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Metabot's Manual of Magical Maneuvers - V4 - GM Binder

This document provides summaries of spells from Metabot's Magica. It lists over 50 spells ranging from cantrips to 5th level spells, organized by class and level. For each spell, it briefly describes the components, casting time, range/area, duration, and effects. The document aims to concisely present the mechanics and functions of these homebrew spells for players and dungeon masters.

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secchio69
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0% found this document useful (0 votes)
40 views26 pages

Metabot's Manual of Magical Maneuvers - V4 - GM Binder

This document provides summaries of spells from Metabot's Magica. It lists over 50 spells ranging from cantrips to 5th level spells, organized by class and level. For each spell, it briefly describes the components, casting time, range/area, duration, and effects. The document aims to concisely present the mechanics and functions of these homebrew spells for players and dungeon masters.

Uploaded by

secchio69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Notice: this version of the document is deprecated.

Reddit Profile: /u/_metaBot


GMBinder: Metabot on GMB
Please click here for the most recent version. Discord: metaBot#7435 on DoMt
Compendiums: Monks, Slimes, Spells, Story Mechanics
Misc: Monk Adventure, Warlock Tweaks, Stealth Rules
~Metabot Fun: Goat Background, Hag Items, Mechs
Metabot's Magica
Spell Lists
**Note: B= Bard, C= Cleric, D=Druid, S= Sorcerer, W= Warlock, Z= Wizard, P= Paladin, R= Ranger *
Cantrips                         B C S W Z P R D School V S M Conc.
Caustic Blade x x Evocation x x
Eldritch Blade x Conuration x x
Flashpalm x x x Evocation x x
Sending Blade x x x Evocation x x
Siphoning Strike x x Necromancy x x
Rimeshard x x x Conjuration x x x
Vexatious Blade x x Enchantment x x
Witchblade x x x Conjuration x x

Level 1 Spells                   B C S W Z P R D School V S M Conc.


Brisk Blades x Transmutation x x x
Dark Pounce x x Conjuration x x
Fade Assault x x x x Transmutation x
Far Reach x x Conjuration x x
Grasp of the Spectre x x Conjuration x x x
Illusory Feint x x x Illusion x x x
Jaunt x x x Evocation x x
Lashing Bind x x Evocation x x
Runic Armor x x x x Transmutation x x x
Toxic Grip x Transmutation x x x
Veins of Vigor x x x x Transmutation x x x
Wrought Wound x x Necromancy x x x

Level 2 Spells B C S W Z P R D School V S M Conc.


Blood Barrier x Necromancy x x
Dark Javelin x x Conjuration x x x
Dissociative Strike x x x x Evocation x x
Ether Vault x x Transmutation x x
Feral Rage x Transmutation x x
Honed Edge x x Transmutation x x x
Spell Flux x x Abjuration x x x
Sinister Blade x x Enchantment x x x
Psi Blade x x x Evocation x
Stun Seed x Transmutation x x
Strikethrough x x Transmutation x x
Spellsword's Incantation x x x x Evocation x x
Windward Blade x x x Evocation x x
Level 3 Spells                       B C S W Z P R D School V S M Conc.
Arcane Joust x x x x Evocation x x
Bestial Brand x x Enchantment x x x
Ghostly Dirk x x x Illusion x x
Grasp of the Wind x Evocation x x
Lance of Light x x x x Evocation x x
Meteor Drop x x x Evocation x x
Nystul's Crystal Dagger x x Transmutation x x
Projected Attack x x x Evocation x x
Splinterburst x Evocation x x
Thunderwreathed Fists x x x Evocation x x x
Transfixing Daggers x x x Transmutation x x x

Level 4 Spells B C S W Z P R D School V S M Conc.


Acidwrought Glaive x x x Evocation x x x
Attractor Pulse x x x Evocation x x
Fangs of the Storm Serpent x Transmutation x x
Haunt x x x Conjuration x x x
Gleam x x x Divination x x x
Phasewalk x x Evocation x x
Sacrificial Dagger x Necromancy x x
Shadow Clone x x Illusion x
Spectral Warriors x x x Conjuration x x x
Spike of Dis x x Conjuration x x
Temporal Thrust x x x x Evocation x x
Umbral Assault x x Necromancy x x x

Level 5 Spells                       B C S W Z P R D School V S M Conc.


Agonizing Whip x x x x Evocation x x
Blade Wings x x Transmutation x x x
Chromatic Blast x x x Evocation x x x
Earth Shatter x x x Evocation x x
Flashing Blade x x x Conjuration x x x
Larloch's Fervid Blade x Necromancy x x
Nature's Golem x Conjuration x x x
Prognosticated Blow x x x Divination x x
Rimestrike x x Evocation x x x
Shade Splice x x Necromancy x x
Slice World x x x Transmutation x x
Spectral Stampede x Conjuration x x x

4
Art by Kseniya Bobolia

Level 1 Spells
Brisk Blades
1st-level transmutation
Casting Time: 1 reaction, when you start your turn
Range: self
Components: V, M (two light melee weapons)
Duration: Concentration, up to a minute.
As part of casting this spell, you can unsheathe two light
melee weapons. These blades become wreathed in a sharp
wind, which extend beyond the end of the blade. Until the
spell ends the damage die for these weapons become 1d10
and these weapons become magical, if they weren't already.
Dark Pounce
1st-level conjuration
Casting Time: 1 action
Range: self
Components: V, S
Duration: 1 round
The first time before the end of your next turn you make a
running jump, you instead teleport to your landing location. If
this jump would take you into a Large or smaller creature's Far Reach
space you appear in an unoccupied space in front of the 1st-level conjuration
creature (if there is none, the spell fails). The target must
make a Strength saving throw. On a failure, the target falls Casting Time: 1 action
prone and if you have a free hand, is grappled by you. Range: 15 feet.
At Higher Levels. When you cast this spell using a 3rd- Components: V, M (a drop of swamp goo)
level slot or higher, you can cast it with a bonus action. Duration: instantaneous
Numerous octarine tentacles spring from your hand towards a
Fade Assault target within range. Upon impact, they attempt to close the
1st-level illusion distance between you and your target.
Casting Time: 1 action Make a melee spell attack. On a hit, the target takes 2d8
Range: self piercing damage and a Large or smaller target is pulled up to
Components: S 10 feet in a straight line toward you. If the attack misses, the
Duration: Special target is huge or larger, or if you intentionally aim at terrain,
As part of the action used to cast the spell you can take the you move up to 10 feet in a straight line towards your target.
hide action. Your presence slowly fades from existence as a At Higher Levels. When you cast this spell using a spell
mirage forms around your body. Creatures have disadvantage slot of 3rd level or higher, the damage increases by 1d8 for
on Wisdom (perception) checks to detect you until the start of each slot level above second.
your next turn. Additionally, you are invisible for the duration Grasp of the Spectre
of your next turn. Anything you are wearing or carrying is 1st-level conjuration
invisible as long as it is on your person.
Casting Time: 1 action
  Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The weapons in your hands glow with an ethereal light, which
persist briefly even when they leave your hands. At the end of
your turn, you can choose for any weapons you have thrown in
the last turn to teleport to your hands or back into their
sheaths.
If you hit with a weapon it instead stays transfixed in the
target until the end of your next turn. You can use your action
to wrench all such weapons back, dealing 2d8 force damage
for each weapon.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above second.
5
Art by from League of Legends
If the creature is pushed into a place already occupied by an
object or a creature, it and the target takes an additional 1d6
bludgeoning damage and stops.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher the distance you move increases by 15
feet for each spell level above 1st.
Lashing Bind
1st-level conjuration
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Concentration, up to 1 minute
Make a melee spell attack at a creature in range, dealing 3d6
slashing damage on a hit. If you hit, the creature must make a
Strength saving throw the first time each round that it tries to
move away from you. On a fail, its speed is reduced to zero
until the start of its next turn. Additionally, you can cast touch
spells targeting the creature without being within reach.
The spell ends when the creature moves out of the range of
your spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher the damage increases by 1d6 for each
spell level above 1st.
Runic Armor
Illusory feint 1st-level transmutation
1st-level illusion
Casting Time: 1 action. Casting Time: 1 action
Range: self Range: Touch
Components: V, M (a weapon) Components: V, S
Duration: Concentration, up to 1 minute
Duration: up to 1 minute
Once a turn you can conjure a fleeting Illusion of an attack or You inscribe a small glowing rune on one set of non-magical
armor. For the duration of the spell, the armor becomes
movement; a feint. As a bonus action on a subsequent turn, magical and can't be affected by other spells unless you
you can gain advantage on one attack each turn. Alternatively, choose for it to be. You have a +1 to AC and advantage on
you can use your bonus action to prevent a creature within 5 concentration checks while wearing this armor.
feet of you from taking reactions until the end of your next Until the spell ends, you can use a bonus action to speak a
turn. command word and don the armor instantly. The armor
After a creature is affected by this spell, they make an pieces assemble around you, piece by piece, ending with the
Intelligence saving throw. On a success, they discern the helmet if it has one. If you end the spell, you can choose to
Illusion for what it is. They can see through the image, and its magically doff the armor as well, which folds neatly into a
other sensory qualities become faint to the creature. The spell pack.
no longer has any effect on the creature. A creature is At Higher Levels. If you use a spell slot of 3rd level or
unaffected by this spell if it can’t see, if it relies on senses higher, the Duration is 1 hour. If you use a spell slot of 5th
other than sight, such as blind sight, or if it can perceive level or higher, the Duration is 24 hours. If you use a 9th level
Illusions as false, as with true sight. spell slot, the spell lasts until it is dispelled. Using a spell slot
Jaunt of 5th level or higher grants a Duration that doesn't require
1st-level evocation Concentration.
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
You move in a flash of movement, appearing to have
teleported to the untrained eye. You can move up to 15 feet
with opportunity attacks provoked by this movement made at
disadvantage. After moving, you can make a melee spell attack
at a target within range. On a hit, the target takes 2d6
lightning damage and a Large or smaller creature is pushed
away the same distance (the distance you moved).
 
