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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Beckoning Order
Level: 5
School: Divination
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: Self (50-Foot Cube)
Duration: 1 Minute
Components: V, M
Material cost: a 10 gp gold cube of perfect proportions
Description: Remove the randomness of chaos from the surrounding area. For 1 minute all dice rolls within the area selected are treated as their average rounded down (d4=2, d6=3, d8=4, d10=5, d12=6, d20=10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bestial Bloodlust
Level: 1
School: Enchantment (Ritual)
Classes: Druid, Ranger, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: V, S, M
Material cost: a vial of blood
Description: You whisper arcane words that attempt to awaken a target's primal bloodlust and beastly nature. This spell has no effect on creatures with an Intelligence score of 5 or lower and constructs. The target must make aWisdom saving throw. On a failed save, an overwhelming bloodlust overcomes the target and causes them to see no difference between friend or foe.
On a successful save, nothing happens. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bestial Empowerment
Level: 1
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a part of an animal such as fur or a tooth
Description: You channel the bestial energies of nature within or around you to magically enhance your natural ability. The first time you an attack or damage roll with an unarmed strike on your turn, you can roll a d4 and add the result to the roll. Alternatively, you can attack with a natural weapon that is part of your body and still receive this benefit. Attacks affected by this spell are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you are affected by another spell or magical effect which grants a die bonus to rolls, such as bless, you cannot use the benefit of that spell in addition to this one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for every three slot levels above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bhahoozun's Disintegration Fist
Level: 6
School: Conjuration
Classes: Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: S
Description: With a punching gesture, you summon a devastating fist of air, so fast and powerful, it compresses the air with devastating force, to the point of disintegration of some enemies. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Wind damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bhahoozun's Hex
Level: 1
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 90 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: small bottle with air
Description: You move the air in a creature's internal system, in an erratic way, so the target's organs start to necrose. Until the spell ends, whenever you make a weapon attack against the hexed creature with an attack, it takes 1 necrotic damage. If the attack hits, it also takes an additional 1d6 necrotic damage.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
If remove curse or a similar spell is cast on the hexed creature, the spell immediately ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bhahoozun's Maddening Gale
Level: 5
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: As you reach skyward, a howling, shrieking wind descends on
a point you can see within range. A Cylinder with a radius of
20 feet and 50 feet high is centered on the point. Intense
Winds batter and beat those within while shrieking with a
maddening howling sound. Each Creatures within the spells area when
it is created must make a Dexterity saving throw. If a creature
fails, it is deafened while in the Cylinder, and their movement is reduced to 0.
Creatures cannot fly within the Cylinder, and any flying creature
that enters into the area of the spell must make a Strength saving throw. If it fails the
save, it comes crashing straight down.
A creature entering it must make a Dexterity Saving throw. A creature can use its' action to try to escape the Cylinder, by making a Dexterity saving throw. A success ends the effect on the creature.
A creature that starts its' turn inside the Cylinder, must make a Constitution saving throw. On a failure, roll on the Long-Term madness table. On a failure of 5 or more, roll on one of the D&D Mordenkainen's Tome of Foes madness tables. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bind Lesser Being
Level: 7
School: Enchantment
Classes: Wizard
Casting time: 10 Minutes
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: two identical gold amulets worth 1,500 gp each, one worn by the caster and the other worn by the target, which are consumed by the spell
Description: Assume absolute control over a weaker entity. When you begin casting this spell you must place a finger on the amulet worn by the target and hold your amulet in your hand, the target must be a creature whose CR does not exceed half your character level rounded down. Once the spell has been cast the target must succeed on a Charisma saving throw. On a failed save the target is under your complete control. While the target is under your control you can use your action to telepathically issue commands to the creature as long as it is on the same plane of existence as you. The target retains all of its attained and class levels (if any), but does not replenish expended spell slots after taking a long rest. Once the spell has been completed if you wish you may allow the creature to return to its previous life unaware of anything that happened after the spell took effect, and it regards the amulet as a valuable gift given to it by you one of its new close friends, if you release the target you may reassert control over it if it continues to wear the amulet. Every thirty days the creature can make a new saving throw to end the effect, and the creature has advantage if you have issued commands to it in the last thirty days. If at any point the target takes damage from you, your companion, or an ally of yours, the spell ends immediately. If you cast this spell on another target, any previous instance of it ends immediately. If the spell ends, the creature will almost invariably feel seething hatred for you, and gains advantage on all Wisdom, Intelligence, and Charisma saving throws against your spells indefinitely.
At Higher Levels. If you cast this spell using a 9th level slot, the target has disadvantage on the saving throws which recur every 30 days |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bind Skeletal Familiar
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Warlock, Wizard
Casting time: 1 Minute
Range: 10 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a skull and 10 gp worth of ground pearl, which the spell consumes
Description: You bind a lost soul to a skull, creating a floating skull that serves you. The floating skull appears in an unoccupied space within range.
The skull acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.
While the skull is within 100 feet of you, you can communicate with it telepathically. It deals 1d6 necrotic damage when attacking and can deal 2d6 extra necrotic damage to the target, however this destroys the familiar.
The skull has the same hit points as the caster caster who summoned it halved. when the skull drops to 0 it is destroyed and turns into a pile of dust, and nothing short of the wish spell can bring the soul bound to the skull back to life.
You can have up to three floating skulls bound to you with this spell. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create more floating skulls at the same time; two floating skulls with a 3rd-level slot and three floating skulls with a 5th-level slot. You must prepare separate material components for each skull created this way |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Binding Pact
Level: 2
School: Enchantment (Ritual)
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a willing creature and draw out its soul, binding it into a small bead that coalesces in your palm. As long as the bead and the target are on the same plane, anyone holding the bead can communicate telepathically with the target and can cast spells as though the holder was touching the target. The bead can be crushed as an action, dealing 5d10 force damage to the target and causing it to fall unconscious regardless of its current plane; the unconscious target can only be revived with greater restoration, heal, or wish.
This spell is most often used by fiends as a means of ensuring compliance in creatures who have sold their soul in exchange for power.
Dispel magic or a similar effect successfully applied to the bead ends this spell's effect and instantly returns the target's soul.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. When you cast this spell using a spell slot of 9th level, crushing the bead instead causes the target to die and reduces its body to ash. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bites the Dust
Level: 9
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a bejeweled golden arrow worth at least 5,000 gp
Description: A powerful energy rushes through your hand and into your target, which you then detonate, reversing the flow time and sending you back to an hour beforehand. As an action you touch an individual and "turn them into a bomb", which upon detonation, resets time back to an hour before the detonation of said target. You can then, also as an action, set Bites the Dust to detonate instantly, causing the creature to explode and reverse time. If you do not detonate your target before the end of the day, the spell ends.
