The Gunmage

by Ganryu

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Gunmage

Technology, aim, and magic

The Gunmage combines technology with magic, using magic to infuse their bullets and cast strange affects across the battlefield while damaging a foe. Most tend to find specialization in their favored ranges, called Gunsmith Design that designate where they fire from, and how often, but all Gunmages favor using their resources to their advantage.

Gunmage magic

The power to imbue magic into the very weapon the Gunmages use is their art and their pride. Buffing, debuffing, and everything inbetween, Gunmage's tend to favor magic imbued into their weapon between attacks, rarely spending time to purely cast a spell if they are not also aiming at an enemy.

Creating a Gunmage

When creating a Gunmage, your Gunsmith Design determines much of your playstyle and range. Generally, you cast spells to buff your attacks, and cause your shots to disable enemies.

For the most part, Gunmage's help allies by stopping enemies in their tracks, finding their weaknesses, and using them to take pressure off of an ally. They have many different types of saving throws for different foes, that generally trigger on a hit. However, none of their spells directly support allies, and their damage tends to ebb and flow in a battle.

Quick Build

You can make an Gunmage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Urchin Background.

Gunmage
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Focused Shot, Gun Creation - - - - -
2nd +2 Spellcasting 2 - - - -
3rd +2 Gunsmith Design, Ready Schematics 3 - - - -
4th +2 Ability Score Improvement, High Ground Specialist 3 - - - -
5th +3 Gunsmith Design, Emergency Shot 4 2 - - -
6th +3 Blinding Flare 4 2 - - -
7th +3 Controlled shot 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 Enhanced Weapon Augmentation 4 3 2 - -
10th +4 Gunsmith Design 4 3 2 - -
11th +4 Mind Like a Steel Trap 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 4 3 3 1 -
14th +5 Imbued Clothing 4 3 3 1 -
15th +5 Superior Shot 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 Gunsmith Design 4 3 3 3 1
18th +6 Blank Shots 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Heaven Piercing Rounds 4 3 3 3 2

Class Features

As a Gunmage, you gain the following class features:

Hit Points


  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per Gunmage level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Melee & Ranged
  • Tools: Tinkerer's tools, two of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from: Acrobatics, Investigation, Perception, History, Sleight of Hand, Stealth, Survival

Gun Creation

Starting at 1st level, you are able to craft yourself a simple pistol as a weapon, and start your adventure with one {Or create one when you multiclass into this class}. If it is destroyed, you may replace it for 50 GP during a long rest, as long as you have your Tinkerer's tools on you. At lvl 3, you learn an additional gun creation you may create during a long rest through your Gunsmith Design. You may only have one of each created, if you try to create an additional gun, the magic behind it disappates, and it falls apart.

Name Damage Weight Properties
Pistol 1d6 piecing 1 lb Ammunition, range (30/120), light, loading

Focused Shot

Starting at 1st level, you are able to take your time leveling an attack. As an action, you can mark one target, and as long as that creature is visible to you until the end of your next turn, whenever you hit the creature with a weapon attack, you may double the weapons damage die (2d6 instead of 1d6 for your pistol for instance).

Spellcasting

Having studied and designed complex equipment, you've discovered how to channel that magic into your weapon itself, buffing each round of ammo you fire before loading, or into specialized equipment.

Spell Slots

The Gunmage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Gunmage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

The Gunmage table shows how many spell slots you have to cast your Gunmage spells. To cast one of your Gunmage spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Gunmage spells that are available for you to cast, choosing from the Gunmage spell list. When you do so, choose a number of Gunmage spells equal to your Intelligence modifier + half your Gunmage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Gunmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Ensnaring Strike, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Gunmage spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Gunmage spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Gunmage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Gunmage spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus +
your Intelligence modifier

**Spell attack modifier** = your proficiency bonus +
your Intelligence modifier

Spellcasting Focus

Your created gun is your spellcasting focus. If you are without, you may use a component pouch.