6
Art by from MtG
Toxic Grip
1st-level transmutation (ritual) Ranger Rituals
Casting Time: 1 action Toxic Grip, despite being a ranger only spell has the
Range: self ritual tag. The intention is that it will be used
Components: S, M (one basic poison worth 100 gold) alongside homebrew such as YARV. If you don't
Duration: Concentration, up to a minute. allow such homebrew, replace the last paragraph
with the following, and change the duration to an
You harness your spellcasting to magically sequester poison hour: "Once applied, the poison retains potency for
into your hands. Until the spell ends, you can use your bonus 1 minute before drying."
action to have poison flow onto any melee weapons you are
holding. A creature you hit with a poisoned slashing or
piercing weapon takes an additional 1d4 poison damage.
The poison lasts for the duration of the spell. If this spell is
cast as a ritual its duration is concentration, up to an hour.
Veins of Vigor
1st-level transmutation
Casting Time: 1 action
Range: self
Components: V, M (a vial of the spellcaster's blood)
Duration: Concentration, up to 1 minute.
Dark fluid runs through your body, which becomes
supernaturally enhanced. You use your spellcasting ability
modifier for the attack and damage rolls of unarmed strikes.
When you use the Attack action with an unarmed strike on
your turn, you can make one unarmed strike as a bonus
action.
At Higher Levels. When you cast this spell using a spell
slot 2nd or higher, you can roll a 1d4 in place of the normal
damage of your unarmed strike. You use your spellcasting
ability modifier in place of Strength or Dexterity for checks
you make. When you cast this spell using a 3rd-level slot or
higher, it is no longer concentration.
Wrought Wound
1st-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: V, M (any weapon)
Duration: Concentration, up to a minute
As part of the action used to cast this spell, you must make a
melee attack with a weapon against one creature within
range, otherwise the spell fails. On a hit, the target suffers the
attack's normal effects. Roll 5d8. If the creature's remaining
hit points are less than this roll, the wound is magically
enhanced. As long as you remain concentrating on this spell,
that creature takes 1d8 psychic damage at the end of its turns.
This effect ends immediately if the creature receives magical
healing.
At Higher Levels. When you cast this spell using a spell
slot of 2nd or higher, the effect ends when the creature
receives magical healing cast at a level equal to or higher than
that used to cast Wrought Wound. In addition, roll an
additional 1d8 for each slot level above 1st.
 
Art from Youngmin suh
A creature's speed is reduced by half if a harpoon is lodged in
them. The target can use its action to pull any number of
harpoons out, taking an additional 3d6 necrotic damage for
each harpoon.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the number of harpoons created
increases by one for each slot level above second.
Dissociative Strike
2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: S, M (any weapon)
Duration: Instantaneous
The next time you make a melee weapon attack you can
instead swing into the air in front of you and project the attack
forward.
Each creature within a 5-foot-wide 30-foot-long line,
emanating from you, must make a Dexterity saving throw
Level 2 spells starting from the creature closest to you. The first creature
that fails takes 2d10 force damage and the damage of your
Blood Barrier attack as if you had hit.
2nd-level necromancy At Higher Levels. When you cast this spell using a spell
Casting Time: 1 bonus action slot of 3rd level or higher, you deal an additional 1d10 damage
Range: Self (15 foot cube) for each slot level above second.
Components: V, S
Duration: Up to 1 minute. Ether Vault
You sacrifice some of your life essence and evoke a 2nd-level transmutation
shimmering sanguine shield. Roll 3d6. Your maximum hit Casting Time: 1 bonus action
points and current hit points are reduced by up to this number Range: self
(you choose). You gain a barrier that has hit points equal to Components: V
this number. Whenever you take damage, the barrier takes the Duration: up to 1 minute.
damage instead. The barrier counts as a separate creature for Ethereal light emanates from limbs and you are granted some
the purpose of maintaining concentration. control of your body while airborne. Opportunity attacks
If this damage reduces the barrier to 0 hit points, you take provoked by your movement are at disadvantage and you have
any remaining damage. Additionally, a tide of crimson blood advantage on Dexterity (Acrobatics) checks.
streaks outwards, transfixing creatures in your proximity. Once before the spell ends, you can make an maneuver that
Creatures within 5 feet of you must succeed on a Dexterity propels you 30 feet through the air (no action required). You
saving throw or take 3d6 necrotic damage. can make attacks during this movement, which do not
At Higher Levels. When you cast this spell using a spell provoke opportunity attacks. Any attacks you make are at
slot of 3rd level or higher, you roll an additional 1d6 for the advantage.
barrier and damage of the spell for each slot level above At the end of this movement, the spell ends, and if you were
second. in the air you land safely back on the ground in the an
unoccupied space within 15 feet of the location directly
Dark Javelin beneath you.
2nd-level evocation
Casting Time: 1 action
Range: 90 feet
Components: S, M (at least 1 pound of raw material such as
wood, metal, or stone)
Duration: Concentration, up to 10 minutes.
You weave the material into 3 barbed harpoons, constructed
from intricate twisted material. They float in the air above your
head for the spell's duration. When you cast the spell, and as
an action on a subsequent turn, you can direct a harpoon to
hurl at target a within range. Make a ranged spell attack. On a
hit, the creature takes 3d6 necrotic damage and must succeed
on a Dexterity saving throw or the harpoon lodges into them.
 