When time resets, anyone within a 1-mile radius of you or the target must make a Wisdom Saving throw against your spell save DC or forget all the events from before time travel. On a successful save, the target begins to feel a sense of Deja Vu and begins to remember the events from before the time travel. All others outside this radius automatically fail the check. You and a number of creatures of your choice, equal to your spell modifier, are immune to the effects of the time reset and retain all your memories.
Once one hour has passed after you traveled back has passed, the target you chose to make into the bomb will experience the explosion. At that time, the target must make a Constitution saving throw against your spell save DC. On a success, nothing happens, but on a failure the explosion occurs, dealing 12d6 force damage. If their hit points are reduced to 0 or lower, the target instantly dies and the explosion vaporizes their remains, wiping them from existence. However, should you change your mind about the attack, you may dismiss Bites the Dust and leave the target unharmed. This may only be done before the time selected for the target to experience the effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Arrow
Level: 4
School: Necromancy
Classes: Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration, any time you hit with a ranged weapon attack, you deal an extra 1d6 necrotic damage. If this attack reduces a Medium or Small humanoid to 0 hit points, the humanoid must succeed on a Constitution saving throw or immediately be raised as skeleton, as if you had cast animate dead |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Blizzard
Level: 3
School: Conjuration
Classes: Shadowcaster, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 5 Minutes
Components: S, M
Material cost: A piece of black cloth
Description: You create a 30-foot-radius cylinder filled with tiny dark shadows that roughly appears to resemble a
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The caster of the spell is immune to this effect
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.
If you have mastery of the coldness of night path, then target allies that you chose automatically succeed the constitution saving throw. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Flame
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: Your body is wreathed in dark flames and your eyes glow with a fiendish light as you raise a hand to strike down your target. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.
A creature killed by this spell explodes in a burst of meaty chunks and dark flames. You may throw the body of your target up to 10 feet in a direction of your choice before it explodes. All creatures within 5 feet of the target must make a Dexterity saving throw, taking 2d10 necrotic damage on a failed save, or half as much on a successful one.
At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage of the initial attack and explosion increases by 1d10 damage for each spell slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Hole Beam
Level: 9
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 900 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a tiny black sphere in an unoccupied space that you can see within the spell’s range that begins rapidly sucking in everything around it. After some time, a giant laser beam originating from you fires through the sphere, obliterating anything that was sucked in.
When the black sphere is created, the area becomes difficult terrain in a 100-foot radius around it. Every creature within this range when the sphere is created must succeed on a Strength saving throw or be pulled 30 feet towards the center. The creature is pulled half the distance on a successful save. If a creature is within 50 feet of the sphere, they have disadvantage on this saving throw. If a creature is within 10 feet of the sphere, they become restrained until the spell ends. Any creature that starts their turn within the range of the sphere’s pulling force is subjected to the saving throw again.
When the spell ends, either because your concentration is broken or because you decide to end it, a massive beam of energy fires from you towards the center of the sphere. Each creature in a line 600 feet long and 25 feet wide line originating from yourself must make a Constitution saving throw. The beam breaks through any wall or other obstacle that might block it. On a failed save, a creature takes 10d10 force damage and is stunned until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t stunned. This damage ignores resistance to force damage and treats immunity to force damage as resistance. Any creature reduced to 0 hit points by this damage is vaporized. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Snow
Level: 1
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (10-Foot Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a small vial of acid and some snow or ice
Description: You create a sphere of black-colored snow that is laced with acid in a 10-foot sphere centered on you. Each creature other than you that is within the sphere must make a Constitution saving throw at the beginning of each of their turns. On a failed save, the target takes 1d6 cold damage and 1d6 acid damage, and has its speed reduced by 10 feet until the end of its next turn. On a successful save, the damage is halved and the target's speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by your choice of 1d6 acid or cold for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Black Storm
Level: 2
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Instantaneous
Components: V, S
Description: You release a cacophony of negative energy that erupts from a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d6 necrotic and 2d6 thunder damage and is knocked prone on a failed save. On a successful save, the creature takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the thunder damage (your choice) increases by 1d6 for each slot level above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Bane
Level: 4
School: Transmutation
Classes: Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose one creature you can see within range, and choose one of the following damage types: bludgeoning, piercing, or slashing. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Additionally, the target loses any resistance to that damage type until the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Blend
Level: 1
School: Transmutation
Classes: Artificer, Bard, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S
Description: You touch two non-sentient, non-artifact melee weapons that deal no less than 1d4 piercing or slashing damage. Those weapons merge into one larger melee weapon, dealing piercing or slashing damage one die size more. For example, you could merge two daggers (1d4) into a shortsword (1d6). For the duration of the spell, the weapon is considered to do magical damage, and can be split apart by ripping them apart as a bonus action, ending the spell early. If the spell expires on its own, the weapons become nonmagical and lose the ability to be split apart.
If the weapons were originally magical, at the expiration of the spell, the weapon forcibly splits apart, appearing back into the hands of the one who originally cast the spell.
Weapon Die Size
Original
Result
Example
1d4
1d6
Two daggers (1d4) into one shortsword (1d6)
1d6
1d8 or 2d4
Two shortswords (1d6) into one longsword (1d8)1
1d10
2d6 or 1d12
Two longswords (1d10) into one greatsword (2d6)1
1 Versatile weapons use their higher damage die for the purposes of what forms them, but can use either damage die for determining what they become.
NOTE: This is a reverse variant of the sword split spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Lightning
Level: 4
School: Evocation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a sprig of pine or a twig from a tree that has been struck by lightning
Description: You evoke a sword made from lightning, which springs from the material component used and lasts for the duration. You have proficiency with this sword and can use it as a melee weapon when making attacks; it deals 3d6 lightning damage on a hit, or 3d10 when used with two hands. The sword disappears if you let go of it, but you can call it back to your hand as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6, or 1d10 when used with two hands, for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade of Blood
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of your own blood
Description: You cut yourself, causing the blood to assume the shape of a weapon, that drips to spatter in thick, viscous drops upon the ground. When you form the weapon, choose its damage type: slashing, piercing or bludgeoning. Regardless of form, the weapon is considered a simple light melee weapon you are proficient with.
The weapon damage die equals to your hit dice, and you use your spellcasting ability modifier for attacks and damage rolls with it. In addition, the weapon is infused with baleful energy, causing additional 1d6 necrotic damage on a hit.
When you hit a creature with the blood weapon, you can choose to lose 5 hit points to empower the weapon, causing additional 2d6 necrotic damage.