Ranged Spellshot

Starting at 2nd level, whenever you cast a Gunmage Spell that specifies a melee weapon, or melee weapon attack, you may ignore that, and instead cast that spell on a ranged weapon. (Example: Searing Smite)

Gunsmith Design

Starting at 3rd level, your schematics have begun to specialize to a suited role. Your Gunsmith Design grants you features at 3rd, 5th, 10th, and 17th level.

  • Sniper
  • Quickdraw
  • Canonner

Level 3 - Ready Schematics

Your schematics are memorized in your mind, ready to be deployed at any time. You learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of Gunmages spells you know. In addition, each Gunsmith Design grants you an additional spell at the corresponding levels

Ready Schematics Spells
Gunmage Level Spell
3rd Divine Favor
5th Magic Weapon
9th Elemental Weapon
13th Staggering Smite
17th Banishing Smite

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

High Ground Specialist

When you reach 4th level, you gain a climbing speed equal to your walking speed.

Blinding Flare

When you reach 6th level, you are able to store light magic in small bombs, useful for escaping. As an action, you can throw one to create a blinding distraction along with a loud bang that is audible for up to 300 feet away, allowing yourself to take both the disengage and dash action. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest, as long as you have your tinkerer's tools on you.

Controlled shot

At 7th level, you are able to concentrate magic around your gun. As a bonus action, you can choose one of the following:

  • Create a silenced area around yourself, your gun makes no noise. You do not break stealth if you are hidden, and you make an attack that misses it's target until end of turn.
  • Magically create a trace behind your bullet, making it visible in the air to all creature watching. The next creature to attack the target is helped as if by a help action, regardless of whether it hit.
  • Amplify the sound of your shot to deafening levels. All creatures around you within 30 feet must make a constitution saving throw against your Gunmage DC, or be deafened for one minute, a creature may repeat this saving throw at the end of turn.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Enhanced Weapon Augmentation

At 9th level, whenever you upcast a Gunmage spell that has an 'at higher levels' effect, the higher levels automatically trigger one spell level higher. Example: Casting Magic Weapon at 3rd level triggers as if it had been cast at 4th level, and casting it at 4th level triggers it as if it had been cast at 6th level.

Affected spells: Magic Weapon Elemental Weapon

Mind like a Steel Trap

At 11th level, your iron focus in combat becomes a significant boon. You may cast Magic Weapon or Elemental Weapon without concentration. However, if you have one cast, you cannot cast the other.

Imbued Clothing

At 14th level, you are able to imbue magic into the very clothing and armor your wear. Choose two of the following:

  • You make no sound when you move, gaining advantage on stealth checks, and leaving no footprints
  • Gain +2 AC
  • Gain resistance to one damage type, chosen after a long rest.
  • You can cling to walls as if spiderclimb had been cast, and gain a swim speed equal to your walking speed
  • Once per long rest, when hit with an attack, you may roll a number of d8 equal to your Gunmage level, reducing incoming damage by that amount as a magical powder solidifies the air around you.

You may select a new two on a long rest.

Superior Shot

At 15th level, your confidence in your marksmanship is so high you can shoot other projectiles out the air. As a reaction, you may attempt to shoot a projectile out the air as long as an enemy is within the short range of your weapon. If they make a ranged attack, you may make a contested range attack. If your attack roll is higher, the attack automatically misses it's intended target.

Blank Shots

At 18th level, your magic allows you to refill your gun, even without ammo. As a bonus action, you may create 3 pieces of ammo. If you use this feature again, the previous pieces of ammo disappear from existence.

In addition, once per long rest, you are able to reverse time to reload one piece of magical ammo spent on your gun as a bonus action immediately after spending it.

Heaven Piercing Rounds

At 20th level, your focus is so intense, for a brief moment, you can see thousands of glimpses into the future, plucking the perfect shot from them. As a bonus action, you can enter this state, and all attacks rolls that hit this turn are considered critical hits.

