stevo's schploofs

by yuifgg

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Stevo's very own schploofy magic

Stevo's very own schploofy magic, Dm aproved!

Schploofy magic?

Special spells made/edited by me and approved for use by my Dm!

full of magical abilitys to make any spells casters best day, their Dm's worst. have fun and use well, or else. made for fun so I could have more utility as a spell caster in 5e.

Spells

Time's Arrow

3rd-level chronomancy
Casting Time: 1 reaction, which you take when you see a creature make a ranged weapon attack Range: 120 feet Duration: Instantaneous

  • You freeze a projectile that you can see within range mid-flight in attempt to alter its trajectory.
  • If the projectile would otherwise hit, it instead becomes suspended in midair 5 feet from its original target.
  • If it would otherwise miss, the DM determines the location of the now frozen projectile.
  • Within the same reaction, you can reposition the frozen projectile to hit a target of your choice, provided they are within the weapon or spell’s range from the projectile’s new location.
  • Alternatively, you can cause the projectile to drop to the ground harmlessly, fizzling, if it’s a magical effect.

Slow

3rd-level chronomancy
Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute

  • You alter time around up to six creatures of your choice in a 20-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

  • An affected 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 rolls at disadvantage on their attacks.

  • 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.

Undo Harm

Chronomancy cantrip
Casting Time: 1 action Range: Touch Duration: Instantaneous

  • You reverse time around a fresh wound, healing some of the damage. A creature you touch regains up to 1d4+ spell modifier hit points, but no higher than the amount of damage that they took since their last turn.

  • Alternatively this spell can repair minor damage to a small object, such as unburning a letter or message, unshattering a small glass or mug.

  • The spell’s healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Purge

Chronomancy cantrip
Casting Time: 1 action Range: 30 feet Duration: Instantaneous

  • You quicken the pace of a target’s recovery, causing a malady afflicting it to pass faster that it would otherwise. Choose a creature that you can see within range. A target can immediately make a saving throw against an effect that allows it to make saving throws on each of its turns.

  • Alternatively, the creature can make a saving throw against a disease that is afflicting it. Any creature that makes a saving throw against a disease in this way is unaffected by further castings of this spell until they finish a long rest.

Heavens wrath unleashed

Divine cantrip
Casting time: 1 action Range: 5 feet Duration: instantaneous

As an action you can spend up to 3 spell slots to make a melee weapon attack against every creature within 5 feet of you, making a separate role for each creature. On a hit you deal an extra 1d10 force damage per spell slot used.

At higher levels: for every spell slot level >1st level used, add 1d10 per level.

Haste

3rd-level chronomancy
Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute

  • Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

  • When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

The future-

To be continued and grown

  • More spells and abilities soon!
 

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