If you drop the weapon or otherwise lose contact with it, the weapon disappear
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade of Grass
Level: 0
School: Transmutation
Classes: Druid
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, M
Material cost: one or two blades of grass
Description: You imbue one or two blades of grass with nature's power. For the duration, they become sickles, and you can use your spellcasting ability instead of Strength for attack and damage rolls using these weapons. They are considered to be magical weapons. If you let go of a of a sickle created by this spell, the spell ends for it, and it reverts to a nonmagical blade of grass. The spell also ends if you cast it again |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade of Justice
Level: 3
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Bonus Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, M
Material cost: a melee weapon
Description: You call forth the white flames of justice, causing white flames to erupt from a non-magical melee weapon you touch. The weapon is considered magical for the duration. Attacks made against creatures with evil alignment cause additional 2d6 radiant damage, or additional 1d6 radiant damage against non-good creatures. Good creatures take no extra damage from this weapon.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases respectively to 4d6 and 2d6. When you use a spell slot of 7th level or higher, it becomes 6d6 and 3d6. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Shift
Level: 1
School: Conjuration
Classes: Paladin, Ranger, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a bladed weapon worth at least 2 gp
Description: With a plume of silvery mist, your weapon disappears into a small demiplane for the duration of the spell, and plane shifts consecutively to drive its planar imprint into the enemy.
Make two ranged spell attacks against a creature within range that you can see, dealing 2d4 force damage with each attack that hits. If the spell dealt damage to the target, that creature must make a Dexterity saving throw at the start of each of its turns for the spell's duration, taking 1d4 force damage on a failed save.
The spell ends if the target is ever outside the spell's range. When the spell ends, the weapon used in the spell's casting reappears at your feet or in a free hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage and the consecutive damage each increase by 1d4 for every two levels above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Storm
Level: 3
School: Conjuration
Classes: Bard, Cleric, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You summon magical daggers that appear with 3 in each hand. You hurl them at targets within range, with damage being directed at one or two targets. If the damage is directed at 2 targets, it is split, with half going to each target. Make a ranged spell attack for each target you are aiming at. On a hit, a target takes 3d4 slashing damage when damage is split between two targets, or 6d4 slashing damage focused on a single target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. The damage is divided between hands, with 1d4 being added to each hand. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Surge
Level: 1
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Creature Within 10 Feet Targets You With An Attack
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: A blade weapon effigy, or bladed melee weapon, worth at least 1 sp
Description: You manifest an ethereal, mist-like aura around your body. For the duration, whenever a creature within 10 feet of you targets you with an attack (including the triggering attack), that creature must succeed on a Dexterity saving throw or take 1d8 force damage, be pushed 5 feet away from you, and have the attack automatically miss.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d8 for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blade Volley
Level: 0
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: M
Material cost: A blade weapon effigy, or bladed melee weapon, worth at least 1 sp
Description: You summon a blade made of pure magic, resembling the one used in the spell’s casting, which hovers close to you for a moment before flying at high speeds towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier; if you score a critical hit, add twice your spellcasting ability modifier instead. The blade then disappears.
The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blast
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Varies
Duration: Instantaneous
Components: S
Description: You create an explosion from your hands that shoots outwards, the damage varies depending on the range of the blast. You can make an attack roll as a Touch spell, this will deal 1d12 force damage, 1d10 damage at 10 feet away, 1d8 at 20 feet, 1d6 at 30 feet, and 1d4 at 60 feet, you can also make an attack in a 10 foot cone which forces creatures within range to make a dexterity saving throw or take 1d6 force damage each. Additionally, you can use the spell to launch yourself away from your blast up to 10 feet instead of making an attack. When casting as a Touch spell against an object or item, the damage dealt is doubled. When rolling a 1 on your attack roll you are knocked prone from the recoil of the misfire.
At Higher Levels. This spell's damage increases by 1 die and the distance you can launch yourself by 10 feet when you reach 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blastbolt
Level: 0
School: Evocation
Classes: Sorcerer
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: An explosive blast of force erupts from your palm. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d12 force damage and is pushed back 5 ft. If the d20 for your attack roll lands on a 1 or 2, the explosion backfires, and you take 1d12 force damage and are pushed instead.
This spell's force damage and backfire damage both increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blasting Beam
Level: 5
School: Evocation
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet (Varies With Spell Slot Level)
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of quartz powder
Description: A thin, blindingly bright sliver of light up to 150 feet long instantly streaks from your fingertips to any creature or surface, exploding at the point of contact. Make a ranged spell attack against the target. On a hit, the target takes 3d12 piercing damage, and each creature in a 10-foot-radius sphere centered on the target, including the target itself, must make a Dexterity saving throw. A creature takes 5d12 force damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage or force damage (your choice) increases by 1d12 for each level above 5th. The range increases by 50 feet for each level above 5th.
"Sniping's a good job, mate!" - Mr. Mundy |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blasting Bolt
Level: 8
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a multicolored glass marble
Description: Make a ranged attack roll against a creature or object within range that you can see. On a hit, the target takes 15d10 damage of a type you choose from acid, cold, fire, force, lightning, necrotic, radiant, or thunder |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blaze of Wrath
Level: 1
School: Abjuration
Classes: Sorcerer, Warlock
Casting time: 1 Turn
Range: Self
Duration: Instantaneous
Components: S
Description: Using all your might, you channel your energy into a single, powerful fiery punch. Make a melee spell attack against a creature. On a hit, it deals 2d6 fire damage and 2d6 bludgeoning damage, and the target is knocked 10 ft. back. However, the stress of this spell prevents further action. You cannot use this spell if you have moved, taken a bonus action, an action or attacked another creature.
Likewise, after this spell is used, it ends your turn.
At Higher Levels When you cast this spell at every level above 1st, it deals an additional 1d6. Whether this damage is given to the fire or the bludgeoning damage up to you, but you can only choose once |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blaze-Storm
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (50-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a handful of ash, which is consumed during casting
Description: You conjure a swirling storm of intense flames centered on yourself. The storm moves with you as long as you maintain concentration on the spell. The spell's radius is 50 feet and affects all creatures within that area at the start of the storm.
Any creature within the radius must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 8d10 fire damage. On a successful save, the creature takes half damage. Creatures with fire immunity treat the damage as resistance, while creatures with fire resistance have their resistance ignored.
While maintaining concentration on this spell, you have resistance to fire damage, but you are not immune. If you take damage from sources other than fire, you must make a Constitution saving throw against your spell save DC to maintain concentration.
At Higher Levels. When you cast this spell using an 8th-level spell slot, the radius of the storm increases to 100 feet. If you cast it using a 9th-level spell slot, the radius increases to 200 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blazer
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Material cost: A Sword
Description: You target one opponent in melee range or one target up to 15 feet away in the air. You cover your sword in fire and drag your grounded target 15 feet forward through the air, dealing weapon damage + 2d4 fire. If you target an airborne opponent, you only deal the 2d4 fire damage. If you miss your target, you still travel the 15 feet and land in an unoccupied space and take the 2d4 fire damage as recoil damage.