Art from MTG (Wild Slash)


Feral Rage Sinister Blade
2nd-level transmutation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 reaction
Range: 30 ft. Range: 15 feet
Components: V, S Components: S, M (any weapon)
Duration: Concentration, up to 1 minute. Duration: Concentration, up to a minute
You choose one beast within range, which turns feral. The As a reaction to a hostile creature coming into range, or a
beast gains advantage on Strength Checks and Strength creature in range becoming hostile, you unsheathe part of
saving throws, resistance to bludgeoning, piercing, and your blade. You imbue this simple implication with a
slashing damage, and gains a +2 bonus to the damage rolls. magically binding threat. That creature can choose to end its
An unwilling creature that succeeds on a Wisdom saving turn immediately and be charmed by you and your allies until
throw is unaffected. On a failure, on each of it's turns it must the spell ends or until you or your companions do something
move towards and attack the closest creature. The target can harmful to it.
repeat the Wisdom saving throw at the end of each of its If it isn't charmed, it must make a Wisdom saving throw. On
turns. On a success, the spell ends. a failed save, the creature is frightened of you and you have
This spell has no effect on a creature with intelligence advantage on melee attack rolls against it. At the end of each
higher than 5. of its turns, the target can make another Wisdom saving
At Higher Levels. When you cast this spell using a spell throw. On a success, the spell ends on the target.
slot of 3rd level or higher, the damage bonus increases by 1 At Higher Levels. When you cast this spell using a spell
for each spell level above second. slot of 5th level or higher, the spell does not require
concentration.
Honed Edge
2nd-level transmutation
Casting Time: 1 action
Range: self
Components: V, S, M (a weapon)
Duration: Concentration, up to 1 hour
You magically hone your blade to the point that it passes
through bone and sinew as if through thin air. Your attacks
with that weapon within the spells duration deal an additional
2d8 force damage. If you rolled a one on any of these d8s, the
magic preserving the edge fails, and the spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the spell does an additional 1d8
force damage for each spell level above second.
Spell Flux
2nd-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V, M (a vial of ink)
Duration: Concentration, up to 1 minute
You start projecting a protective magical force which
emanates from your hand. You have half cover from attacks
and damaging effects you can see, but cannot use your hand
in any other way, except for somatic components of spells you
cast. You also gain no benefit from a shield.
If a ranged attack hits the spell flux (the attack would have
hit your original AC but misses your AC with the +2 bonus
from cover) you can use your reaction to deflect the blow.
Make a ranged spell attack on a creature of your choice within
30 feet of you, dealing the damage and effect of the original
attack on a hit.
If you lose concentration on this spell before the end of it's
duration, you can reweave the lingering magical energies on a
subsequent turn using your action. The spell's effects resume
until you lose concentration again.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the spell grants three-quarter cover.
 
Art by Eric Deschamps
Art from Youngmin suh
Until the spell ends, when you make an melee attack on a
target, your attack deals an additional 1d8 force damage.
Additionally, on a hit, you can teleport to an unoccupied space
within 5 feet of your target. This effect only only occurs on the
first attack against the target during that turn.
If you teleport at least 10 feet, you discombubulate the
target, who isn't able to make an opportunity attack against
you until the start of its next turn.
Spellsword's Incantation
2nd-level evocation
Casting Time: 1 action
Range: self
Components: V
Duration: Concentration, up to 1 minute.
Your hands exhume magical vapors, which coat any weapons
you are holding and flare up when you attack. Until the spell
ends, you deal an extra 1d4 damage whenever you hit a
creature with a melee attack, and your melee attacks gain a
Psi Blade reach of 10 feet.
2nd-level evocation If you have a free hand, you can expel this force outwards
Casting Time: 1 action with a gesture. When you take the Attack action and attack
Range: 5 feet with a melee weapon held in one hand, you can use a bonus
Components: S action to attack with an unarmed strike with a reach of 10
Duration: instantaneous feet. You use your spellcasting modifier for attack and damage
rolls for this attack.
You coalesce an aquamarine blade of distilled pain, having the
unique property of phasing through armor and carapace. At Higher Levels. When you cast this spell using a spell slot
When you cast this spell, you make a melee spell attack at a of 3rd level or higher, you deal an additional 1d6 damage for
creature within range. You treat your target as having AC of each slot level above second.
10+their Dexterity modifier. On a hit you deal 2d12 psychic
damage. Windward Blade
At Higher Levels. When you cast this spell using a spell 2nd-level evocation
slot of 3rd level or higher, you deal an additional 1d12 damage Casting Time: 1 action
for each slot level above second. Range: 15 feet
Components: V, M (any bladed weapon)
Stun Seed Duration: 1 round
2nd-level transmutation You imbue your blade with the quality of the Elemental Plane
Casting Time: 1 action of Air, and make vicious rising slash. A creature within range
Range: touch must make a Dexterity saving throw. On a failure it is
Components: V, S suspended several inches off the floor. Until the end of its next
Duration: instantaneous turn it can't take reactions and is restrained.
You touch one nut and infuse it with crackling energy. As part As a bonus action you can make a melee spell attack against
of the action used to cast the spell, you can make a ranged the same target if you are within 5 feet of it, dealing 4d6
attack with one of the nuts by throwing it or hurling it with a damage on a hit and ending the spell.
sling. If thrown, it has a range of 60 feet. On a hit, the target At Higher Levels. When you cast this spell using a spell
takes bludgeoning damage equal to 2d8 + your spellcasting slot of 3rd level or higher, you deal an additional 2d6 damage
ability modifier. for each slot level above second.
Regardless if the nut hit or miss, the nut explodes and each
creature within 5 feet of the target must succeed on a
Dexterity saving throw or take 2d8 bludgeoning damage and
be pushed 5 feet back from origin of the explosion. If the
target fails, it is stunned until the beginning of its next turn.
Strikethrough
2nd-level Conjuration
Casting Time: 1 bonus action
Range: self
Components: V, S
Duration: Concentration, up to 1 minute.

Art from MTG (Wild Slash)


Grasp of the Wind
Level 3 spells 3rd-level evocation
Arcane Joust Casting Time: 1 bonus action
3rd-level evocation Range: 20 ft.
Casting Time: 1 action Components: V
Range: 30 feet Duration: instantaneous
Components: V, S You call upon the wind to aid you. Each creature you choose
Duration: instantaneous within range must make a Strength saving throw. On a failure,
You take a step back before flashing forward with a blur of they take 4d8 bludgeoning damage and are pulled up to 15
speed. All creatures in a 30 feet long and 5 feet wide area feet in a straight line towards you. Your next attack on a
emanating from you in a direction you choose must make a creature that fails before the end of your turn is at advantage.
Dexterity saving throw. On a fail, they take 3d10 piercing On a success, they take half damage and suffer no other
damage, or half as much damage on a success. effects.
Teleport to an unoccupied location within 5 feet of the At Higher Levels. When you cast this spell using a spell
creature farthest from you effected by the spell. Make an slot of 4th level or higher, the damage of the spell attack
melee attack roll against the target dealing an additional 3d10 increases by 1d8 for each slot level above the third.
piercing damage on a hit. Ghostly Dirk
At Higher Levels. When you cast this spell using a spell 3rd-level illusion
slot of 4th level or higher, the damage of the spell attack
increases by 1d10 for each slot level above the third. The Casting Time: 1 action
damage of the area of effect also increases by 1d10. Range: 120 feet.
Components: V, M (a weapon)
Bestial Brand Duration: Instantaneous
3rd-level enchantment Choose one creature that can see you within range. You
Casting Time: 1 action teleport to an unoccupied location within 5 feet of the target
Range: touch or else the spell fails. Make a melee spell attack, dealing 3d10
Components: V, S psychic damage on a hit. Regardless of a hit or miss, the
Duration: Concentration, up to an hour. target must succeed on a Wisdom Saving throw or be
You touch a beast or monstrosity at least one size larger than frightened until the end of your next turn.
you and bind it to your will as a mount. Roll 5d8. If the At Higher Levels. When you cast this spell using a spell
creature's remaining hit points are less than this roll, you can slot of 4th level or higher, the range of the spell doubles for
clamber onto the creature as part of the action used to cast each slot level above the third.
the spell. As long as you keep one hand on the mount and its
hit points are below your roll, it is charmed by you and you can
control the creature as your mount which accepts you as a
rider.
You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes
only the actions you choose, and doesn't do anything that you
don't allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your
own reaction as well.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the roll an additional 1d8 for each
slot level above the third.
 