Once you use this feature and score a hit, you can't use it again until you finish a short or long rest.

QuickDraw

Level 3 - Gun Creation - Six Shot Revolver

You begin to value speed in your weapon, making it easier to reload and fire. You learn a new firearm you are able to create during downtime. It cost 50 GP to replace.

Name Damage Weight Properties
Six Shot Revolver 1d8 piecing 1 lb Ammunition, range (30/120)

Close Range Shooter

At 3rd level, you no longer suffer disadvantage being within 5 feet of a hostile creature while using any ranged weapon.

Additional Ready Schematics

You learn additional spells that you may add to your ready schematics. You may also cast them once per long rest without costing a spell slot.

Ready Schematics Spells
Gunmage Level Spell
3rd Compelled Duel
5th Blur
9th Haste
13th Freedom of Movement
17th Antilife Shell

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may not do this with your Fan the Hammer feature.

Level 5 - Fan the Hammer

At 5th level, you may take an action to rapidly fire your weapon, you may make an attack without proficiency bonus to the attack roll. If you do so and hit, you may make another attack {Again, without proficiency bonus}, repeated up to your proficiency bonus. If you miss, the chain ends, and you can make no more attacks.

Level 10 - Combat Ready

At 10th level, you're well practiced movements make you always ready for combat. You gain advantage on initiative rolls, and have advantage on the first attack per turn you make on your turn.

Level 17 - Ricochet

At 17th level, luck is just part of the draw. If you miss with an attack roll using your gun on your turn, you can re-roll it. You can use this feature only once on each of your turns.

Sniper

Level 3 - Gun Creation - Sniper Rifle

You begin to value power and accurracy in your shots, realizing a single attack can make the difference in combat. You learn a new firearm you are able to create during downtime. It cost 50 GP to replace.

Name Damage Weight Properties
Sniper rifle 1d12 piecing 1 lb Ammunition, range (300/1200), 2 handed, loading

Prone Fire

At 3rd level, attacking from prone no longer gives you disadvantage on attacks

Additional Ready Schematics

You learn additional spells that you may add to your ready schematics. You may also cast them once per long rest without costing a spell slot.

Ready Schematics Spells
Gunmage Level Spell
3rd Fog Cloud
5th Spike Growth
9th Nondetection *
13th Arcane Eye
17th Scry

*You may cast Nondetection without a material component.

Level 5 - Lethal Accuraccy

At 5th level, if you haven't changed your location or moved since your last turn, you may add 1d12 piercing damage to your weapon damage die if you are prone, and have been prone since your last turn.

You score a critical hit now whenever you land an 19-20 on an attack die.

Level 10 - Headshot Mastery

At 10th level, your markmanship increases to deadly levels, able to point at, and fire on weaknesses.

You score a critical hit now whenever you land an 18-20 on an attack die.

Level 17 - Long Range Specialist

At 17th level, attacking at long range does not impose disadvantage. In addition, if a target is farther away than 30 feet away, you may attack at advantage if you are prone, and have been prone since your last turn.

You score a critical hit now whenever you land an 17-20 on an attack die.

Sharpshooter

Level 3 - Gun Creation - Rifle

You begin to value trigger discipline, waiting for the perfect shot to line up, and taking it without hesitation. You are able to create a single shot rifle, with a bullet you chamber with each shot, allowing you to quickly imbue magic at the time of fire. You learn a new firearm you are able to create during downtime. It cost 50 GP to replace.

Name Damage Weight Properties
Rifle 1d10 piercing 20 lb Ammunition, range (150/600), 2 handed, loading

Disciplined Magic

At 3rd level, your infusing of magic into your bullets is so fast you can do it as you load and fire. Any spell you cast that has a casting time of one bonus action as a reaction. You may use this reaction after an attack has rolled, but before you know the results.

Additional Ready Schematics

You learn additional spells that you may add to your ready schematics. You may also cast them once per long rest without costing a spell slot.

