusion


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of mud and sand, or a fake arcane focus)
  • Duration: Concentration, up to 3 rounds.

With a dramatic flourish you unleash elemental devastation upon your foes, as far as they believe. The illusion of a fiery explosion erupts in a 20-foot sphere centered on a point you see within range, seemingly scorching the area and the creatures within it. Each creature in the area within the area must make a Intelligence saving throw. Creatures resistant to fire damage have advantage on the saving throw, creatures vulnerable to it have disadvantage, and creatures immune to it are not affected by the spell.

A creature is charmed by the spell if it has 4d6 hit points or less, or if it has up to twice that amount but failed the saving throw. Charmed creatures drop prone and are stunned for the duration, believing themselves killed by it despite evidence to the contrary. At the end of a charmed creature's turn, it can repeat the saving throw, ending the effect on a success. The spell ends on a creature if it takes damage or regains hit points.

Metamagic: Intensified Spell

When you cast a spell of 1st level or higher, you can spend 1 sorcery point to treat the spell as if it was cast using a spell slot of one level higher.

 

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