Art from Shadow of Mordor


Lance of Light Nystul's Crystal Dagger
3rd-level evocation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet.
Components: S, M (a melee weapon worth at least 1 sp) Components: V, M (a small stone)
Duration: instantaneous Duration: Instantaneous
Light condenses on your weapon, elongating it into a lance of You conjure a splendid shard of light and hurl it at a creature
dazzling light. You point this weapon in a direction of your within range. Make a ranged spell attack against the target. If
choice, and then near instantly travel along a line 30 feet long you hit, you deal 4d12 force damage. If you miss, the shard
in that direction. If you point at a creature within range, it reassembles and returns to you. You regain an expended spell
must succeed on a Constitution saving throw or be blinded slot of level 2 or lower.
until the end of your turn. At Higher Levels. When you cast this spell using a spell
If you would impact a creature along the way, your slot of 4th level or higher, the damage of the spell increases by
movement stops early and you must immediately make a 1d12 for each slot level above the third. You can regain a spell
melee weapon attack against that creature, using the weapon slot below the spell slot used to cast it.
used in the casting. On a hit, the target takes an additional
4d6 radiant damage plus 1d6 radiant damage for every 15 Projected Attack
feet traveled along the line. If you impact a solid surface, you 3rd-level evocation
stop and can choose to not make the attack. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 5 feet
slot of 4th level or higher, the spell's range increases by 30 for Components: V, M (any weapon)
each slot level above the third. Duration: Instantaneous
Meteor Drop As part of the action used to cast this spell, you must make a
3rd-level evocation melee weapon attack against one creature or location within
Casting Time: 1 action the spell's range. Depending on the damage the weapon deals,
the spell has a different effect:
Range: 30 feet
Components: V Slashing. A crescent of energy races from the attack, and
Duration: instantaneous each creature in a 30-foot cone (oriented as you choose) in
You leap up into the air and slam down in an unoccupied the direction of the target must make a Dexterity saving
location within range. You don't provoke opportunity attacks throw.
with this movement, and you can't use this spell if there isn't Piercing. A pure beam of energy streams from the attack,
at least 10 feet of open space directly above you. Creatures and each creature in a 60-foot line, 5 foot wide line must
within 10 feet of the target location must make a Dexterity make a Dexterity saving throw.
saving throw or take 4d10 bludgeoning damage. Bludgeoning. Explosive energy emanates from the attack,
A creature you are grappling when you cast this spell travels and each creature other than you within 10 feet of the
with you, making the saving throw at disadvantage . target must make a Dexterity saving throw.
If you cast this spell while airborne, the radius of the area of On a failed save, creatures take 2d10 radiant damage, are
effect increases by 5 feet for each 10 feet you are above your pushed back 10 feet from the target of your attack, and fall
target location, up to a maximum of 30 feet. You still take fall prone. A creature that is hit with your attack has disadvantage
damage. on the save, and on fail takes 2d10 radiant damage, is pushed
At Higher Levels. When you cast this spell using a spell back 10 feet from you and falls prone.
slot of 4th level or higher, the damage of the spell increases by At Higher Levels. When you cast this spell using a spell
1d10 for each slot level above the third. At 5th level creatures slot of 4th level or higher, the damage of the spell increases by
who fail the saving throw are also knocked prone. 1d10 for each slot level above the third.
 

Art from Tavern Tales


Splinterburst Transfixing Daggers
3rd-level evocation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 20 feet
Components: V, S Components: V, M (a belt of at least 6 daggers)
Duration: instantaneous Duration: Concentration, up to one minute
You energize a section of once living material and cause it to You cast a flurry of shimmering daggers forward. Each
explode outwards launching splintering shrapnel. Pick one of creature in a 20-foot cone must succeed on a Dexterity saving
the following options when you cast the spell: throw. A creature takes 6d4 slashing damage on a failed save,
or half damage on a success.
You can gesture towards a 5 foot by 5 foot section of wall Immediately after casting this spell, you can use your bonus
or flooring, or a nonmagical wooden object, which is action to call the daggers back. After reaching the end of the
destroyed. Each creature within 20 feet of the target must range of the spell, the daggers slow to a stop, reverse, and
make a dexterity saving throw. A creature standing next to speed back towards you. Creatures in the area of effect who
the section of wood, or holding the object makes the has failed the first save must make another Dexterity saving throw
disadvantage on the save. or take the damage again.
As part of the action used to cast this spell, you lob a A creature within 5 feet of you has disadvantage on these
pinecone (or similar object) at a location within range. saves.
Each creature within 20 feet of the target must make a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw. slot of 4th level or higher, the damage of the spell increases by
A creature takes 6d6 piercing damage on a failed Dexterity 2d4 for each slot level above the third.
save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 5th or higher, you can also target a creature. If you do
so, and the target is a plant creature or a creature comprised
of wood, the radius of the area of effect increases to 40 feet.
The creature makes the saving throw with disadvantage, and
the spell deals maximum damage to it. If you target a
nonmagical plant that isn't a creature, such as a tree or shrub,
it is destroyed.
Thunderwreathed Fists
3rd-level evocation
Casting Time: 1 action
Range: self
Components: V, M (gunpowder)
Duration: Concentration, up to one minute
Energy lances up your arms as you imbue your blows with
booming energy of the thunder demiplane, accelerating them
to supersonic speeds. You use your spellcasting ability
modifier for the attack and damage rolls of unarmed strikes.
When you use the Attack action with an unarmed strike on
your turn, you can make one unarmed strike as a bonus
action. Your unarmed strikes deal an additional 1d8 thunder
damage and push back the target 5 feet on a hit.
On a hit, you can channel the spell's energy into a final blow,
ending the spell. Each creature within a 20 foot cone in the
direction of your attack must make a Dexterity saving throw.
On a failed save, they take 4d8 thunder damage and fall prone.
On a success, they take half damage and suffer no other
effects.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage of the spell increases by
1d8 for each slot level above the third. The damage of the final
attack also increases by 1d8.
 

