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D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

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Published by Cody Burgin, 2021-09-06 14:52:17

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

ROGUE RULES TIP: FALLING AND PRONE

At 3rd leveL a rogue gains the Roguish Archetype Reducing the damage from a fall can enable you to
feature. Here is a new air-themed option for that stay on your feet when you finally land!
feature: the Aerialist.
Falling. At the end of a fall, a creature takes l d6
AERIALIST bludgeoning damage for every l Ofeet it fell, to a
maximum of 20d6. The creature lands prone,
You have a knack for incredible leaps, falls, and feats of unless it avoids taking damage from the fall.
acrobatics. Circus performers, airship sailors, tree-top
scouts, and flying characters like aarakocra often follow STICK THE LANDING
this archetype. Your tactics usually involve striking from At 13th leveL the distance you can high jump is doubled,
above, leaping over enemies or onto the high ground for and you can use your reaction when you fall to make a
better aim. You might even seek that rush of adrenaline Dexterity (Acrobatics) check and reduce any falling
that your daring feats bring, always looking for new and damage you take by the result.
more dangerous stunts to slake your thirst.
In addition, the flying speed granted by your Aerial
NATURAL ACROBAT Agility feature is increased by 5 feet.
When you choose this archetype at 3rd leveL you gain
proficiency in the Acrobatics skill If you already have ACROBATIC DODGE
proficiency in this skilL you gain proficiency with a tool When you reach 17th leveL you learn how to incorporate
of your choice or learn a language of your choice instead your acrobatic maneuvers into your defenses. When you
Also, your proficiency bonus is doubled for any ability use your Uncanny Dodge feature, you make a Dexterity
check you make using the Acrobatics skill (Acrobatics) check and also reduce the damage you take
from the attack (after it has been halved) by the result.
AERIAL AGILITY
You can't make this check if you are prone, you can't
Starting at 3rd leveL you are capable of incredible flips, move, or your speed is reduced
jumps, and aerial maneuvers. You have a flying speed
equal to half your walking speed on each of your turns.
To make use of this speed, you can't be wearing medium
or heavy armor. When you end your turn while flying
using this speed, you fall unless you can stop the fall

In addition, you can choose to calculate your jumping
distance using your Dexterity score instead of Strength.

HEIGHT ADVANTAGE
At 3rd leveL you also learn how to tactically exploit any
height advantage, gaining an additional way to use your
Sneak Attack. You don't need advantage on the attack
roll to use your Sneak Attack against a creature if the
bottom of your space is vertically higher than the top of
the target's space by at least 1 foot for every 3 feet of
horizontal distance between you and the target.

For example, if you are 15 feet away from the target,
then the bottom of your space must be at least 5 feet
higher than the top of the target's space. If you are 60
feet away, then it must be at least 20 feet higher. If there
is 0 feet between your spaces, as there would be if you
were making a melee attack with most weapons, then
the bottom of your space must simply be above the top
of the target's space.

All the other rules for Sneak Attack still apply to you.

AGILE KIP-UP f l~ria/i$f CoaJd goa a.stz th1°Ji dit;lgrtJm

Starting at 9th leveL you only use 5 feet of movement to r············ for goar mtmatJI? Mg lrnintzf2a5
stand up from prone. Also, when you're knocked prone, I ••• /ind lht°Ji tmg!,12 idtztJ!!
you can use your reaction to immediately stand back up I ••• • •••••••••• • ••••
and move up to 5 feet to an unoccupied space without
provoking opportunity attacks. 10 ft.: ···········
:L-------:-:-:::-----·-···.,.._..._ rarg.et
CHAPTER ONE I CHARACTER OPTIONS
50 50ft.

D&D UNLEASHED (vl.0) 'FW THF F I'\fJ:

SORCERER

At 1st leveL a sorcerer gains the Sorcerous Origin
feature. Here are new options for that feature: Cosmic
Affinity, Elemental Magic, and Green Thumb.

COSMIC AFFINITY

Your innate magic is that of the far reaches of the Astral
Plane and the Far Realm beyond it, that of the stars, the
sun, the moon, and the old things that glide through the
dark. Your magical gifts shift through cycles of burning
radiance and freezing shadows just as the cosmos itself
does. Perhaps you were born under an auspicious star
or eldritch constellation. You might be the descendant of
a powerful warlock who drew magic from a distant star,
or you might have been exposed to the strange magic of
the cosmos directly as an adult.

COSMIC MAGIC
At 1st leveL you learn the light cantrip. You also learn
additional spells when you reach certain levels in this
class, as shown on the Cosmic Spells table. Each spell
counts as a sorcerer spell for you, but it doesn't count
against the number of sorcerer spells or cantrips you
know. These spells can't be replaced when you gain a
level in this class.

CosM 1c SPELLS Spell for 1 minute or until you enter the solar phase. If you are
Sorcerer Level guiding bolt attacked while it lasts, you roll ld4 and apply the result
l st moonbeam as a penalty to the attack rotL and the ward disappears.
3rd daylight You can't have more than one lunar ward at once.
holy glare (new)
5th dawn (XGE) Solar. When you enter the solar phase, you can shed
7th bright light in a 15-foot radius and dim light for 15 feet
9th beyond that until you enter the lunar phase or use a
bonus action on your turn to end the light.
AsTRAL PHASES
Also at 1st leveL you embody the cosmic power of the sun After you cast a sorcerer spell of 1st-level or higher
and moon, but only one of them at a time. Choose either that deals fire or radiant damage while you're in the
the lunar or solar phase. You begin in this phase, and you solar phase, you can emit a solar flare, dealing 2 fire
are always in one phase or the other. After you cast a damage to one creature that you can see within 15 feet
spell that deals radiant damage, you automatically switch of you. The damage increases when you reach certain
phases at the start of your next turn. levels in this class, increasing to 3 at 5th leveL 4 at 10th
leveL 5 at 15th leveL and 6 at 20th level
You can choose to switch phases when you finish a
short or long rest and after you cast a sorcerer spell of COSMIC EMPOWERMENT
1st-level or higher that doesn't deal radiant damage. You At 6th leveL you learn to strengthen your spells with the
can also use a bonus action on your turn and spend 1 power of the astral phase you inhabit. You gain certain
sorcery point to switch phases. You can't switch phases
more than once per turn. benefits based on which phase for your Astral Phases
feature you are in.
The two phases grant you different benefits.
Lunar. When you enter the lunar phase, you can Lunar. While in the lunar phase, you have resistance
choose to emit a cloud of icy dust extending 10 feet out to cold damage, and when you cast a spell of 1st-level or
from you that stays centered on you. The area is lightly higher that deals cold or radiant damage, you can add
obscured, and lasts until you enter the solar phase or your Charisma modifier to one damage roll of that spell
use a bonus action on your turn to end the effect.
After you cast a sorcerer spell of 1st-level or higher Solar. While in the solar phase, you have resistance
that deals cold or radiant damage while you're in the to fire damage, and when you cast a spell of 1st-level or
lunar phase, you gain an orbiting lunar ward that lasts higher that deals fire or radiant damage, you can add
your Charisma modifier to one damage roll of that spell

CHAPTER ONE I CHARACTER OPTIONS

51

THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)