Ready Schematics Spells
Gunmage Level Spell
3rd Bane
5th Heat Metal
9th Sending
13th Death Ward
17th Synaptic Shock

Level 5 - Unerring Focus

At 5th level, you can use your 'Focused Shot' feature as a a bonus action after you've made an attack action.

Level 10 - Perfect Shot

At 10th level, you learn to fire the instant you see weakness. Whenever a creature you dealt damage to makes an attack and misses, or casts a spell with somatic components, you may make a ranged attack against that creature. One a hit, that creature has disadvantage on all attacks until the end of their turn.

Level 17 - Hair Trigger

At 17th level, you gain an additional reaction a round. Additionally, Perfect Shot feature may be used against any creature within 60 feet of you that misses an attack or casts a spell with a verbal component.

Level 17 - Mage's Bane

At 17th level, whenever you strike a creature casting a spell with perfect shot, you can choose to force that creature to make a concentration check, or the spell fizzles out, failing. Once you use this feature, you cannot use it again until you finish a long rest.

Gunmage Spell List

* - Unique Gunmage spell further down

1st Level
  • Bless
  • Faerie Fire
  • Ensnaring Strike
  • Freezing Smite * {cold searing smite, disadvantage on all attacks for a turn}
  • Hail of Thorns
  • Searing Smite
  • Shield of Faith
  • Caustic Smite* {Tasha's caustic brew to one target}
  • Sanctuary
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
  • Divine Favor
2nd Level
  • Charming Smite* {Charms target}
  • Glimmering Smite* {Faerie Fire to one target, from OneDnd}
  • Tranquilizing Smite* {Hypnotic pattern to single person}
  • Branding Smite
  • Blur
  • Knock
  • Enfeebling Smite * {Ray of Enfeeblment}
  • Silent Smite * {Silence to single target, con save to break out}
  • Pass Without a Trace
  • Invisibility
  • Magic Weapon
3rd Level
  • Blinding Smite
  • Maddening Smite * {Crown of madness}
  • Smoldering Smite * { Heat Metal}
  • Tracking Smite * {Mind Spike}
  • Nondetection
  • Slowed Smite * {Slow to single target}
  • Wind Wall
  • Envenomated Smite * {Poisoned condition}
  • Dispel Magic
  • Elemental Weapon
  • Conjure Barrage
4th Level
  • Accursed Smite * {Bestow Curse}
  • Greater Invisibility
  • Confusing Smite * {Confusion spell}
  • Elemental Bane
  • Fabricate
  • Staggering Smite
5th Level
  • Banishing Smite
  • Infectious Smite * {Contagion}
  • Paralyzing Smite * {Hold Monster}
  • Holy Weapon
  • Immolating Smite * {Immolation}
  • Mana Severance * {Dispel magic, but deals damage to caster, no matter where they are.}
  • Creation

Unique Gunmage Spells

Freezing Smite

1st level Evocation

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with a hoarfrost, and the next attack deals an extra 1d6 cold damage to the target and causes the target to be covered in frost.

When struck, the target must make a Constitution Saving throw. On a failed save, all attacks it makes are made at disadvantage until the end of it's next turn.

At Higher Levels:. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Caustic Smite

1st level Evocation

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with a caustic acid, and the next attack deals an extra 2d4 acid damage to the target and causes the target to be covered in acid.

A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels:. When you cast this spell using a spel

Charming Smite

2nd level Enchantment

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with magic from the feywild, and the next attack deals an extra 2d6 psychic damage to the target and numbs their mind.

If the creature is humanoid, it must make a wisdom save, or be charmed by the caster. If the creature has taken a turn this combat, it does so with advantage.

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

Glimmering Smite

2nd level Transmutation

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with magic from the feywild, and the next attack deals an extra 2d6 radiant damage to the target and outlines them in light.