Art from MTG


Electricity pulses from your hands and envelopes your blades
Level 4 spells in bright sparking energy. You can use your spellcasting ability
instead of strength or dexterity for the attack and damage rolls
Acidwrought Glaive of attacks with these weapons, which each deal an additional
4th-level evocation 2d6 damage lightning damage the first time you hit with the
Casting Time: 1 bonus action weapon each turn.
Range: 10 feet Additionally, a magical connection is forged between each
Components: V, M (any weapon) weapon and the hand that holds it. After using an action or
Duration: Concentration, up to one minute bonus action to make an attack with one of these weapons,
You slam your hands into the ground, and draw out a you can teleport the blade back into your hand or teleport up
demonic emerald blade. The weapon is similar in size and to 30 feet to where the blade struck a creature.
shape as a glaive, which lasts for the duration. If you let go of At Higher Levels. When you cast this spell using a spell
the blade, it disappears, but you can evoke the blade again as slot of 5th level or higher, the damage of the spell attack
a bonus action. increases by 1d6 for each slot level above the fourth.
While you are wielding this weapon with both hands, you Haunt
can use your action to make a melee spell attack at a creature 4rd-level conjuration
in range, dealing 2d10 acid damage on a hit. On a hit, you can Casting Time: 1 bonus action
choose another creature within 5 feet of the original target Range: 10 ft.
and within range and repeat this attack against that creature. Components: V, S
Alternatively, you can use your action to end the spell, and Duration: concentration, up to an hour.
make an attack roll on each creature within reach, dealing
6d10 damage on a hit. You mark a hostile creature to be the singular focus of your
At Higher Levels. When you cast this spell using a spell hunt. You always know where the creature is, and it can never
slot of 5th level or higher, the damage the spell deals increases be hidden from you. In addition, you can sense what areas are
by 1d6 for each slot level above the fourth. in the target's line of sight. On a subsequent turn, you can use
your bonus action to teleport within 30 feet of the target as
Attractor Pulse long as the location isn't in the target's line of sight. This
4th-level evocation teleportation only works if you and the creature are on the
Casting Time: 1 action same plane.
Range: 120 ft.
Components: V, S
Duration: instantaneous
You throw an orb of dark energy out to a location within
range. A line of lightning streaks out, pulling creatures
towards it before a thunderous boom sounds forth. Each
creature you choose within 30 feet of a point within range
must make a Dexterity saving throw. On a failure, it takes
4d10 lightning damage and be pulled 20 feet in a straight line
towards the origin of the area of effect. On a success, it takes
half damage and is not pulled.
An 10 foot radius area centered at that point crackles with
latent magical energy. Until the start of your next turn, the
area is considered dimly lit and difficult terrain. At the start of
your next turn, creatures other than you in the area must
make a Dexterity saving throw, taking 4d10 thunder damage
and falling prone on a failure, or half damage on a success.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage the spell deals increases
by 1d10 for each slot level above the fourth.
Fangs of the Storm Serpent
4th-level transmutation
Casting Time: 1 action
Range: self.
Components: V, M (two light melee weapons)
Duration: One minute
 

Art from Hicham Hibachi


Art from Al Jerek Torrijas

Gleam
4th-level divination You can enter a creature's space with this movement, and the
Casting Time: 1 bonus action first time each turn you do so the creature must make succeed
Range: 10 feet on a Dexterity saving throw or take 2d6 electric damage. If
Components: V, S you make an attack at the end of this movement, it is at
Duration: Concentration, up to 1 minute advantage as your weapon teleports directly into the creatures
You peer into the machinations of an enemy's mind, and use space.
this information against them. A creature in range that you You emit an audible hum and bright afterimage lasts
can see must make a Charisma saving throw. On a failure, you throughout the teleported movement, illuminating areas
have advantage on all attacks against them and they have within 10 feet of your path until the start of your next turn.
disadvantage on all attacks against you until the end of their At Higher Levels. When you cast this spell using a spell slot
next turn. of 5th level or higher, the damage spell increases by 1d6 for
You automatically know the target’s location. The target can each slot level above the third
never be hidden from you. You can see through any illusions
conjured by the target, or of the target. Any time that creature Sacrificial Dagger
would need to guess your location (for example, if there are 4th-level necromancy
multiple images of you because you are hidden), it guesses
wrong. Casting Time: 1 action
You can subject another creature to this effect as a bonus Range: 5 feet
action on a subsequent turn. A creature who succeeds on the Components: V, M (any bladed weapon)
Charisma saving throw is immune to the effects of this spell Duration: Instantaneous
from you for the next 24 hours. You imbue a blade with a sacrificial curse and plunge it into
an enemy. Make a melee spell attack against a creature within
Phasewalk range, dealing 2d12 piercing damage on a hit. If it hits, every
4th-level transmutation creature other than you within 30 feet of you must make a
Casting Time: 1 action Wisdom saving throw. On a failed save, a ghostly specter
Range: Self appears within 5 feet of that creature and stabs them as well,
Components: S, M (A coiled wire) dealing 4d12 necrotic damage.
Duration: Concentration, up to a minute Alternatively, you can stab yourself or a willing ally with the
Once per turn, one uninterrupted segment of movement blade, which automatically hits causing irreducible damage,
counts as magical teleportation for you. Each 5 feet of and causes creatures other than the target within 30 feet to
Phasewalk costs 10 feet of movement. You don't provoke make the save at disadvantage.
opportunity attacks, you aren't considered to have entered in At Higher Levels. When you cast this spell using a spell
an spell or effect's area unless you end your movement there, slot of 5th level or higher, the damage of the area of effect
and traps based on location don't go off. increases by 1d12 for each slot level above the third
 