STELLAR NOVA ECLIPSE
Starting at 14th leveL when you change which phase for When you reach 18th leveL you gain the ability to enter
a state of cosmic alignment that combines solar and
your Astral Phases feature you are in, you can spend 3 lunar power. As a bonus action, you enter the eclipse
sorcery points to burst with cosmic power, causing an state, which lasts for 1 minute. You gain the following
effect depending on which phase you are entering. The benefits while in the eclipse state.
saving throw DC for this effect is your spell save DC.
• You gain the benefits for being in both the lunar and
Lunar. Each other creature within 15 feet of you must solar phases from your Astral Phases and Cosmic
make a Constitution saving throw. On a failed saving Empowerment features, regardless of what phase
throw, a creature is restrained until the end of your next you are actually in. The bonus to damage from spells
turn. Also, if you choose, the ground within 15 feet of that deal radiant damage is not cumulative.
you becomes frozen by ice, making it difficult terrain for
other creatures that lasts for 1 minute. The difficult • Your Astral Phases feature is improved: the lunar
terrain ends instantly if you enter the solar phase or use ward affects the next two attacks instead of only one,
a bonus action on your turn to end it. and the range for the solar flare increases to 30 feet.

Solar. Each other creature within 15 feet of you must • You have a flying speed equal to your walking speed
make a Constitution saving throw. On a failed saving • You have resistance to radiant damage.
throw, a creature is blinded until the end of your next • Enemies have disadvantage on saving throws made
turn. Also, if you choose, the ground within 15 feet of
you becomes lit with golden flames that reach 5 feet to resist your Stellar Nova feature, and it only costs
high and last for 1 minute. Each creature other than you 2 sorcery points to use instead of 3.
that ends its turn in the area takes fire damage equal to
your Charisma modifier (minimum 1). The fire vanishes Once you have used this ability, you cannot use it
instantly if you enter the lunar phase or use a bonus again until you finish a long rest.
action on your turn to end it.
ELEMENTAL MAGIC

You manifest magic of the four elements: water, earth,
fire, and air. Your magic could be the result of at least
one genie in your ancestry, emerging as magical power
instead of (or in addition to) making you a genasi. It
could be the result of a journey through the Elemental
Planes that infused you with magic. Or perhaps you
even absorbed an elemental's power in an eldritch ritual

You might wield the power of only one of the four
elements, or you might pursue all four nearly equally.
Every elemental sorcerer begins with a natural talent
for one element. Some choose to focus on that element
exclusively, while others spend their careers gradually
learning how to use all four elements.

ELEMENTAL SPECIALTY
Beginning at 1st leveL you select one element to specialize
in out of the four options: Air, Earth, Fire, or Water. This is
your primary specialization, and you gain the benefits
listed below for your selection.

Air. You can hold your breath indefinitely while you're
not incapacitated, and when you speak, you can choose
to speak up to twice as loudly as normal

Earth. You add your Charisma modifier (minimum+1)
to any saving throws you make against disease, petrific-
ation, or nonmagical exhaustion.

Fire. You don't suffer the effects of extreme heat or
cold, as described in the Dungeon Master's Guide. Also,
as an action, you can touch a flammable object that isn't
being worn or carried by anyone else and ignite it.

Water. You can breathe underwater, and you gain a
swimming speed equal to your walking speed while you
are concentrating on it as if it were a spell

You also learn additional spells when you reach certain
levels in this class, as shown on the table for your chosen

THE ELEMENTS AND BEYOND

element. Each spell counts as a sorcerer spell for you, but
it doesn't count against the number of sorcerer spells you
can know. These spells can't be replaced when you gain
a level in this class.

AIR MAGIC SPELLS Spell
Sorcerer Level thunderwave
gust ofwind
l st fly
3rd cyclone (new)
5th control winds (XGE)
7th
9th

EARTH MAGIC SPELLS Spell swirling water, or some other form of water (you choose
Sorcerer Level shield of faith the form of protection when you gain this feature).
terra spike (new)
l st petrify (new) ELEMENTAL MASTERY
3rd stone shape Starting at 6th leveL you can spend 1 sorcery point as
5th wall ofstone an action on your turn to gain resistance for 1 hour to a
7th particular damage type determined by your choice for
9th
your Elemental Specialty feature.
FIRE MAGIC SPELLS Spell Air. You gain resistance to thunder damage.
Sorcerer Level hellish rebuke Earth. You gain resistance to poison damage.
heat metal Fire. You gain resistance to fire damage.
l st fireball Water. You gain resistance to cold damage.
3rd wall of fire
5th immolation (XGE) In addition, you choose one of the following cantrips,
7th each found in Xanathar's Guide to Everything and also
9th the Elemental Evil Player's Companion: control flames,
gust, mold earth, or shape water.
WATER MAGIC SPELLS
If you don't know the chosen cantrip, you learn it, and
Sorcerer Level Spell it doesn't count against the number of cantrips you can
learn as a sorcerer. This spell can't be replaced when
l st create or destroy water you gain a level in this class. If you already know the
cantrip, it becomes more powerful for you instead: the
3rd drown (new) range of the spell is increased by 30 feet for you.

5th tidal wave (XGE) When you reach 10th leveL then again at 14th leveL
you choose a cantrip from the list again. You can choose
7th control water a new cantrip or the same cantrip again. The effects are
the same, and the increases to range are cumulative. If
9th maelstrom (XGE) you choose the same cantrip all three times, distances
within the spell's description are also tripled for you.
.ARMORED BY THE ELEMENTS
Also at 1st leveL you gain benefits based on your choice Whenever you gain a sorcerer leveL you can change
up to one of the decisions you made for this feature.
for your Elemental Specialty feature.
Air or Fire. At the start of each of your turns, you can ELEMENTAL TALENT
Also at 6th leveL you gain 3 bonus sorcery points. These
choose to deal damage equal to 2 + half your sorcerer sorcery points can't be converted into spell slots and can
level to each creature that is grappling you. Any creature only be used for metamagic or a class feature granted
that critically hits you with a melee attack while within 5 by this subclass. If metamagic, the option you use must
feet of you also takes this damage. If you chose Air, this affect a spell of 1st-level or higher, and it must fit certain
damage is thunder damage; if you chose Fire, it is fire criteria that are determined by your choice of one of five
damage. talents when you gain this feature.

