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