Shadow Clone On a hit or a miss, you can use your bonus action to
4th-level illusion summon thin barbed spikes that rupture from the 5-foot
square attacked. The creature must succeed on a Dexterity
Casting Time: 1 action saving throw or take 2d12 piercing damage and be restrained
Range: Self until it uses its action to free itself.
Components: S At Higher Levels. When you cast this spell using a spell
Duration: 1 minute slot of 5th level or higher, the damage of the spell attack and
You disappear from the path of an imminent attack, leaving area of effect increases by 1d12 for each slot level above the
behind a wispy shadow, before launching a powerful third.
counterattack. Choose a prepared spell of 3rd level or lower,
that targets only one creature, and doesn’t have a range of self.
This is your counterattack spell.
The next time you are targeted by a melee attack, you
teleport away, leaving a shadowy clone to take the blunt of the
blow. The attack automatically misses you and you teleport to
a location within line of sight of that creature and within range
of your counterattack spell. You cast that spell at the lowest
level it can be cast, without expending a Spell Slot, targeting
the triggering creature. If that spell requires an attack roll, you
have advantage on the first attack.
At Higher Levels. When you cast this spell using a spell
slot of 5th or higher, your counterattack spell can be of a level
lower than that used to cast Shadow Clone.
Spirit Warrior
4th-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, M (a weapon)
Duration: Concentration, up to 1 minute
You summon a humanoid creature in unoccupied spaces
within range. It has your ability scores, proficencies, AC, and
wields the weapon you used to cast this spell. When a spirit
warrior takes damage, you must succeed on a saving throw
using your spellcasting ability against a DC equal to half the
damage dealt to it or it disappears. They deal an additional
2d6 psychic damage on a hit and can make attacks of
opportunity.
A spirit warrior takes their turn on your initiative, though it
doesn't take an action unless you telepathically command it to.
On your turn, you can telepathically command each spirit
warrior to move to a location within range of you (no action
required by you). You can use the Attack action to
telepathically command a spirit warrior to make a melee
weapon attack at a creature within its reach. If you are able to
make multiple attacks with the Attack action, this attack
replaces one of them.
At Higher Levels. When you cast this spell using a spell
slot of 5th or higher, you summon one additional spirit warrior
for each slot level above the third.
Spike of Dis
4th-level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V, M (any piercing weapon)
Duration: Instantaneous
You imbue your weapon with the curse of Dis's kiss and make
an overhead strike. Make a melee spell attack against a
creature within range, dealing 2d12 piercing damage on a hit.
  Temporal Thrust
4th-level evocation
Casting Time: 1 bonus action
Range: 15 feet.
Components: V, S
Duration: Instantaneous
You brace yourself and briefly thrust yourself through the
ethereal plane, teleporting to a location within range.
Immediately after this teleport, you can attempt to shove a
creature through time as part of the spell. The creature must
instead make a Charisma saving throw.
On a failed save one of the effects below occurs (your
choice):
Temporal Jump. The target is banished to a harmless
demiplane until the end of its next turn. While there, the
target is Incapacitated. No time passes for the target while
it is banished.
Temporal Acceleration. The target is banished to a
harmless demiplane until the start of its next turn. Any
spells affecting the target with a duration less than one
hour end, as well as any such spells the target is
concentrating on.
After the effect, the target appears 15 feet away from the
location you teleported to, in a straight line. If there isn't a
clear path to the destination, the creature appears in front of
the obstruction.
Umbral Assault
4th-level necromancy
Casting Time: 1 action
Range: 120 feet.
Components: V, M (any weapon)
Duration: Concentration, up to 1 minute
When you cast this spell, you separate your shadow from your
body. Until the spell ends, you can control your shadow and
cause it to move by expending your own movement. You can
also cause it to make up to three melee spell attacks (no
action required). These attacks target one creature within 5
feet of the shadow, dealing 3d6 necrotic damage on a hit. If
your shadow reduces a creature to 0 hit points their body is
hidden in magical darkness until dispelled.
Your shadow does not provoke opportunity attacks and can
pass through small holes, narrow openings, and even mere
cracks, though it must remain within 5 feet of a solid surface
at any time. Your shadow is silent, and invisible in darkness.
The spell ends once your shadow makes its 3 attacks or
takes any damage. While you are concentrating on this spell
you are blinded and you see through your shadow, which has
darkvision for 120 feet and can also see through magical
darkness.
At Higher Levels. When you cast this spell using a spell
slot of 5th-level or higher, the shadow makes an additional
attack for each slot level above the fourth.
If the target is a Large or smaller creature, it is pushed up
level 5 spells to 30 feet away from you in a straight line (you choose). If the
target is an object a glowing rune is left in the crater of your
Agonizing Whip attack.
5th-level evocation At the end of your turn, each creature within 20 feet of the
Casting Time: 1 action target's location must make a Dexterity saving throw or take
Range: 15 feet 8d10 damage of the type you chose. The target has
Components: V, S disadvantage on the saving throw.
Duration: 1 round Earth shatter
You coalesce an whip out of pure coalesced pain that hums 5th-level evocation
with the faint screams of horrors inflicted past. When you cast Casting Time: 1 action
this spell, you make 3 melee spell attacks at creatures within Range: 40 feet
range. Components: V, M (any weapon)
If at least two of your attacks hit the same creature, the Duration: one round
creature must make a Constitution saving throw or be You slam your weapon into the ground, releasing a torrent
incapacitated until the end of their next turn. If three hit, the
creature is stunned for the same duration. of energy at a location within range. Creatures within a 5 by 5
At Higher Levels. When you cast this spell using a spell cube at the target location must make a Dexterity saving
slot of 6th-level or higher, you make an additional attack for throw or take 4d10 thunder damage and be flung 20 feet into
each slot level above 5th. the air. On a success they take half damage and aren't flung.
Each creature within a 15 feet wide line emanating from
Blade Wings you towards the target location must make a Dexterity saving
5th-level transmutation throw. On a failure they take 2d10 bludgeoning damage and
fall prone. On a success they take half damage and don't fall
Casting Time: 1 action prone.
Range: 10 feet
Components: V, S
Duration: Concentration, up to a minute
You summon 8 glowing hilt-less blades that fan out behind
your back. Until the spell ends you can use these blades in
magical maneuvers:
You use your action to throw out 4 of your blades.
Creatures in 5 foot wide 30 foot line must make a
Dexterity saving throw or take 4d10 slashing damage on a
failed save and half damage on a successful one.
You can use your bonus action to throw out one of the
blades. Make a ranged spell attack, dealing 3d10 piercing
damage on a hit.
You can use your action to sweep the blades forward.
Creatures in 15 foot cone must succeed on a Dexterity
saving throw or take 2d10 slashing damage and half
damage on a successful save.
A thrown blade falls to the floor and crumbles into rust.
While you have at least 4 of your blades you gain a flying
speed of 30 feet.
Chromatic Blast
5th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to a minute.
You gather up elemental energy in one of your hands and
prepare to expel it into an enemy. Choose acid, cold, fire,
lightning, poison, or thunder for the type of energy.
You can use your spellcasting modifier for attack and
damage rolls for unarmed strikes. On a hit, you deal 3d10
damage of the type you chose. Additionally, you can choose to
use your bonus action to transfer the enchantment onto the
target, ending the spell.

Art by Eric Deschamps


Larloch's Fervid Blade
5th-level necromancy
Casting Time: 1 action
Range: 5 feet
Components: S, M (an empty sheath)
Duration: Concentration, up to 1 minute
You make a silent oath against one creature within 5 feet and
draw out a black spectral katana from your sheath. Make a
melee spell attack against that creature within your reach,
dealing 5d12 necrotic damage on a hit. You can repeat this
action on a subsequent turn, targeting the same creature. If
you have advantage on this attack the attack instead scores a
critical hit if it hits, ending the spell.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage of the spell increases by
1d12 for each slot level above the third.
Nature's Golem
5th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute
Vines and stone wreath themselves to form a Large golem
underneath you, which is under your control until the spell
ends or until it is reduced to 0 hit points.
An Nature Golem is a construct with AC of 15, 50 hit points,
and a Strength and Dexterity of 18. Its Constitution is 10 and
its Intelligence, Wisdom, and Charisma are 3. Its speed is 40
feet and it has blindsight with a radius of 30 feet and is blind
beyond that distance. While mounted on the creature, you can
command it to attack using a bonus action. (Attack: +8 to hit,
2d12 + 4 bludgeoning damage).
Alternatively, you can merge with the Golem using a bonus
action to assume direct control. You gain 50 temporary hit
points, you have advantage on Athletics checks and
Concentration checks, your speed is doubled, and your size
Flashing Blade becomes Large. The spell ends when you run out of these
5th-level necromancy temporary hit points. The golem extrudes oversized rock
Casting Time: 1 action imitations of your weapons which you use to deal twice your
Range: 15 feet weapon damage on a hit.
Components: S, M (a sheathed melee weapon)
Duration: Concentration, up to 1 minute Prognosticated Blow
Whenever you make an attack on your turn, you can draw the 5th-level divination
weapon you use to cast this spell and move up to 15 feet Casting Time: 1 bonus action
without provoking opportunity attacks prior to the attack. Range: 30 ft.
Immediately after that attack, you return to your original Components: V, M (a weapon)
position and sheathe your weapon. Duration: Instantaneous
When a creature within the range of your spell uses an You invoke a causality-reserving effect on a weapon and
action, you can use your reaction to make a melee weapon curse a creature within range to realize their inevitable
attack. If you hit the target, the target must make a impending pain. The target must make a Wisdom saving
Concentration check or the target's action fails (a spell fails to throw. On a failure, it takes 2d12 psychic damage and your
cast and the spell slot is expended, an attack misses). next attack on the creature is "foretold"- it automatically hits
Additionally, once per turn, you can make a melee attack and deals the psychic damage again. On a success the target
against any creature that moves more than 5 feet while within takes half damage and your next attack has advantage instead.
the range of your spell.
 