Earth or Water. Your AC equals 13 + your Dexterity CHAPTER ONE I CHARACTER OPTIONS
modifier while you aren't wearing armor. Ifyou chose
Earth, your body is protected by stone, tough skin, thick
fur, soft metaL clay, sand, dirt, crystaL or some other form
of earth; if you chose Water, it is protected by mist, coraL
ice, sea shells, fish scales, tough skin, a layer of blubber,

53

THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)

You regain any unexpended sorcery points when you 'TRANSMUTE BODY
finish a long rest. You gain an additional one of these At 18th leveL your body becomes a vessel for elemental
bonus sorcery points when you reach 10th leveL and magic, and you choose one of the following elementals:
again at 14th level and 18th level air elementaL earth elementaL fire elementaL or water
elemental You can spend 4 sorcery points as an action
Choose one of the following options for your talent. on your turn to transform into that element.
Aeromancy. The spell must be an aeromancy spell
Elemaney. The spell must be an elemancy spelL or For 1 minute, your game statistics are replaced by the
else the spell must be either an aeromancy, geomancy, statistics of your chosen elementaL but you retain your
hydromancy, or pyromancy spelL it can't be of any of the size, hit points, alignment, personality, and your Intell-
same specializations as the last spell you cast, and you igence, Wisdom, and Charisma scores. You retain your
must be affected by a special magical rhythm. You enter AC if it is higher than your new form's. You also retain
this rhythm after you cast an aeromancy, geomancy, all of your skill and saving throw proficiencies, and the
hydromancy, or pyromancy spelL and it lasts until the benefit of any features from your class, race, or other
end of your next turn or until you roll initiative. source. You can still speak, use your hands, and cast
Geomancy. The spell must be a geomancy spell spells. Your equipment is unharmed by your new form
Hydromancy. The spell must be a hydromancy spell and you can use it as normal
.Pyromancy. The spell must be a pyromancy spell
The transformation ends early if you are incapacitated,
PRIMORDIAL EMISSARY if you die, or if you dismiss it as a bonus action. Once you
Starting at 14th leveL you know conjure elemental and have used this feature, you can't use it again until you
conjure minor elementals as sorcerer spells, and they finish a short or long rest.
don't count against the number of sorcerer spells you
can learn. As an action, you can spend 4 sorcery points GREEN THUMB
to cast conjure minor elementals or 5 sorcery points to
cast conjure elemental, without expending a spell slot. You carry an innate magic connected to the spirits of
You can cast conjure minor elementals once as an action nature and flora, such as plants and fungi. There might
without expending a spell slot or sorcery points, and you be dryads among your ancestors, or your mother could
regain the ability to do so when you finish a long rest. have been infested with a magical fungus when you
were in the womb. Maybe you were born in a druid's
When you cast a spell that summons or creates an grove during a solstice, or perhaps you were touched by
elementaL you gain a bonus to any Constitution saving the magic of an archfey as a young child
throws you make to maintain concentration on the spell
equal to your Charisma modifier (minimum+1} The primal power that flows within you will inevitably
affect you and your surroundings. Many sorcerers of the
In addition, you can speak, read, and write Primordial green thumb find from childhood that they are different,
Knowing this language allows you to understand and be and as they age, the oddities only grow.
understood by those speaking its dialects: Aquan, Auran,
Ignan, and Terran. Whenever you make a Charisma check At your option, you can pick from or roll on the Green
when interacting with elementals, your proficiency bonus Magic Quirks table to create a quick for your character.
is doubled if it applies to the check.
GREEN MAGIC QUIRKS
d6 Quirk

Your eyes are an eerie emerald green, and your
skin, which is faintly greenish, is covered with
fuzz like that of a peach.

2 You smell like flowers in bloom and you attract
the friendly attention of pollinators, like bees.

3 While standing, you always find yourself leaning
in the direction of sunlight, if you can see any.

4 Plants within l O feet of you will sometimes

randomly bloom, even out of season.

5 You prefer to take your long rests while partially
covered or buried in fresh soil if possible.

6 Flowers grow naturally from your hair as if they
had been woven there, and mushrooms can be
found sprouting from your body in places.

7 One or both of your thumbs are actually green.

8 When you leave tracks over soil, seeds from
random plants are sowed in your footprints.
This does not make you any easier to track.

MEBREW THE ELEMENTS AND BEYOND

PLANT MAGIC SPELL SEEDS
At 6th leveL you gain the ability to plant magic seeds in
Starting at 1st leveL you add both the new razor leaf the wounds of your enemies to sprout into sorcery.
cantrip and the thorn whip cantrip to your sorcerer class
spell list. You also learn additional spells when you reach When you deal a creature force, necrotic, piercing,
certain levels in this class, as shown on the Plant Spells poison, or slashing damage using a sorcerer spelL you
table. Each spell counts as a sorcerer spell for you, but it can pay 1 sorcery point to plant a hidden magical seed
doesn't count against the number of sorcerer spells or in the creature that lasts until you finish a long rest.
cantrips you know. These spells can't be replaced when While a creature is seeded by you, you cannot plant any
you gain a level in this class. additional magical seeds in it.

PLANT SPELLS Spells As an action, you can choose one creature that you
Sorcerer Level entangle, leafshield (new) have seeded, causing the seed to sprout from its body
barkskin, spike growth and bloom into magic. You cast a spell that has a casting
l st plant growth, speak with plants time of 1 action or bonus action, expending spell slots
3rd grasping vine, stockade sprouts (new) and requiring components as normaL but the spell is
5th awaken, tree stride cast from the seed's location instead of your own.
7th
9th If the spell targets creatures, you must include the
seeded creature as a target, and if it targets a point or
BLOOMING VITALITY location, it must target the seeded creature's location. If
Beginning at 1st leveL you rest as deeply as a plant, and the spell normally requires you to see the target, you
you bloom with verdant life. When you are struck, this can ignore that requirement. Ifyou make a spell attack
extra vitality wilts, but it will bloom again in time. against the target as part of the spelL it ignores bonuses
to AC granted by shields and cover, and it never suffers
Whenever you finish a long rest, you gain temporary disadvantage for being too close to the target.
hit points equal to half your sorcerer level (minimum 1}
If the seeded creature is in sunlight when you sprout
BOTANICAL MASTERY its spell seed, you can add your Charisma modifier to
Also at 1st leveL you know how to make the most of your one damage roll of the spell

connection to plants. When you cast the thorn whip or
razor leafcantrips, you roll the same number of damage
dice as normaL but they are dlOs instead of d6s.

When you cast the new leafshield spelL you are con-
sidered proficient with the shield you create while you
are wielding it without using any hands.

Finally, you have advantage on ability checks made to
cultivate or tend to plants or to socially interact with
plant creatures.

VERDUROUS SOUL
At 14th leveL you learn to restore your body by drawing
power from nature as plants do. You can use a bonus
action and spend 1 to 5 sorcery points while you are
within bright light or a body of water, regaining 3d6 hit
points for each sorcery point spent. Either the light must
be sunlight, or the water must be clean enough to see
through and not acidic enough to deal damage.

Also, when you take a short rest in such a place, you
can regain a number of hit points equal to your sorcerer

level + your Charisma modifier. Once you do, you can't

do so again until you finish a long rest.
Finally, you can feed yourself for a day without eating

anything by staying in both sunlight and clean water at
the same time for at least 1 hour.

'TREE OF MAGIC
Starting at 18th leveL you can use an action on your tum
to plant a magical tree in an unoccupied space within 5
feet of you. The tree grows instantly to full size: its trunk
is 3 feet in diameter and occupies its space, and the tree
is up to 20 feet talL but obstacles can constrain its height.
The tree glows with magic and it is immune to damage,
but it is still a physical object. It is tangible, it provides
cover, it can be climbed, etc.

When the tree appears, you can imbue the tree with
one sorcerer spell you know of 5th-level or lower, but
you must spend sorcery points equal to the spell's level
to do so. The spell must target only one creature and it
can't be a cantrip or have a range of Self.

The tree lasts for 1 minute or until you lose your
concentration (as if you were concentrating on a spell),
and it provides the following benefits for the duration.

• The tree sheds bright light in a 30-foot radius and
dim light for an additional 30 feet.