Note: This spell is meant to be a reference to Roy's Up-B from Super Smash Brothers and the recoil damage is to compensate for a spell that deals decent damage and allows attacking airborne opponents/moving grounded ones.
At Higher Levels. When you cast this at higher levels you deal weapon damage + 3d4 fire at 5th level, weapon damage + 4d4 fire at 11th level and weapon damage + 5d4 at 17th level. This increased fire damage is also the recoil damage you take if you miss. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blazing Counterstrike
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard, Warlock
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: A shield or a melee weapon
Description: When targeted by a melee attack from a creature within 5 feet of you, you can use your reaction to get into a counter stance. While in this stance you only take half damage from the melee attack. When hit by the melee attack by that creature while in your counter stance, your shield or melee weapon ignites in flame. Make a melee attack against that creature, on a hit the creature takes damage equal to weapon's damage die plus 1d8 fire damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blazing Slash
Level: 0
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: With a flourish, you swipe your hand through the air to bring a slash of scorching heat into a creature you try to touch. Make a melee spell attack roll against the target. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.
At Higher Levels. This spell's fire damage and slashing damage both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, at 11th level the blazing slash launches up to 30 ft. away. A melee spell attack roll is still made to hit with this attack |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blazing Smite
Level: 3
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with divine flame, and the attack deals an extra 2d6 fire damage and 2d6 radiant damage to the target. Furthermore, if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage and 1d6 radiant damage at the start of each of its turns |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bleeding Strike
Level: 3
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Reaction, Which You Take In Response To Being Damaged By A Melee Weapon Attack
Range: 10 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the piercing damage by 1d6 for every spell slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bless Water
Level: 3
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Minute
Range: Touch
Duration: 24 Hours
Components: V, S, M
Material cost: powdered silver worth at least 250 gp, which the spell consumes
Description: You touch a body of water or a liquid that is principally water (not including water-based creatures) with a surface area up to 100 feet square and imbue it with divine magic. The liquid becomes clean water, removing any poisons, diseases, or contaminants. For the duration, the water is holy; a fiend or undead that enters the water for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 4d6 radiant damage, and a flask can be drawn from it and used as a flask of holy water. Flasks created this way lose their potency after 8 hours. The spell ends if you cast it again.
You can permanently bless a body of water by casting this spell in the same location every day for one year. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blinding Flash
Level: 5
School: Illusion
Classes: Druid, Ranger
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: S, M
Material cost: a thick-shelled nut or seed
Description: A creature within range is subjected to a blinding flash before its eyes. The target must make both a Constitution saving throw and a Dexterity saving throw. If the target succeeds on both saves, nothing happens. If the target fails one save but succeeds on the other, it is blinded for the duration. If it fails both saves, it is blinded for the duration, and stunned until the end of your next turn.
At the end of each of its turns, a blinded target can make a new Constitution saving throw, ending the effect on a success. It cannot make this saving throw if it is stunned or otherwise incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blinding Heal
Level: 3
School: Evocation
Classes: Bard, Cleric
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: Your spell causes the chosen target to begin glowing with a radiant pulse of light and then burst with an incandescent haze of radiant energy, healing them for 2d4 + your casting modifier in Hp. All hostile targets within 20ft of the target must make a constitution saving throw against your spell dc, or be blinded for their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. The heal increases by an additional 2d4 and the range of the blind effect is increased by another 10 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blinding Necrostrike
Level: 2
School: Necromancy
Classes: Cleric, Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with pitch-black energy, and the attack deals an extra 2d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. The creature may repeat the save at the end of each of their turns, ending the effect on a success.
At Higher Levels. When you cast this spell at 3rd level or higher, it deals an additional 1d8 damage for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blink Slash
Level: 1
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30Ft
Duration: Instantaneous
Components: M
Material cost: A Greatsword
Description: Your weapon glows, and it becomes magical for the duration of the spell if it is not already. Choose one creature within range of the spell. You teleport and make a weapon attack against your target. On a hit, you add an additional 2d6 Slashing Damage. This movement does not provoke opportunity attacks and does not count against your movement this turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the weapon damage is increased by 1d6 and the range is increased by 5ft for each level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blink Strike
Level: 1
School: Evocation
Classes: Ranger
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S
Description: You teleport up to 10 feet to an unoccupied space that you can see, briefly connecting it to your space with an arc of electricity, and can then make an unarmed strike as part of the same action used to cast this spell. On a hit, the attack deals an additional 1d6 lightning damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blink, Variant
Level: 0
School: Conjuration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action Or 1 Reaction (In Response To Taking Damage From An Attack Or Spell Effect)
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You instantly teleport to an unoccupied space within 30 feet that you can see or have great familiarity with.
If you cast this as a reaction, the range is reduced to 15 feet.
Blink can take its toll upon the body if used excessively. When you cast blink more than three times after taking a long rest, you take 1d8 necrotic damage for each use after the third, which cannot be negated or reduced by any means. This damage increases by 1d8 necrotic for each use beyond the fourth. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blocking Blade
Level: 3
School: Conjuration
Classes: Artificer, Paladin, Warlock, Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You summon a blade made of mystical energy to protect you or someone near you. When you cast this spell, a glowing blue blade appears in a location you designate within 60 feet of you. The blade grants all creatures of your choice within 5 feet of it a +2 to armor class. In addition, when a creature within 5 feet of the blade gets hit with a melee attack by another creature, you can use your reaction to make an attack roll against the creature that attacked. Make a melee spell attack roll. On a hit, they take 2d6 force damage.
You can move the blade up to 30 feet as part of your turn, and up to another 30 feet as a bonus action. If the blade is ever more than 120 feet away from you, the spell immediately ends.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage of the blade increases by 1d6. Starting at 6th level, the range you can summon it at increases to 120 feet, and you can move it up to 45 feet as part of your turn instead of 30 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Bind
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You sacrifice your own vitality to hurt your enemies. Target a creature within range. Each time you take damage, the target makes a Constitution saving throw. On a failure, they take the same amount of damage. On a success, the spell ends. Taking damage does not trigger a concentration check for this spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Blade
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S
Description: You create a blade out of your own blood to use as a weapon.