Rimestrike This spell works on any non-magical material that is made of
5th-level evocation stone or weaker. This spell also is able to cut through any
medium or smaller nonmagical object in the area of effect,
Casting Time: 1 bonus action such as a sword, shield, or chain.
Range: self Spectral Stampede
Components: V, M (an empty two-handed hilt)
Duration: Concentration, up to one minute 5th-level conjuration
You evoke the chill of the demiplane of ice blade in your hilt. Casting Time: 1 action
The blade that extrudes from it is similar in size and shape to Range: 30 feet.
a greatsword, and it lasts for the Duration. Components: V, M (honeycomb)
While you are wielding this blade you can use an action to Duration: Concentration, up to a minute.
make a melee spell attack at a creature within 5 feet, dealing A stampede of spectral wildlife charges forth in a line 30
6d6 damage on a hit and chilling them. Until the spell ends feet long and 15 feet wide emanating from you in a direction
their speed is halved. If you miss or aim at the area in front of you choose. When a creature enters the spell's area for the
you, you cause ice to splay outwards. Each creature in a 15 first time on a turn or starts its turn there, that creature must
feet long 5 feet wide line emanating from make a Dexterity make a Dexterity saving throw. On a failed save, the creature
saving throw. On a failed save, they take 4d6 cold damage, or takes 8d6 psychic damage and falls prone. On a success, it
half on a success. takes half as much damage and doesn't fall prone. A creature
When the spell ends, a chilled creature starts to freeze over. has disadvantage on the save if it was already prone.
The creature takes an additional 4d6 cold damage and must A hostile creature treats the area of the spell as difficult
succeed on a Constitution saving throw or be paralyzed for terrain. Hostile creatures in the area of effect can't take
the duration. At the end of each of its turns, the target can reactions.
make another Constitution saving throw. On a success, the
effect ends on the target.
Shade Splice
5th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: one round
You summon a sliver of shadow essence from the
shadowfell and exchange part of your soul with it, gaining the
ability to manifest 3 shades. Shades are invulnerable to
damage, but can interact physically with the world and have
your stats. Each shade moves up to 30 feet and can touch a
creature within 5 feet of them. Make a melee spell attack,
dealing 3d10 necrotic damage on a hit.
Each shade has a reaction, which it can use to repeat its
attack as an opportunity attack. At the beginning of your next
turn, you can teleport to the location of one of your shades.
Slice World
5th-level transmutation
Casting Time: 1 action
Range: self
Components: V, M ( a weapon)
Duration: Instantaneous
You draw upon the destructive energies from the shadowfell
and imbue them in your blade. Your next attack splays out
whisps of shadow and transport the material it contacts to the
shadowfell.
You are able to cut through a flat plane with an area no
larger than 20 5-by-5 square feet sections. The area you cut
through must be contiguous and fall within a 30 foot cone.
Alternatively, you can make several quick slashes that
completely disintegrate material in a 10 foot cube area in
front of you.
 
Cantrips
 
Caustic Blade
evocation cantrip W
Casting Time: 1 action E
Range: 5 feet w
Components: V, M (a weapon) m
Duration: 1 round b
b
You imbue your blade with a highly corrosive acid and make a s
wide lunging slash with it. As part of the action used to cast p
this spell, you must make a melee attack with a weapon fe
against each creature within the area of effect, which is a 5
foot cube within range, otherwise the spell fails. Your target
does not gain the benefit of cover as long as that cover is
made out of nonmagical material.
At 5th level, the area of the spell increases to two 5-foot
cubes, which you can arrange as you wish. Each cube must
have at least one face adjacent to the face of another cube. At
11th level this increases to 3 cubes, and at 17th it increases to
4. You can break up your movement between those attacks,
which require a separate attack for each target. The second
time a creature is hit with an attack from a casting of this
spell, it takes your spellcasting modifier in acid damage
instead of the attacks normal effects.
Eldritch Blade
evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until dispelled.
You create a weapon in your empty hand that has the stats
of a dagger and can be used as a spellcasting focus for your
warlock spells. Use your spellcasting attack modifier for
attack and damage rolls with this weapon. This spell ends if
your eldritch blade is more than 5 feet away from you for 1
minute or more. It also ends if you cast this spell again, if you
dismiss the weapon (no action required), or if you die. When
you cast a warlock spell that uses your eldritch blade as a
material component, your blade becomes charged until the
end of your next turn.
Using an action, you can make an melee attack with your
blade against one creature within reach. On a hit, if your blade
was charged, the target takes additional force damage equal to
the spell slot level of the spell cast.
This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 force damage
to the target, and the force damage due to a charged blade
increases to 1d8 + the spell slot level. Both damage rolls
increase by 1d8 at 11th level and 17th level.

Eldritch Invocations:
Sundering Blade. You gain proficency in medium armor. Your
Eldritch blade can take the form of any weapon, and while
wielding the weapon, you have advantage on concentration
checks for your warlock spells. Additionally, if your weapon is
charged, you gain the benefits of a shield.
  Flashpalm
evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 turn
You open your clenched hand and a glaring light pulses out,
disorienting a creature within range that can see you. The
target must make a Constitution saving throw. On a failed
save, the target takes 1d4 radiant damage, and it blinded until
the end of the turn.
The spell's damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Sending Blade
evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, M (a weapon)
Duration: instantaneous
As part of the action used to cast this spell, you must make a
ranged attack with a melee weapon against one creature
within the spell's range, otherwise the spell fails. Your magic
accelerates your weapon to uncannny speeds over the course
of its trajectory. On a hit, the target suffers the attack's normal
effects. If this attack is at long range it isn't at disadvantage
and deals additional piercing damage equal to your
spellcasting modifier.
Alternatively, you can cast this cantrip on a weapon that
doesn't have the thrown property. It gains a thrown range of
20/60 until the end of your next turn and floats in the air close
at hand, vibrating softly.
This spell's damage increases when you reach higher levels.
At 5th level, the attack deals an extra 1d8 piercing damage to
the target, and the damage of the spell if the the target is at
long range increases to 1d8 + your spellcasting modifier. Both
damage rolls increase by 1d8 at 11th level and 17th level.
Siphoning Strike
necromancy cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a
melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects and if you reduce a hostile
creature to 0 hit points, you siphon off a bit of its soul. Your
next attack with that weapon before the end of your next turn
deals additional damage equal to your spellcasting modifier.
This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 necrotic
damage to the target, and the necrotic damage to the
following attack increases to 1d8 + your spellcasting ability
modifier. Both damage rolls increase by 1d8 at 11th level and
17th level.
Rimeshard As part of the action used to cast this spell, you must make a
conjuration cantrip melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
Casting Time: 1 bonus action. suffers the attack's normal effects, and their mind is shrouded
Range: 10 feet in dark intent until the start of your next turn. If the target
Components: V, S doesn't target you with an attack or spell before then, they
Duration: concentration, up to 1 minute. take 1d8 psychic damage.
You use your magic to crystalize a pristine glass-like weapon This spell's damage increases when you reach higher levels.
out of thin air. The weapon can take on the form of any melee At 5th level, the melee attack deals an extra 1d8 psychic
weapon, which sublimates into nothingness at the end of your damage to the target, and the damage the target takes for not
turn unless you are wielding it. targeting you increases to 2d8. Both damage rolls increase by
An attack with the weapon does cold damage instead of its 1d8 at 11th level and 17th level.
normal type, and if you score a critical hit with it, it shatters Witchblade
and deals an additional 1d12 cold damage. When you cast conjuration cantrip
this spell, you can conjure two weapons, one in each hand, as Casting Time: 1 action
long as both weapons are light weapons. Range: 5 feet
The spell's damage on a critical hit increases by 1d12 when Components: V, S
you reach 5th level (2d12), 11th level (3d12), and 17th level Duration: 1 round
(4d12).
You summon a shard of vile energy and plunge it into a nearby
Vexatious Blade foe. You teleport to an unoccupied location in range and make
enchantment cantrip a melee spell attack at a creature within in reach, dealing 1d8
Casting Time: 1 action poison damage on a hit. After your attack you immediately
Range: 5 feet teleport back to your original location.
Components: V, M (a weapon) The spell's damage increases by 1d8 when you reach 5th
Duration: 1 round level (2d8), 11th level (3d8), and 17th level (4d8).
 