• Each creature of your choice within 30 feet of the
tree has advantage on saving throws against spells
and on any spell attacks it makes using a cantrip.

• If you imbued the tree with a spelL each creature of
your choice that enters the area within 30 feet of the
tree for the first time on a tum or starts its tum there
becomes affected by the imbued spell as if you had
cast the spell on it, requiring no concentration. The
spell ends immediately on the creature when it is no
longer within 30 feet of the tree.

Once you have used this feature, you can't use it again
until you finish a long rest, unless you spend 5 sorcery
points to use it again.

WAR.LOCK

At 1st levei a warlock choose an Otherworldly Patron.
Here is a new option for that feature: The Dragon.

THE DRAGON

Your patron is an ancient spellcasting dragon, either a
chromatic dragon (black, blue, green, red, or white) or a
metallic dragon (brass, bronze, copper, gold, or silver}
Dragons vary from lawful good to chaotic evil and often
have far-reaching, inscrutable goals on account of their
extremely long lifespans and great power. Some merely
desire agents to help them locate and obtain treasures
for their hoard, but most do so for reasons that may only
come up once every few decades. Such long periods of
inaction are trifling to a dragon. Many ancient dragons
have acquired enough magical skill to share their power
in a pact. Some aspiring warlocks even make pacts with
the dragon goddess Tiamat, making a bargain with one
of her five heads in particular and drawing on her power
as a dragon rather than as a fiend or goddess.

You choose the scales of your dragon or determine it
randomly, using the Dragon Kind table. Each dragon is
associated with a damage type and a breath weapon, as
shown on the table. The damage type and type of breath
weapon used by your patron is referenced by some of
the features of this subclass.

DRAGON KIND Damage Type Breath Weapon EXPANDED SPELL LIST
Acid 5 by 30 ft. line The Dragon lets you choose from an expanded list of
,dl0 Dragon Patron Lightning 5 by 30 ft. line spells when you learn a warlock spell The Dragon
Black Fire 5 by 30 ft. line Expanded Spells table shows the dragon spells that are
2 Blue Lightning 5 by 30 ft. line added to the warlock spell list for you, along with the
3 Brass Acid 5 by 30 ft. line spells associated in the table with your dragon's kind
4 Bronze Fire l 5 ft. cone
5 Copper Poison l 5 ft. cone
6 Gold Fire l 5 ft. cone
7 Green Cold l 5 ft. cone
8 Red Cold l 5 ft. cone
9 Silver
10 White

DRAGON EXPANDED SPELLS

Spell Dragon Spells Black Spells Blue Spells Green Spells Red Spells White Spells
Level

l st chromatic orb Tasha's caustic Radic's sudden ray ofsickness burning fog cloud

brew(TCE) spark(new) hands

2nd dragon's breath (XGE) Melfs acid arrow dust devil (XGE) protection from flaming ice sculpture
poison
sphere (new)

3rd protection from energy acid cloud (new) lightning bolt toxic breath (new) fireball cold snap

(new)

4th stoneskin (as scales) glistening acid slick storm sphere (XGE) envenomed fire shield ice storm

(new) weapon (new)

5th Bigby's hand (as a maelstrom (XGE) fingers oflightning cloudki/1 immolation cone ofcold

dragon claw) (new) (XGE)

9th shapechange (into

dragons only)

CHAPTER ONE I CHARACTER OPTIONS

THE ELEMl<:NTS AND BEYOND FANMADE HOMEBREW

DRAGON EXPANDED SPELLS

Spell Level Brass Spells Bronze Spells Copper Spells Gold Spells Silver Spells

l st burning hands thunderwave Tasha's caustic brew (TCE) burning hands fog cloud

2nd scorching ray drown (new) Me/f's acid arrow heat metal gust ofwind

3rd fireball lightning bolt acid cloud (new) fireball cold snap (new)

4th fire shield storm sphere (XGE) glistening acid slick (new) fire shield ice storm

5th immolation (XGE) fingers oflightning (new) sinking maw (new) immolation (XGE) cone ofcold

ARMOR OF THE WYRM EVERLASTING SCALES
At 1st leveL you gain a gift of draconic scales from your At 10th leveL your patron grants you the ability to draw
patron. Parts of your skin are covered by a thin sheen of on the true might of its scales. Before you take damage,
dragon-like scales. When you aren't wearing armor, your you can use your reaction to harden your scales for a
AC equals 13 + your Dexterity modifier. brief moment. Until the end of your next turn, you gain
resistance to bludgeoning, piercing, and slashing
BREATH OF THE WYRM damage, and immunity to the damage type dealt by your
Also starting at 1st leveL you can borrow your patron's
breath weapon. You have a pool of d6s that you spend to Breath of the Wyrm feature.
exhale the breath weapon. The number of dice in the Once you use your reaction in this way, you can't do
pool equals 1 + half your warlock level
so again until you finish a short or long rest.
As a bonus action, you can exhale this breath weapon
in an area, spending dice from the pool to do so. The WINGS OF TERROR
maximum number of dice you can spend at once equals Starting at 14th leveL you can use an action to manifest
your proficiency bonus + 1, divided by two. Roll the dice spectral dragon wings as a symbol of your patron's raw
you spend, add them together, and deal that much power and magic. The wings are made of your patron's
damage to each creature in the area. The area and the breath weapon energy, such as fire, frost, or lightning.
type of damage are determined by your dragon's entry When they appear, you can choose to beat the wings in a
on the Dragon Kind table. wing attack, knocking each creature within 10 feet of
you prone and dealing each of them damage of the type
Your pool regains all expended dice when you finish a
long rest. At 6th leveL the area of cone weapons increases dealt by your Breath of the Wyrm feature equal to 2d6
by 5 feet and the length of line weapons increases by 10 + your Charisma modifier (minimum+1), and flying up
feet. They increase again this way at 10th and 14th levels. to half your speed to an unoccupied space.

DRACONIC ESSENCE Then, whether you performed a wing attack or not,
Starting at 6th leveL your bond with your patron imbues the wings' appearance casts a frightening presence over
you with a piece of their magical draconic essence. You the battlefield Each creature of your choice within 60
feet of you that is aware of you must make a Wisdom
have resistance to the damage type dealt by your Breath saving throw against your warlock spell save DC. On a
of the Wyrm feature, and when one of your spells or failed saving throw, a creature becomes frightened for 1
class features deals damage of that type to a creature, minute. It repeats the saving throw at the end of each of
you can subject that creature to your patron's terrifying its turns, ending the effect on itself on a success.
draconic presence. The target must make a Wisdom
saving throw against your warlock spell save DC. On a The wings remain for 1 minute, granting you a flying
failed saving throw, it becomes frightened for 1 minute. speed equal to your walking speed
The target repeats the saving throw at the end of each
of its turns, ending the effect on a success. Once you use this feature, you can't use it again until
you finish a long rest.
Once you use this feature, you can't use it again until
you finish a short or long rest.

WARLOCK: ELDRITCH INVOCATIONS

At 2nd leveL a warlock gains the Eldritch Invocations target is deafened and can't speak until the end of your
feature. Here are new available options for that feature, next turn.
in addition to the options in the Player's Handbook and
other sources. These options are presented in order of Once you use this invocation, you must finish a long
ascending level prerequisites. rest before you can use it again.