You lose hit points equal to 1d6 plus your spellcasting ability modifier, and create your choice of a dagger, shortsword, or longsword that is made up of your own blood in your free hand. The weapon is magical, and you can use your spellcasting ability for the attack and damage rolls of melee attacks using that weapon. When the spell ends, the weapon becomes just a puddle of blood. The spell ends if you let go of the weapon |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Boil
Level: 2
School: Necromancy
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Components: V, S
Description: You cause the blood of nearby enemies to boil. All creatures within 20 feet must make a Constitution saving throw. Each target takes 2d6 fire damage, or half on a successful save. Creatures without blood are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Boiling
Level: 2
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.
This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Bolts
Level: 1
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of your blood
Description: You make a small cut on your fingertips and point forward, launching three blood darts. You can hurl them at one or several targets you are able to see. Make a ranged spell attack for each dart. On a hit, the target takes 1d6 piercing damage.
If the target is bloodied (at half its maximum hit points or lower) the dart automatically hits, without requiring an attack, unless the target is behind total cover.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can hurl one additional dart for each spell slot higher than 1st-level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Casting
Level: 3
School: Necromancy (Ritual)
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Until Dispelled
Components: V, S
Description: You incant a foul ritual that causes your magic to draw upon your own life force instead of the natural weave of magic. While under the effects of this spell, you cannot cast spells using spell slots. Instead, whenever you try to cast a spell, you deal necrotic damage to yourself according to the slot level, which can't be reduced or negated by any means, and your hit point maximum is reduced by that amount until you finish a long rest. If you do not have enough hit points to cast a spell without reducing yourself to 0 hit points, you cannot cast it.
You cannot cast a spell using blood casting of a higher slot level than you have spell slots for.
Spell slots of 6th level or higher are especially taxing to evoke using blood. When you cast a spell of 6th level, 7th level, 8th level, or 9th level, you can't cast another spell of the same level again using this spell's effects until you finish a long rest.
You can end the effects of this spell either by having a remove curse or similar spell cast on you, or by casting this spell on yourself again.
Curse. Indulging in the black arts of bloodcasting make your soul more distant from the forces of positive energy. As such, whenever you would regain hit points from magical effects while under the effects of this spell, you instead receive half the amount given.
Slot Level
Self-Damage Dealt
1st
4
2nd
6
3rd
10
4th
12
5th
14
6th
18
7th
20
8th
22
9th
26 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Lance
Level: 2
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A small amount of your own blood
Description: Siphoning power from your own lifeforce, you conjure a devastating lance of blood-red energy and fire it at an enemy within range. You lose 1d6 hit points, and make a ranged spell attack against the target. On a hit, the target takes 4d6 necrotic damage, plus necrotic damage equal to triple the damage you took.[1]
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage taken and damage dealt each increase by 1d6 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Lust
Level: 1
School: Necromancy
Classes: Artificer, Cleric, Paladin, Ranger, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: S
Material cost: the caster's blood
Description: You feel your blood leave your body and increase the power of your weapon attack. Your weapon is surrounded by a bloody aura.
You sacrifice hit points to deal extra damage on your melee or ranged attack (this can include spells as long as you have to roll to hit). For every 5 hit points, your attack deals an additional 1d6 force damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Manipulation
Level: 8
School: Necromancy
Classes: Druid, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a silver needle and a small vial of the target's blood
Description: After ritually drawing blood from a creature within range, you gain control of its body. The spell fails if the target doesn't have blood, such as a construct, ooze, or plant.
For the duration, you can force the target to make a Constitution saving throw at the start of each of its turns as you attempt to control its actions. On a failed save, you control the target and can make it move and take actions for that turn; you can't make a creature cast spells or speak this way (although you can prevent it from doing either), and the target is conscious and aware of its surroundings while being controlled. On a successful save, the target takes its turn as normal. Additionally, whenever the target attempts to move or to take an action, you can use your reaction to force it to make a Constitution saving throw; on a failed save, the target is unable to move until the start of its next turn or it loses that action, respectively.
As an action, you can purge the target's bloodstream. The target makes a Constitution saving throw, taking 10d10 necrotic damage on a failed save or half as much on a successful one. The spell then ends.
At Higher Levels. When you cast this spell using a 9th-level spell slot, it doesn't require concentration. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Minion
Level: 3
School: Necromancy
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour Or Until You Dismiss It
Components: V, S, M
Material cost: a corpse of a tiny or small humanoid
Description: You transform the corpse of a tiny or small humanoid into a blood minion under your control. The blood minion shares your initiative count, but goes right after you. You control what the blood minion does on each of its turns. If you do not issue it a command, it stays in place and takes the dodge action. You may dismiss the blood minion as a bonus action, instantly ending the spell. When the spell ends, it collapses into a pile of blood.
small undead, any alignment
Armor Class 13
Hit Points 20
Speed 0 ft., 30 ft.(Hovering)
STR
DEX
CON
INT
WIS
CHA
1 (-5)
17 (+3)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made by silvered weapons
Senses passive Perception 10
Languages —
Blood Pool The blood minion has a pool of blood points. They start with 10 blood points, and have a maximum of 20 + your spellcasting ability modifier blood points. As a bonus action, they can touch a creature and expend a number of blood points to restore hit points to that creature equal to the amount of blood points expended.
ACTIONS
Blood Drain/Infuse Ranged Spell Attack, your spell attack modifier to hit, reach 30 ft. Hit: 8 (1d8 + 3) necrotic damage, and the Blood Minion regains a number of blood points equal to the amount of damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum hitpoints for the creature increases by 5, and the blood pool maximum increases by 5 for each slot level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by each attack increases from 1d8 to 2d8 necrotic damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Moon's Blessing
Level: 1
School: Abjuration (Ritual)
Classes: Druid
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a drop of blood and a drop of holy water
Description: When you cast this spell, you become illuminated by blood-red light from an unknown source above your head and add your Wisdom modifier to the damage you deal through either attacks with weapons or spells. Both effects last until you either lose concentration or the duration of the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Orb
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Cone)
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood
Description: Orbs of blood are shot from your hand against targets in the area. Make one attack against each creature of your choice within the area. On a hit, the creature takes 5d6 necrotic damage and is nauseated until the end of your next turn.
The nauseated creature is unable to take the Attack and Search actions, and can't cast or concentrate on spells.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases in 2d6 for each level of the slot spent after 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Parasite
Level: 3
School: Conjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a dessicated parasite, such as a leech
Description: You infect a creature within range with blood parasites that slowly eat away at it from the inside. They must make a Constitution saving throw, or take 2d6 necrotic damage. On a failure, they must make this save again at the start of their next turn. Every other time they take damage from this spell, they gain one level of exhaustion.
Creatures without blood are immune to this spell.