Art from Tavern Tales


Appendix: Classes

Bard Witchblade Ether Vault 4th Level


Feral Rage Acidwrought Glaive
1st Level Stun Seed
Cantrips (0 Level) Attractor Pulse
Lashing Bind Strikethrough
Rimeshard Temporal Thrust
Spellsword's Incantation
Witchblade 2nd Level 5th Level
Windward Blade
Dark Javelin
1st Level Agonizing Whip
3rd Level
Fade Assault 3rd Level Chromatic Blast
Arcane Joust Rimestrike
Illusory Feint Bestial Brand
Bestial Brand
Veins of Vigor
Ghostly Dirk
Warlock
4th Level
2nd Level Spike of Dis
Grasp of the Wind
Cantrips (0 Level)
Dissociative Strike Splinterburst
Eldritch Blade
Ether Vault 5th Level Transfixing Daggers
Sending Blade
Sinister Blade Earth Shatter
4th Level Siphoning Strike
3rd Level Paladin Fangs of the Storm Serpent Vexatious Blade
Haunt Witchblade
Ghostly Dirk
1st Level Gleam
Lance of Light 1st Level
Transfixing Daggers Jaunt Phasewalk
Runic Armor Spike of Dis Dark Pounce
4th Level Wrought Wound Fade Assault
Umbral Assault
Far Reach
Acidwrought Glaive
2nd Level 5th Level Veins of Vigor
Gleam
Dissociative Strike Agonizing Whip Wrought Wound
Temporal Thrust
Honed Edge Blade Wings
5th Level Spellsword's Incantation
2nd Level
Flashing Blade
Nature's Golem Blood Barrier
Chromatic Blast
3rd Level Dark Javelin
Rimestrike Slice World
Arcane Joust Sinister Blade
Slice World Spectral Stampede
Lnace of Light Psi Blade
Cleric Projected Attack Sorcerer Spellsword's Incantation

Cantrips (0 Level) 4th Level Cantrips (0 Level) 3rd Level


Flashpalm Haunt Caustic Blade Arcane Joust
Spectral Warriors Flashpalm Ghostly Dirk
1st Level Temporal Thrust Rimeshard Meteor Drop
Runic Armor Witchblade Projected Attack
5th Level Thunderwreathed Fists
2nd Level Earth Shatter 1st Level
Spell Flux Flashing Blade Fade Assault 4th Level
Prognosticated Blow Illusory Feint Attractor Pulse
3rd Level Jaunt Haunt
Lance of Light Ranger Sacrifical Dagger
2nd Level Shadow Clone
4th Level 1st Level Dissociative Strike Umbral Assault
Spectral Warriors Brisk Blades Psi Blade
Dark Pounce Windward Blade 5th Level
5th Level Grasp of the Spectre Agonizing Whip
Prognosticated Blow Lashing Bind 3rd Level Blade Wings
Druid Runic ARmor Meteor Drop Earth Shatter
Toxic Grip Nystul's Crystal Dagger Larloch's Fervid Blade
Cantrips (0 Level) Thunderwreathed Fists Shade Splice
2nd Level
Wizard Illusory Feint 3rd Level Phasewalk
Jaunt Arcane Joust Shadow Clone
Cantrips (0 Level) Runic Armor Lance of Light Spectral Warriors
Veings of Vigor Meteor Drop Temporal Thrust
Caustic Blade
Nystul's Crystal Dagger
Flashpalm 2nd Level 5th Level
Sending Blade Projected Attack
Dissociative Strike Agonizing Whip
Siphoning Strike Thunderwreathed Fists
Honed Edge Blade Wings
Rimeshard Transfixing Daggers
Spell Flux Chromatic Blast
1st Level Psi Blade 4th Level Flashing Blade
Strikethrough Acidwrought Glaive Rimestrike
Fade Assault
Spellsword's Incantation Attractor Pulse Shade Splice
Far Reach
Windward Blade Gleam Slice World
Grasp of the Spectre

Changelog
v2 v4
Posted spells again, 1/3rd of a level at a time. Many spells Reworked Spell lists to be more limiting overall. Note:
added and removed. Can't be assed to change the order of the class listings
Corrected global formatting errors/wording mistakes Added spell lists a la PHB at the end of the document
Added a changelog
v3 Brisk Blades wording changed to Shillelagh wording.
Around half the spells were tweaked in terms of Dark Pounce changed so that it works even if enemies
mechanics. Some notable ones include: Dark Pounce, have no room to be pushed back
Fade Assault, Ether Vault, Spell Flux, Psi Blade, Far reach range nerfed, damage increase, changed to
Acidwrought Glaive, Temporal Thrust, Agonizing Whip, melee spell attack.
Blade Wings, Earth Shatter, Prognosticated Blow, Grasp of the Spectre: changed so that it works even if you
Rimestrike have your hands full
Removed spells: Afterimage strike, Festering Strike, Illusory Feint: Buffed overall, changed to a wind-up spell.
Flower Shuriken, Thunderwreathed blades Dark Javelin: Changed flavor, made it way more rad.
Changed spell level: Larloch's Hungering Blade, Spell Flux Honed Edge: Changed the wording to make it feel less like
Added spells: Runic Armor, Thunderwreathed fists, an unlucky thing when you roll a 1 and more like an extra
Spectral Warriors, Chromatic Blast, Lance of Light, and all thing.
the cantrips Stun Seed: fixed some typos
Small edits towards most of the lvl 5 spells.

Background Author's Notes


I think spell lists are one of the most underutilized tools a You may notice that these spells are presented differently than
homebrewer can use to implement something - most how the players handbook does it- which does it
necromancy classes/subclasses would better be solved alphabetically. Instead, each spell is presented in a table with
through having a better necromancy spell list. Same with that level which includes information such as the school and
"demonic summoner", "psionic caster", etc. which classes know the spell. This is intentional as it allows
Xanathar's Guide to Everything is approaching this in the easier comparisons - something particularly necessary for
same way, making psionic spells instead of publishing their homebrew.
mystic class, and artificer spells instead of their artificer class.
They've also given magic users more melee spells in Steel About GM Binder
Wind Strike and Shadow Blade. This expands on that. I'm moving all my homebrew away from homebrewery to
A bunch of these spells are Warlock themed since I'm not a GMBinder. GMB has a (very) active dev and it has now
fan of having to sink invocations into blade pact invocations - surpassed homebrewery in terms of usability with version
just so that you can keep relevant in DPR. Instead of letting control, reverting saves, macros, spell check, etc. I'd
the Warlock step on the fighter's toes, I'd rather have good encourage anyone still using homebrewery to start making the
spell support, giving Warlock brief windows of strength rather swap. Its free, they use nearly the same syntax and there is a
than a meh-at will. I've tried to support ranger as well. built in homebrewery to GMB converter.
 
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comes from another source. Sometimes
significantly. Other times just as a spark.

What is important for the community is that you


share your sources of inspiration. This back cover
can serve as an easy to find, easy to read place for
you to do just that.

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Cover Art: Skiorh

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