If an eldritch invocation has a prerequisite, you must NOXIOUS FuMES
meet it to learn the invocation. You can learn the invo- When you deal acid damage to a creature using a
cation at the same time that you meet its prerequisite. A warlock spell or feature, you can force the target to
level prerequisite refers to your level in this class. If one make a Constitution saving throw. On a failed save, the
of these invocations refers to a saving throw, the DC is target is poisoned until the end of its next turn.
your warlock spell save DC.
Once you use this invocation, you must finish a long
DEATHLY CHILLS rest before you can use it again.
When you deal cold damage to a creature using a
warlock spell or feature, you ignore resistance to cold PRISMATIC BLAZE
damage unless the creature also has resistance or imm- When you deal fire damage to a creature that isn't
unity to necrotic damage, and you treat vulnerability to blinded using a warlock spell or feature, you can force
necrotic damage as vulnerability to both damage types. the target to make a Wisdom saving throw. On a failed
save, the target becomes charmed until the end of its
ELDRITCH DIGESTION next turn. While charmed in this way, the target is
When you deal acid damage to a creature using a incapacitated and has a speed of 0. The effect ends if
warlock spell or feature, you ignore resistance to acid the target takes any additional damage or if someone
damage unless the creature also has resistance or else uses an action to shake it out of its stupor.
immunity to force damage, and you treat vulnerability to
force damage as vulnerability to both damage types. Once you use this invocation, you must finish a long
rest before you can use it again.

ELEMENTAL ATTUNEMENT SCORCHING RADIANCE
When you finish a long rest, you choose one of four When you deal radiant damage to a creature using a
elements below to attune to. While attuned to an warlock spell or feature, you ignore resistance to
element, you know an associated cantrip (each is from radiant damage unless the creature also has resistance
Xanathar's Guide to Everything) as a warlock spelL and or immunity to fire damage, and you treat vulnerability
it doesn't count against the number of cantrips you can to fire damage as vulnerability to both damage types.
know as a warlock. You gain the following benefits
while attuned to each element: UMBRA FLAME
When you deal fire damage to a creature using a
Air. You know the gust cantrip, and you can hold your warlock spell or feature, you ignore resistance to fire
breath for twice as long. damage unless the creature also has resistance or imm-
unity to necrotic damage, and you treat vulnerability to
Earth. You know the mold earth cantrip, and you have necrotic damage as vulnerability to both damage types.
advantage on ability checks made to climb earth or stone.
VOICE FROM BEYOND
Fire. You know the control flames cantrip, and you When you deal thunder damage to a creature using a
have advantage on saving throws made to resist the warlock spell or feature, you ignore resistance to
effects of extreme heat. thunder damage unless the creature also has resistance
or immunity to psychic damage, and you treat
Water. You know the shape water cantrip, and you vulnerability to psychic damage as vulnerability to both
have advantage on saving throws made to resist the damage types.
effects of extreme cold
WELCOMING LIGHT
HEAVENLY BOLTS When you deal radiant damage to a creature using a
When you deal lightning damage to a creature using a warlock spell or feature, you can force the target to
warlock spell or feature, you ignore resistance to make a Wisdom saving throw. On a failed save, the
lightning damage unless the creature also has target becomes charmed by you until the end of your
resistance or immunity to radiant damage, and you treat next turn. While charmed in this way, the target regards
vulnerability to radiant damage as vulnerability to both you as a friendly acquaintance.
damage types.
Once you use this invocation, you must finish a long
HUSH OFWINTER rest before you can use it again.
When you deal cold damage to a creature using a
warlock spell or feature, you can force the target to
make a Wisdom saving throw. On a failed save, the

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WHISPER THE DREAD WIND GRAVEBORNE
When you deal thunder damage to a creature using a Prerequisite: 7th level
warlock spell or feature, you can force the target to While you are buried or burrowing in earth or sealed
make a Wisdom saving throw. On a failed save, the underground, you don't need to eat, drink, or breathe.
target is frightened of you until the end of its next turn.
BREATH OF BAHAMUT
Once you use this invocation, you must finish a long Prerequisite: 9th leve~ Dragon Patron (Any Metallic)
rest before you can use it again.
You can use an action to expend a warlock spell slot to
WITHERING LIGHTNING exhale a secondary breath weapon in a 30-foot cone.
When you deal lightning damage to a creature using a Each creature in the area suffers the following effects,
warlock spell or feature, you can force the target to determined by your dragon patron's kind These effects
make a Constitution saving throw. On a failed save, the end instantly if you lose your concentration (as if you
target's hit point maximum is reduced for 1 minute by were concentrating on a spell} Any saving throws are
an amount equal to the lightning damage it took. Any made against your warlock spell save DC.
effect that removes a disease allows the target's hit point
maximum to return to normal before that time passes. Brass. Targets must succeed on a Constitution saving
throw or fall unconscious for 1 minute. This effect ends
Once you use this invocation, you must finish a long for a creature if the creature takes damage or someone
rest before you can use it again. uses an action to wake it. Any creature with hit points
equal to or greater than your warlock level x 4 automa-
AMBASSADOR OF THE DEPTHS tically succeeds on the saving throw.
Prerequisite: 5th level
You can expend a warlock spell slot to cast the new dive Bronze. Targets must succeed on a Strength saving
spell While the spell affects a target, that target also has throw or else be pushed 60 feet away from you.
darkvision that extends out to a range of 120 feet.
Copper. Each target must make a Constitution saving
DESERT ROAMER throw. On a failed save, a creature can't use reactions,
Prerequisite: 5th level its speed is halved, and it can't make more than one
You are adapted to both hot climates and cold climates, attack on its turn. Also, the creature can use either an
as described in the Dungeon Master's Guide, and you action or a bonus action on its turn, but not both. These
don't need to drink water to survive. effects last for 1 minute. A creature repeats the saving
throw at the end of each of its turns, ending the effect
FLAME WALKER on itself on a success.
Prerequisite: 5th level
You and any equipment you are wearing or carrying are Gold Each target must succeed on a Strength saving
immune to the damage dealt by nonmagical fire, and you throw or suffer disadvantage on Strength-based attacks,
can breathe ashes, smoke, and the stinking cloud spell Strength checks, and other Strength saving throws for 1
without any negative effects. This can't prevent damage minute. A creature repeats the saving throw at the end of
dealt by traps or creatures, such as the breath weapon of each of its turns, ending the effect on itself on a success.
a red dragon or the blast of a fire cannon.
Silver. Targets must succeed on a Constitution saving
WEIGHTLESSNESS throw or be paralyzed until the end ofyour next turn.
Prerequisite: 5th level Any creature with hit points equal to or greater than
You can cast feather fall targeting only yourself at wilL your warlock level x 3 automatically succeeds on the
without expending a spell slot or requiring components. saving throw.