At Higher Levels. When cast at 4th level or higher, the damage increases by 1d6 for every level above 3rd. Additionally, if cast at or above 5th level, it incurs exhaustion every time a creature takes damage from this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Punch
Level: 9
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: three eyestalks of a beholder, the claw of an ancient dragon, a blade worth 25,000 gp
Description: If the target succeeds on a dexterity saving throw (DC20) instead of being killed they are instead blinded, deafened, and prone for the next minute. All attacks that target them are made with advantage and attacks they make are made with disadvantage. They can repeat the saving throw at the end of each of their turns. Ending the effects on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Rain
Level: 5
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a vial of blood from any sapient creature, which the spell consumes
Description: A red, bloodlike fluid rains down in a 20-foot radius, 60-foot high cylinder within range. Creatures other than you which begin their turn in the target area or enter it on their turn must succeed on a Constitution saving throw or take 3d8 necrotic damage. Allies of yours regain 2d8 hit points when they start their turn in the cylinder, instead of taking damage.
While concentrating on this spell, you can use your action to move the pillar up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and healing both increase by 1d8 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Rush
Level: 0
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: Extend your hand and point towards a humanoid creature you can see within range. The creature must succeed on a Constitution saving throw, or can't take Actions, Bonus Actions or Reactions for the duration of the spell.
Creatures with 5 or more hit dice are immune to this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Teleport
Level: 4
School: Conjuration
Classes: Paladin, Ranger, Warlock, Sorcerer
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: your own blood shed as result of damage you have taken
Description: As a reaction to taking damage, you can teleport to an unoccupied space that you can see or have seen, up to four times your movement speed away from your original position. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Tentacles
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When A Creature Takes Physical Or Necrótic Damage
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You target a creature within range that has just received bludgeoning, piercing, necrótic or slashing damage and manipulate the blood that spills out of its wound, creating blood tentacles that lash out in every direction. Any creature within 10 feet of the target must make a dexterity saving throw or take 2d8 slashing damage. Creatures that don't have blood cannot be targeted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d8 for every spell slot level above first. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blood Transfer
Level: 0
School: Necromancy
Classes: Cleric, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You sacrifice some of your health to mend another creatures injuries.You take 1d6 necrotic damage, and one creature that you touch regains a number of hit points equal to half of the necrotic damage you take.
At higher levels: The damage that you recieve from this spell increases by 1d6 when you reach 5th level(2d6 Damage); 11th level(3d6 damage); 17th level(4d6 Damage) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodbridge
Level: 0
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: 2 golden needles
Description: You touch two creatures and draw blood from one of them, the "donor", channel it through yourself, and infuse it into the other, the "recipient". This causes the donor to lose 1d6 hit points, and the recipient to receive temporary hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Dexterity saving throw to evade your grasp. Undead and Constructs are immune to this spell.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodbridge, Variant
Level: 1
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: 2 golden needles
Description: You choose two creatures within 15 feet of yourself and draw blood from one of them, the "donor", channel it through yourself, and infuse it into the other, the "recipient". This causes the donor to lose 1d6 + spell casting modifier hit points, and the recipient to receive hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Constitution saving throw to resist the effects of the spell. On a successful throw, the spell is half as effective. Undead and Constructs are immune to this spell.
At Higher Levels. When casting this spell with a spell slot higher than 1st level, the damage/healing increases by 1d6 for every level after 1st level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodied Spittle
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: You bite your lips, mixing the blood with the saliva and spit towards a target's eyes. Make a ranged spell attack, and on a failed save, the creature is blinded. A creature can use an Action to wipe the saliva from its eyes.
Attacks made against creatures larger or smaller than you have disadvantage. Creatures that have more than two eyes are immune to this feature. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodletting
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a weapon you wield that causes slashing or piercing damage
Description: With a simple flourish, you turn a weapon into a deadly implement, imbuing a weapon you hold with the power to wound grievously. The next time that weapon deals damage to a creature, the attack causes additional 1d6 necrotic damage and the creature must succeed on a Constitution saving throw. On a failed save, thet target starts to bleed.
A bleeding target loses 1d6 hit points at the start of each turn for the duration of the spell. A Wisdom (Medicine) check against your spell save DC ends the spell. The spell also ends if the creature regains at least 1 hit point. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodshot Eyes
Level: 2
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: 10 Minutes
Components: V, S, M
Material cost: a vial of blood
Description: You can see any creatures that have blood within 30 feet. This allows you to see creatures even if they are heavily obscured (due to darkness for example), invisible creatures and creatures behind solid objects. Each 1 foot of solid object counts as 10 feet for the purposes of using this special sight. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodsurge
Level: 1
School: Necromancy (Ritual)
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch a creature, and transfer your life force to it. You take necrotic damage equal to 1d10 plus your spellcasting ability modifier, which can't be negated or reduced in any way. The target gains hit points equal to the amount of life lost this way, and temporary hit points equal to half that amount.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you take 1d10 additional necrotic damage and the target gains that many additional hit points for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodtap
Level: 6
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S
Description: You tap into the latent energy inside every being. You take necrotic damage equal to four times your level. This damage cannot be reduced or negated in any way.
You may cast another spell on the same turn as this spell. Until the end of your turn, any spells cast by you deal maximum damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloodwhirl
Level: 3
School: Abjuration
Classes: Artificer, Cleric, Druid
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: S
Description: Whenever the target takes damage, they regain a number of missing hit points equal to their constitution modifier. Hit points gained in this way cannot exceed the total damage suffered by the triggering damage roll.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of missing hit points gained increases; 1 additional hit point per damage dice rolled during the triggering damage roll with a 5th-level slot, 2 with a 7th-level slot, and 3 with a 9th-level slot. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloody Sacrifice
Level: 3
School: Necromancy
Classes: Cleric, Druid, Paladin, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You point your finger at a corpse or undead within range and cause it to explode in a burst of vile energy which harms your enemies but heals your allies. Choose one corpse or undead creature with a CR of 1/4 or lower that you can see within range. If you choose an undead, it must succeed on a Constitution saving throw or be affected by the spell. An undead that you control automatically fails the save. The target then begins to balloon and bloat in size and explode in a 30-foot radius. Each non-undead hostile creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 + your spellcasting ability modifier necrotic damage. On a successful save, a creature takes half as much damage. Each allied or undead creature in that area instead regains a number of hit points equal to 4d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher this spell deals an additional 1d6 necrotic damage and heals an additional 1d6 hit points. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bloody Shell
Level: 1
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 10 Minutes
Components: V, S
Description: You touch a creature who is below its maximum hit points. That blood from the wounds solidifies, forming a carapace-like structure, granting them temporary hit points equal to their maximum hit points - their current amount of hit points. The maximum of temporary hit points granted by this spell equals 10.