If the target has the invisible condition, the condition ends on it. In addition, the target sheds a bright light in a 5-foot radius, and attack rolls against it have Advantage

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

Enfeebling Smite

2nd level Necromancy

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with withering energy, and the next attack deals an extra 2d6 necrotic damage to the target.

The target deals only half damage with Weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

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

Enfeebling Smite

2nd level Necromancy

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is withering energy, and the next attack deals an extra 2d6 necrotic damage to the target.

The target deals only half damage with Weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

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

Silencing Smite

2nd level Illusion

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with humming energy, and the next attack deals an extra 2d6 thunder damage to the target.

The target must make a wisdom saving throw, or be affected as if by the silence spell, becoming immune to thunder damage, and the creature is deafened. Casting a Spell that includes a verbal component is impossible. The target can repeat the save at the end of each of their turns, on a success, the spell ends.

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

Tracking Smite

2nd level Divination

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with psychic energy, and the next attack deals an extra 2d6 psychic damage to the target.

The target must make a Wisdom saving throw. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

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

Maddening Smite

3rd level Enchantment

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated jagged illusory spikes, and the next attack deals an extra 3d8 psychic damage to the target.

If the creature is humanoid, it must make a wisdom save, or be charmed by the caster. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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

Smoldering Smite

3rd level Transmutation

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is coated with blazing energy, and the next attack deals an extra 3d8 fire damage to the target.

When you strike a target, you may choose a manufactured metal object, such as a metal weapon or a suit of heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus Action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on Attack rolls and Ability Checks until the start of your next turn.

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

Slowed Smite

3rd level Transmutation

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, illusory gears turn around your weapon, and the next attack deals an extra 3d8 force damage to the target.

When you strike a target, it must make a wisdom saving throw. On a failure, the target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use reactions. On its turn, it can use either an Action or a bonus Action, not both. Regardless of the creature's Abilities or magic items, it can't make more than one Melee or Ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 Action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its Action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the Effect ends for it.

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

Envenomated Smite

3rd level Conjuration

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, you conjure potent venom coating your weapon, and the next attack deals an extra 3d8 poison damage to the target.

When you strike a target, it must make a constitution saving throw. On a failure, it is poisoned for one minute. A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the Effect ends for it.

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

Accursed Smite

4th level Necromancy

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, you warp your weapon in a horrible energy, and the next attack deals an extra 4d6 necrotic damage to the target.

When you strike a target, that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the damage increases by 1d6 for each slot level above 4th, and the spell no longer requires concentration once a creature is afflicted

Confusing Smite

*4th level Enchantment *

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon rings with an offtune weapon, and the next attack deals an extra 4d6 psychic damage to the target.

When you strike a target, that creature must succeed on a Wisdom saving throw or become confused. A confused creature can't take REACTIONS and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

  • 1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an Action this turn.

  • 2-6: The creature doesn't move or take ACTIONS this turn.

  • 7-8: The creature uses its Action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

  • 9-10: The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this Effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Infectous Smite

*5th level necromancy *

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, you spread a terrible bacteria across your weapon, and the next attack deals an extra 4d6 poison damage to the target.

On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

  • Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
  • Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
  • Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

The infection does not take place until the creature fails three saving throws, but the creature is poisoned as long as you maintain concentration, or until they succeed three times.

Paralyzing Smite

*5th level enchantment *

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, you cast a binding force to your weapon, and the next attack deals an extra 5d10 force damage to the target.

On a hit, the target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Immolating Smite

*5th level evocation *

Casting Time: 1 Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, you spread a terrible bacteria across your weapon, and the next attack deals an extra 5d10 fire damage to the target.

On a hit, the creature must make a dexterity saving throw to avoid the fire engulfing them. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

Mana Severance

*5th level Abjuration *

Casting Time: 1 Bonus Action

Range: 120 feet.

Components: V

Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 5th level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level.

On a successful check, the spell ends, and the caster of the spell must make a charisma saving throw, or take 10d8 force damage on a failure, or half as much on a success.

 

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