EXPLOSIVE VENGEANCE TIAM.AT'S BARGAIN
Prerequisite: 7th leve~ Pact of the Chain, fireball known Prerequisite: 9th leve~ Dragon Patron (Any Chromatic)
as a warlock spell
When another creature deals damage to your familiar When you use your Breath of the Wynn feature, you
and reduces it to Ohit points, you can choose to use can choose to use the breath weapon and damage type
your reaction to cast fireball using a warlock spell slot of any of the chromatic dragons from the list, instead of
centered at the location of your familiar, even if it is using the entry for your patron.
outside your normal range or line of sight for the spell
The spell originates from your familiar. After you do When you finish a long rest, you can choose to change
this, you gain one level of exhaustion and you can't cast the damage type that your Draconic Essence feature
any spells of 1st-level or higher on your next turn. grants resistance to. Choose one from acid, cold, fire,
lightning, or poison damage.
Once you use this invocation, you must finish a long
rest before you can use it again. FIERY BREATH
Prerequisite: 12th levd burning hands known as a
warlock spell

When you cast burning hands, you can do so as a bonus
action, requiring only verbal components. Once you do,
you can't do so again until you finish a long rest.

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OPEN THE GATE BELOW You can expend the 9th-level use of your Mystic Arcanum
Prerequisite: 12th levei Any Water-themed Patron or to cast the new earth whelm spell
Hydromancer feat
You can expend a warlock spell slot to cast the new dark Foo FORM
lagoon spelL requiring only somatic components. Once Prerequisite: 18th levei Any Water-themed Patron
you do so, you can't do so again until you finish a long rest. You can expend the 9th-level use of your Mystic Arcanum
to cast the new ordainment ofmist spell
TENTACLE GROWTH
Prerequisite: 12th levei Fathomless Patron or Great MAGMA FORM
Old One Patron Prerequisite: 18th levei Any Fire-themed Patron
You have an additional extremely flexible arm (a tentacle) You can expend the 9th-level use of your Mystic Arcanum
that has reach 10 feet. Melee weapons wielded using to cast the new ordainment oflava spell
this arm and no other arms have an additional 5 feet of
reach, but the arm cannot wear shields. You also have STEEL FORM
advantage on ability checks made to grapple using this Prerequisite: 18th levd Any Tech-themed or Weapon-
arm. If the arm is cut off or destroyed, it regrows with no themed Patron
apparent damage when you finish a long rest. You can expend the 9th-level use of your Mystic Arcanum
to cast the new ordainment ofmetal spell
You can take this invocation multiple times.
PEERS OF THE PATRON
GIFT OF THE 'TREANTS Prerequisite: 18th levei Archfey Patron or any
Prerequisite: 15th levei Archfey Patron or any Plant- Elemental-themed Patron
themed Patron You can expend the 9th-level use of your Mystic Arcanum
You can expend the 8th-level use of your Mystic Arcanum to cast the new summon primal spirit spell
to cast the new animate tree spell
TAME THE WIND
HELLISH BLOOD Prerequisite: 18th levei AnyAir-themed or Storm-
Prerequisite: 15th levei Fiend Patron or Pyromancer themed Patron
Feat You can expend the 9th-level use of your Mystic Arcanum
You are constantly affected by a lesser form of fire shield to cast the new wind wake spell
(warm option) that deals only ld6 damage. You can also
expend a warlock spell slot to cast fire shield (as warm THOUSAND-YEAR FLOOD
option only) on yourself as a bonus action, to increase Prerequisite: 18th levei Any Water-themed Patron
You can expend the 9th-level use of your Mystic Arcanum
the effect to that of a fire shield that deals 2d8 + ld6 fire to cast the new grand flood spell
damage for the normal duration.
VOLCANIC HERALD
LOST TO THE COSMOS Prerequisite: 18th levei Any Fire-themed Patron
Prerequisite: 15th level You can expend the 9th-level use of your Mystic Arcanum
You can cast nondetection using a warlock spell slot to cast the new caldera spell
without requiring components, but you can only target
yourself when you do so. THEME PREREQUISITES
Some of these invocations have prerequisites such
PULL OF THE DARK as "Any Fire-themed Patron" or "Any Plant-themed
Prerequisite: 15th levei Fathomless Patron, Eldritch Patron." These are left up to the DM's discretion,
Blast cantrip but they can generally be determined by assessing
When you hit a creature with eldritch blast more than the patron's spell list, abilities, and lore. For example,
once in a turn, you can have it make a Strength saving the Fiend Patron is fire-themed, the Undying
throw. On a failed saving throw, the creature is knocked Patron is grave-themed, and the Fathomless Patron
prone or pulled up to 10 feet toward you (your choice} is water-themed. Some are determined by choices
the player makes, such as choosing a kind of Genie
WAVE CALLER or a kind of Dragon. Some are determined by flavor
Prerequisite: 15th levd Any Water-themed Patron or agreed upon by the player and the DM. For
Hydromancer feat example, you might agree on a fire-themed Archfey
You can cast control water at-wilL expending no spell Patron, such as a summer fey, or a Great Old One
slots and requiring only verbal components. Patron that's water-themed, such as an aboleth.

CONSIGN TO THE EARTH
Prerequisite: 18th levei Any Earth-themed or Grave-
themed Patron

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FEATS ELEMENTALIST

our character gains power in a variety of Prerequisite: Spellcasting or Pact Magic class feature
ways as they gain levels. In addition to the
features granted by your class levels, your You specialize in all four elements - air, earth, fire, and
DM might allow you to use feats to custo- water - commanding them as one in a flowing, weaving
mize a character. Feats are an optional rhythm. You gain the following benefits:
rule in chapter 6, "Customization Options,"
of the Player's Handbook. The DM decides • You have spell prowess with elemancy spells.
whether they're used and may also decide that some • The spells absorb elements* and elemental bane*
feats are available in a campaign and others aren't.
This section introduces new feats that characters can are added to the spell list of your spellcasting class,
take, if allowed by the DM. plus the new spells golem armor and magic orb.
• After you cast an aeromancy, geomancy, hydromancy,
SPELLCASTING FEATS or pyromancy spen you gain spell prowess with spells
of the other three specializations until the end of your
There are many choices a spellcaster can make as they next turn.
gain levels in Dungeons and Dragons, but there are few • When you cast an aeromancy, geomancy, hydromancy,
feats that directly affect spellcasting. This section has or pyromancy spell of 1st-level or higher, if you have
new feats that are only available to spellcasters. These spell prowess with the speli you can choose a damage
feats modify certain spells, allowing the spellcaster to type out of acid, cold, fire, lightning, or thunder. You
specialize in a particular style of magic. gain resistance to that damage type until the end of
your next turn.
If a spell's name is followed by an asterisk (*) in this
section, the spell can be found in Xanathar's Guide to NEW MECHANIC: SPELL PROWESS
Everything or in the Elemental Evil Player's Companion
instead of the Player's Handbook or this compendium. Spell Prowess is a new feature for spellcasters. If
you have spell prowess with a spell, you gain a
Spell lists for aeromancy, elemancy, geomancy, hydro- bonus to the damage rolls of that spell equal to half
mancy, and pyromancy spells can be found on page 126. your proficiency bonus.

The feats are presented below in alphabetical order. Also, when you attempt to cast a spell at a spell
level equal to or less than two-thirds of your prof-
AEROMANCER iciency bonus and you have spell prowess with that
spell, you can choose one component to ignore for
Prerequisite: Spellcasting or Pact Magic class feature that casting of the spell.