Constructs and creatures without blood can't be targeted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points granted by this spell increases by 5 for level of spell slot above 1st-level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blow Mind
Level: 3
School: Enchantment
Classes: Bard, Wizard
Casting time: 1 Action
Range: Self (15 Foot Radius)
Duration: 10 Minutes
Components: V
Description: You utter a statement so profound that everyone suffers extreme mental stress trying to understand the magnitude of what you said.
All creatures within range, that can hear and understand you, must make an Intelligence saving throw, taking 4d8 psychic damage on a failure.
In addition, a creature which failed the save cannot take reactions, cannot maintain concentration on spells, and has their movement speed halved. They may repeat the Intelligence saving throw at the end of each of their turns, ending the effect on a success. If a creature succeeds on this saving throw, they become immune to the non-damaging effects of blow mind for 24 hours.
If you are able to communicate with other creatures using telepathy, you may use it to ignore this spell's restrictions on a target needing to hear and understand you. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blue Death
Level: 0
School: Illusion
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You surround a creature in illusion magic to make them believe that they are in a life-threatening scenario. A creature you see within range must succeed a Intelligence saving throw or take 1d6 psychic damage. In addition, they have disadvantage on the next Intelligence saving throw they make before the end of its next turn.
At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Blue Shield
Level: 1
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: 1 Hour
Components: V, S
Description: You create a blue circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range, or directly under your feet. The disk remains for the duration, and can hold up to 300 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
You can stand on top of it and lean in any direction to cause it to move. It has a movement speed of 35 feet while you are riding it. If you move across a gap of 10 feet or more while riding the blue shield, your falling speed slows to 30 feet per round. You must succeed an Acrobatics check with dc 10 plus half of the distance to the ground divided by 10 to stay on the blue shield or fall off and take half falling damage.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher the size and weight capacity of the blue shield increase. The increase is measured by multiplying the level of the spell slot. This can allow others to ride the shield with you. When you cast this spell using a spell slot of 3rd or higher, You can use it to fly (surfing through the air) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Body Enhancement
Level: 6
School: Transmutation
Classes: Bard, Druid, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: a 1lb weight
Description: You touch a creature and bestow upon it an all encompassing physical buff. The target gains the following effects until the spell ends.
Strength of an Ox. The target has advantage on Strength checks and Strength saving throws.
Quick as a Falcon. The target has advantage on Dexterity checks and Dexterity saving throws.
Sturdy as a Willow. The target has advantage on Constitution checks and Constitution saving throws.
Speed of a Cheetah. The target's movement speed is increased by 10 feet and moving through nonmagical difficult terrain costs them no extra movement. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bodysnatch
Level: 1
School: Necromancy
Classes: Bard, Warlock
Casting time: 1 Action
Range: Touch
Duration: 1 Day
Components: V, S
Description: This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.
Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
At Higher Levels: For every spell slot level past 1st level, you can use this spell on a creature one size category or higher than you |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Boil Blood
Level: 8
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You point your finger at a creature you can see within range, and its blood begins to boil. The target must succeed on a Constitution saving throw, taking your choice of 8d10 fire or necrotic damage on a failed save. As an action on each of your turns, you can force the target to repeat the saving throw. On a success, it takes no damage this turn. On a failure, it takes the spell's damage again. This spell has no effect on undead or constructs |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Boil Cistern
Level: 3
School: Transmutation (Ritual)
Classes: Artificer, Cleric, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 5 Feet (10-Foot Cube Or Cylinder)
Duration: 24 Hours
Components: S, M
Material cost: a piece of tinder which is consumed, a piece of flint and a piece of steel
Description: Boil up to a 10-foot cube or cylinder of still water for 24 hours. As long as there is no current or running water in the area of the spell, this will even work within a larger volume of water, with the boiling area being 'contained' in a 10-ft cylindrical area. Creatures unfortunate enough to be caught in the boil cistern area of effect must make a DC 15 Constitution save each round to avoid taking 1d6 points of damage. Stone, metal, and skeletal creatures do not have this issue.
If the water is in a river or stream, tidal area, or is in some other way affected by currents, the spell will dissipate after 1 minute.
If formerly still water starts moving, the spell will dissipate. Slowly draining the water or slowly adding water to the area will not cause the effect to dissipate. You may drain or add as much as 1 cubic foot per round.
If you find an eddy of appropriate size at the edge of a stream or river in which the same water mostly recirculates, you may cast this spell there, and it will work.
If cast this fully underwater, this spell boils a 10-foot sphere of water instead.
If the area of water that you cast this on is an actual cistern or water tank then you may cast this spell there every day for a year. Once you have done this, the cistern becomes permanently boiling and can provide hot water (for an entire castle for example) as long as the cistern remains intact. Doing this is often how artificers and bone collectors earn their keep.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may boil and additional adjoining 10-foot cube of still water for each level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bolt of the Storm
Level: 9
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: An orb of crackling energy appears in your hand and lasts for the duration. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell and as an action on your subsequent turns, you can hurl a bolt of lightning from the orb to a point you can see within the range. Each creature within 20 feet of that point must succeed on a Dexterity saving throw or take 3d12 lightning damage plus 3d12 thunder damage. Flammable objects in this area that aren't being worn or carried are ignited. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bolt of Time
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: You send out an orb of warped time to a creature within range and try to manipulate its cognitive function. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 force damage and can't take a bonus action until the end of its next turn.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bolt Strike
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: A melee weapon worth at least 1 sp
Description: Calling forth from the air around you, your weapons wreaths itself in lightning as you strike. You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and lightning shoots out in all directions from them. Choose up to 3 creatures within 10 feet of the original target. Each of those creatures must make a Dexterity saving throw against your spell save DC or take lightning damage equal to your spellcasting ability modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bomb
Level: 0
School: Evocation
Classes: Artificer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a glass vial, which the spell consumes
Description: You fill a vial with a volatile mix of alchemical compounds and hurl it toward a point within range. Each creature within a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d6 nonmagical bludgeoning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Cleaves Steel
Level: 4
School: Necromancy
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (60-Foot Aura)
Duration: 1 Minute
Components: V, S
Description: The caster creates an aura to magnify the bond between themselves and their nearby undead, enhancing their physicality. Undead controlled by the caster within the aura receive these benefits:
Synchronized: Undead can receive a new order telepathically each turn without the use of a bonus action
Armor Piercing: Physical attacks by undead gain +1 to hit per 5 AC of target
Necrosis Link: Successful physical attacks by undead deal extra necrotic damage equal to the caster's proficiency
Rallied: Undead gain +15ft movement range |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Crushing Hug
Level: 3
School: Transmutation
Classes: Druid
Casting time: 1 Reaction
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Bone Crushing Hug is a very physical spell. It is cast as a reaction to either a grapple or a body slam.