You specialize in the magic of the air, commanding You can't use this rule to ignore components
howling wind and thunderous storm. You gain the that are consumed or are worth more than l Ogp,
following benefits: and you can't use this rule to make a spell require
no components at all.
• You have spell prowess with aeromancy spells.
For more information, see page 226.
• The spells control winds,* gust,* silence, and
/ ..
whirlwind* are added to the spell list of your

spellcasting class.

• When you cast an aeromancy speli you choose one

creature within 5 feet of you. That creature cannot

make opportunity attacks against you this turn. Also,

if the spell pushes or pulls any creature, it moves that

creature 5 extra feet.

• When you cast an aeromancy spell of 1st level or

higher, if you have a flying speed, you may choose to

increase it by 15 feet for that turn. If you don't, you

gain a flying speed of 15 feet for that turn, and if you

are still aloft at the end of the turn, you fall unless

you are held aloft by other means. ·

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1?6 u?DA~ -ro tfJct.uV6 TI-t6 et-6-
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.1?6 l~012€01?'-{ M.'-{ ?6~/ -~ewuv •_

CHAPTER ONE I CHARACTER OPTIONS FAN

62

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ENERGY SPECIALIST GEOMANCER
Prerequisite: Spellcasting or Pact Magic class feature
Prerequisite: Spellcasting or Pact Magic class feature
You have explored the mysteries of one of the energies
of your magic, gaining you the following benefits: You specialize in the magic of the earth, commanding
earthen arms and armor and beckoning quakes from
• This feat can be taken multiple times, but you must the ground beneath you. You gain the following benefits:
choose a different damage type each time.
• You have spell prowess with geomancy spells.
• Choose one damage type from the table below. You • The spells bones ofthe earth,* mold earth,* shield of
apply half your proficiency bonus to your spells'
damage rolls of the chosen type. faith, and stone shape are added to the spell list of
your spellcasting class.
• Whenever a creature rolls a 1 on the d20 for a saving • Whenever you cast a geomancy spelL you gain a +1
throw from a spell you cast that deals damage of the bonus to AC and temporary hit points equal to half of
chosen type and it fails the save, the spell inflicts a your proficiency bonus, both of which last until the
special effect on it. If you critically hit a creature with end of your next turn or until you roll initiative.
a spell attack from a spell you cast that deals damage • Whenever you make a saving throw to maintain
of the chosen type, the spell also inflicts the special concentration on a geomancy spelL you roll ld4 and
effect on the target. The special effect depends on the add it to the result.
damage type, as shown in the table below:
HYDROMANCER
Damage
Type Special Effect Prerequisite: Spellcasting or Pact Magic class feature

Acid The target grants enemies advantage on attacks You specialize in the magic of water, commanding seas,
made against it until the end of its next turn, rivers, glaciers, and steam geysers all as one. You gain
and if it wears nonmagical armor, that armor is the following benefits:
corroded and loses 3 AC permanently.
• You have spell prowess with hydromancy spells.
Cold The target is restrained until the start of its next • The spells create or destroy water, maelstrom,*
turn, and has its speed reduced by half until the
end of its next turn. shape water,* and tsunami are added to the spell list
of your spellcasting class.
Fire The target is lit ablaze. It takes fire damage • The range for your hydromancy spells is increased
equal to your proficiency bonus at the start of by 30 feet, unless the spell's range is Self. This also
each of its turns until a creature takes an action increases the range of Touch spells.
to douse the fire. • When a hydromancy spell that you cast pushes or
pulls a creature, it moves that creature 10 extra feet.
Lightning The target is knocked prone and is unable to When one knocks a creature prone, you can choose
take reactions until the end of its next turn. to also push that creature 10 feet away from you.
When one reduces a creature's speed, it is reduced
Necrotic The target can't regain hit points until the end by 10 additional feet. When one creates liquid water,
of its next turn, and if the target isn't an undead it creates twice as much.
or a construct, you gain temporary hit points
equal to your proficiency bonus.

Poison The target is poisoned until the end of its next
turn. If it was already poisoned, it becomes
paralyzed until the start of its next turn instead.

Psychic The target is frightened of you or charmed by
you (your choice) until the end of its next turn.

Radiant The target has disadvantage on attack rolls that
rely on sight until the end of its next turn.

Thunder The target is deafened until the end of its next
turn, and you can choose to push the target up
to l 5 feet away from you.

PYROMANCER HIT DICE FOR SUMMONED CREATURES

Prerequisite: Spellcasting or Pact Magic class feature Some summoning spells, such as summon beast or
summon shadowspawn, use statistics for creatures
You specialize in the magic of flame, commanding the that do not have any hit dice. When an effect such
largest, brightest, and most explosive of fires to reduce as that of the Summoner feat grants a creature
nearly anything to ash, smoke, and cinders. You gain the extra hit points based on the number of Hit Dice it
following benefits: has, you can treat those creatures as if they had l
Hit Die for every 8 maximum hit points, before any
• You have spell prowess with pyromancy spells. increases to hit points are applied.
• The spells control flames,* fire storm, heat metal,
SUMMONER
and immolation* are added to the spell list of your
spellcasting class. Prerequisite: Spellcasting or Pact Magic class feature
• When you cast a pyromancy spelL you can choose to
shed bright light in a 20-foot radius and dim light for You specialize in the magic of summoning powerful
an additional 20 feet until the end of your next turn. creatures to aid you in combat. Any creature summoned
• When you cast a pyromancy spell of 1st level or or created by a spell that you cast appears with 1 extra
higher, you can choose to explode the spell or ignite hit point per Hit Die it has. While you are within 30 feet
the spell of it and you can see it and control it, it gains a bonus to
its AC and saving throws equal to half your proficiency
PYROMANCY: EXPLODING AND IGNITING bonus, and any ability checks to dispel it are made with
Whenever you cast a pyromancy spell that is exploded, disadvantage. This feat does not affect creatures you
summon that have class levels.
you may choose the spell's range or one length, range, or
radius within the spell's description. You treat that range, WARD MAGE
length, or radius as if it were 5 feet longer for this casting
of the spell. This bonus cannot increase the range of any Prerequisite: Spellcasting or Pact Magic class feature
Self or Touch effects or spell ranges.
You have learned how to bolster your shields, barriers,
Right after you cast a pyromancy spell that is ignited, and walls of magic beyond their normal capabilities in
you can choose to ignite flammable objects that are not order to better control a battlefield and protect yourself
being worn or carried in a particular area. That area is and your allies. You gain the following benefits:
your choice of the spell's area, the area within l O feet of
you, or the area within l O feet of one creature or object • When one of your spells or class features grants a
that was dealt fire damage by the spell (you choose each protective ward with hit points to a creature (such as
time you cast). Each affected object that is already on fire the Abjuration Wizard's ward, or the new barrier
takes fire damage equal to your proficiency bonus+ spell} you grant that ward extra hit points equal to
twice the spell's level that ignores resistance instead. your proficiency bonus.

• When a spell you cast creates a wall or barrier with
no creature as a target (such as wall ofstone or the
new screen ofprotection spell} you increase the hit
points of that object by an amount equal to twice
your proficiency bonus, and you increase its AC by 2.

• When a spell you cast grants a creature temporary
hit points, you increase the temporary hit points by
an amount equal to your proficiency bonus.

• Any creature that has its AC increased from a spell
you cast or that has a protective ward with hit points
granted by a spell you cast also has an additional +1
bonus to AC. This bonus is not cumulative.