Reaction to Grapple
If you become grappled by a creature, or a creature grapples you, the creature makes a Constitution saving throw.
On a failed save, they take 6d6 force damage, are stunned for 1 round, and have their movement speed halved for 1 minute. And the grapple ends. They may repeat the saving throw at the beginning of each of their turns, ending the effect as a success.
On a successful save, they take half as much damage and suffer no other effects.
Body Slam Without a Grapple
As an action, the caster may body slam the opponent if there is no grapple. The opponent makes a Dexterity save. The spell is cast as a reaction to the end of the caster's movement in a round.
On a successful save, the opponent takes half force damage.
On a failed save, the opponent takes 4d6 force damage, and is stunned for one round, and has its movement halved for one minute.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 points per level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Lore
Level: 2
School: Divination (Ritual)
Classes: Artificer, Bard, Druid, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: incense worth at least 10 gp, which the spell consumes, and four ivory items worth at least 10 gp each
Description: Hold a piece of bone. The spell brings to your mind a brief summary of the significant events in the life of the creature it came from. The lore might consist of birth, death, major encounters, close relationships of the creature etc. The information obtained will also include relevant names. The information could be merely mundane, or it could include legends or secret events that the creature was an important part of. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Read
Level: 1
School: Divination (Ritual)
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: S
Description: You choose and touch a skull within your reach. While you hold the skull, you gain the senses the creature who owned that skull head when it was alive, seeing how the creature would see. While concentrating on this spell, you are blinded and deafened to your character's sight and sound, as your senses are temporarily transferred to the senses of the creature's skull. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Rush
Level: 2
School: Conjuration
Classes: Cleric, Druid, Warlock, Wizard
Casting time: 1 Action
Range: 5 Feet
Duration: 10 Minutes
Components: V, S
Description: You summon a bone the size of a shortsword, using it as a melee weapon. As an action, you can make a melee spell attack with your bone. On a hit, roll 1d4. The result is the number of times you hit the enemy, and the damage die for each hit is 1d6 force damage. For the duration of the spell you may dismiss or re-summon the bone(s) to your hand(s) as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you instead summon two bones, causing what you roll on the d4 to double upon roll. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Shield
Level: 2
School: Necromancy
Classes: Bard, Cleric, Sorcerer, Warlock
Casting time: 1 Action
Range: Self
Duration: Concentration, 1 Minute
Components: V, S, M
Material cost: four shards of bone
Description: You create four bones that spin and float around you. Each with an innate will to block attacks for you. Each time you are attacked, the bones will block, and be destroyed; this happens even if an attack roll would miss you.Whenever an attack that deals one of those types of damage hits you, one bone is destroyed. If an attack that is blocked is a critical, it instead breaks 2 bones. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bone Telling
Level: 6
School: Divination
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 10 Minutes
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: S, M
Material cost: Bones carved in the form of dice and/or coins
Description: You spend the ten minutes of the spell throwing your carved bones (which you must have in order to cast the spell) and reading what they tell. Choose a creature or person you have at least heard the name of. The bones will allow you to learn details such as their alignment and race/species if you had not already known.
With a successful DC 16 Intelligence (Investigation) check, you also learn all the languages they speak, all the damage and condition immunities they possess, and (to the DMs discretion) a basic description of what the choosen target is doing at the moment of casting the spell.
At Higher Levels. When you cast this spell using a spell slot of 7 or higher, the cast time and duration reduce to 5 minutes instead |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bonesword
Level: 3
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: one bone at least 6 inches long
Description: A bone, held in your free hand, becomes a shortsword, longsword, greatsword, battleaxe, or greataxe. It lasts for the duration and then reverts to a normal bone. If this spell is cast on the same bone within 24 hours, upon the spell's end it will crumble to dust. Anyone may use the sword, and it is a magic weapon. On a hit, it deals an extra 2d6 damage against living creatures and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing).
You may cast this spell on another bone in your other hand (or hands, if it applies) using your bonus action. If using the variant spell points rule, you must use 1 magic point per bone in addition to using your bonus action. All bones will transform back upon the spell's end, and will be destroyed of the spell is used on them again.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living creatures increases by 2d6 and damage inflicted on good-aligned creatures increases by 1d6 for each two slot levels above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bonesword, Variant
Level: 3
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: one bone, which the spell consumes
Description: A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. While wielding the bonesword, you are proficient with it. It deals an extra 2d6 damage against living creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing) or necrotic damage |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Boom Beat Arrow
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: 6 Seconds
Components: M
Material cost: a range weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a Range attack with it against one creature.The target suffers the weapon attack’s normal effects and is sheathed in booming energy.
Whenever, the creature makes a step(for every 5ft), it makes a booming beat from within it and takes 1d4 thunder damage.
At Higher Levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target on a hit and the damage taken for moving also becomes 2d4. The damage becomes 2d8 at 11th level and moving damage becoming 3d4, 3d8 and 4d4 at 14th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Booming Shield
Level: 2
School: Abjuration
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch one willing creature and a spectral chest plate manifests on its body, which surges with electricity. While this spell is active, the creature gains +1 to its AC. In addition, when it is hit with a melee weapon attack, all creatures within 5 feet must make a successful Constitution save or be pushed 5 feet away from the creature and be knocked prone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Booming Word
Level: 3
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self (120-Foot Radius)
Duration: Instantaneous
Components: V
Description: You utter a divine word that booms with the true voice of gods, audible from up to a mile away. All creatures other than you within a 120-foot radius sphere centered on yourself must make a Constitution saving throw, taking 8d4 thunder damage and becoming deafened for one minute on a failed save, or taking half as much damage on a success. The area of effect spreads around corners.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures you can see to be unaffected by the spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Bore Hole
Level: 3
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Sight
Duration: Instantaneous
Components: V
Description: You create a hole in the ground with a diameter of 10 ft in a location that you can see. The hole can be up to 15 ft deep. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Boreal Strike
Level: 0
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Your weapon emanates a misty cold aura of subtle and scintillating colors, freezing all in its path.
As part of the action used to cast this spell, you must make an attack with a weapon, causing that weapon to emit dim light out to a range of 5 feet. On a hit, the target suffers the attack's normal effects, takes an extra 1d4 cold damage, has its speed reduced by 10 feet, and any movement in any direction provokes an opportunity attack, even if it attempts the disengage action, until the start of your next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Boreale's Deep Strike
Level: 2
School: Conjuration
Classes: Artificer, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a small speck of steel
Description: Touch one creature when you finish casting this spell. The next time this creature rolls initiative, they instantly vanish into the Ethereal Plane. At the start of their next turn, they reappear up to 100 feet away from their original location. They cannot appear within 10 feet of a hostile creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch one additional creature for every level above 2nd. |