NEW RACIAL FEATS HARBINGER OF DEATH

This section introduces a collection of feats that allow Prerequisite: Corvian
you to explore your character's race further. These feats
are each associated with a race or subrace from this You have been touched by the magic of death itself,
compendium. A racial feat represents either a growing whether by ancient lineage or eldritch accident, and the
connection to your race's culture or a physical change or Raven Queen's power flows through you like blood
transformation that brings you closer to an aspect of Instead of growing mad, your mind has become accus-
your race's lineage. tomed to the dark beyond death. You gain the following
benefits:
The feats are presented below in alphabetical order.
• Your darkvision has a range of 120 feet, instead of 60.
CELESTIAL RESILIENCE • You have resistance to necrotic and psychic damage.
• You have advantage on saving throws made to resist
Prerequisite: Elf (bright)
curses or to resist having your mind read, and you
Your connection with the celestial light that has infused can't be aged magically.
the bright elves is stronger and more pure than that of • You learn both the spare the dying and toll the dead
the common folk, making you hearty like an angel You cantrips, and can cast them at-will Intelligence is
gain the following benefits: your spellcasting ability for these spells.

• Increase your Constitution score by 1, to a maximum KRAKEN ANATOMY
of 20.
Prerequisite: Deepling
• You have resistance to poison and necrotic damage.
• You have advantage on saving throws against poison Your tentacles are covered in octopus suckers and
sturdy enough that fewer are needed to support you,
and disease. giving you an iron grip and an unparalleled advantage
when wrestling. You gain the following benefits:
CRYSTAL TELEPATHY
• Increase your Strength, Dexterity, or Constitution
Prerequisite: Crystalkin (glassheart or shardmind) score by 1, to a maximum of 20.

You have learned to connect with other minds as easily • You cannot be disarmed, you have advantage on
as you connect (or once connected) with the Mother ability checks and saving throws made to escape
CrystaL by tapping into your nature as either a being of from being grappled or restrained, and creatures
mind or a being of celestial light. You gain the following have disadvantage on ability checks and saving
benefits: throws made to escape from your grapples.

• Increase your Intelligence, Wisdom, or Charisma • You have two extra arms (tentacles) that you can use
score by 1, to a maximum of 20. as normal or hide inside your body while they aren't
holding anything. These arms can't be used to wield
• You can communicate telepathically with any creature shields or weapons.
you can see within 60 feet of you. You don't need to
share a language with a creature for it to understand • Your base swimming speed increases by 10 feet.
your telepathic utterances, but the creature must be
able to understand at least one language. If you have MAGIC OF THE DRYADS
telepathy from another source, the range is doubled,
and the target can also respond to you telepathically. Prerequisite: Elf(green)

DARK OF THE DEEP You learn the ancient magic of the dryads, for which
your people have a natural talent. You learn the thorn
Prerequisite: Deepling whip spell and can cast it at-wilL without expending a
spell slot. You also learn barkskin and pass without
You awaken to latent instincts you have from the cold, trace, each of which you can cast once without expen-
dark depths of the ocean, unlocking the hidden powers ding a spell slot. You regain the ability to cast those two
within you and enabling you to conjure inky clouds of spells in this way when you finish a long rest. Charisma
mist and darkness. You gain the following benefits: is your spellcasting ability for all three spells.

• You have resistance to cold damage.
• You learn fog cloud and darkness, each of which you

can cast once without expending a spell slot. You
regain the ability to cast those two spells in this way
when you finish a long rest. Intelligence is your
spellcasting ability for both spells. When you cast
one of these spells in this way, you can't be perceived
by blindsight while you are in the area.

THEELEMENTSANDBEYOND

NIMBLE COMBATANT SCAMP SOCIAL TRICKS
Prerequisite: Fairy or Elf(thimble)
You are uncannily nimble and agile even for a member Prerequisite: Fairy (scamp)
of your diminutive race, with matching tenacity and grit.
You gain the following benefits: Your words have a special power, and you've honed that
• Increase your Dexterity or Constitution score by 1, to power to an edge. You learn the friends and message
spells and can cast them at-will You also learn charm
a maximum of 20. person and enthrall, each of which you can cast once
• You can take the Dodge action as a bonus action on without expending a spell slot. You regain the ability to
cast those two spells in this way when you finish a long
your turn. You can only do this up to a number of rest. Charisma is your spellcasting ability for all four
spells. When cast in this way, they only require verbal
times equal to 1 + half your proficiency bonus. You components and can't affect deafened creatures.

regain all expended uses when you finish a long rest. SHARD SWARM
• You have advantage on Dexterity checks made to
Prerequisite: Crystalkin
avoid becoming grappled by a creature of a size
larger than you. You have meditated upon your nature as a fragment of a
PIXIE MAGICAL TALENT greater crystal and discovered how to relocate your
Prerequisite: Fairy (pixie) mind in space, causing your physical body to follow and
You gain a more complete mastery over your natural leaving a fragment of yourself behind to burst apart.
pixie magic. You learn the detect evil and good spell and
can cast it at-wil~ without expending a spell slot. You You learn the misty step spell and can cast it once
also learn detect thoughts and fly, each of which you without expending a spell slot. You regain the ability to
can cast once without expending a spell slot. You regain cast it in this way when you finish a short or long rest.
the ability to cast those two spells in this way when you Constitution is your spellcasting ability for this spell
finish a long rest. Charisma is your spellcasting ability When you cast it in this way, the spell's range is doubled,
for all three spells. and you can also choose to leave a cloud of crystal dust
in a 15-foot diameter sphere centered on the space you
• teleported from which lasts until the end of your next
turn. The cloud is difficult terrain and heavily obscured
• for other creatures.

66 SPRITE PHYSICAL --GIFTS ---------

Prerequisite: Fairy (sprite)

You have honed your tiny body past its physical peaks,
making use of your fey nature to strengthen yourself
beyond the normal limits of your size. You gain the
following benefits:

• Your base flying speed increases by 10 feet.
• You count as one size larger when determining your

carrying capacity and the weight you can push, drag,
or lift, including for your grapples.
• You ignore the effects of your Puny Body racial trait.

THE RAVEN'S EAR

Prerequisite: Corvian

You have the hearing and mimicry capabilities of the
raven, an extension of the corvian talent for memory
and observation. You gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.

• You have advantage on Intelligence (Investigation)
and Wisdom (Perception) checks that rely on hearing.

• You can mimic sounds you have heard, including
voices. A creature that hears the sounds you make
can tell they are imitations with a successful Wisdom
(Insight) check opposed by your Charisma
(Deception) check.

THE ELEMENTS AND BEYOND

CHAPTER TWO SPELLS

eyond the Material Plane, in the vast world
of each Dungeons and Dragons cosmos,
the very energies of creation weave among
each other and create spectacular magics.
Fire, earth, water, and air are only the start
of a journey through the primordial forces
that are available to a spellcaster in these
worlds. To help both players and DMs use spellcasters
with such variety, this chapter provides options for new
spells, fixes for existing spells, and new rules for using
spells, all relating to journeying through the planes, to
the beyond, or to the primordial forces.
This chapter has the following sections. They're listed
in the same order as they appear in the chapter.
New Spells. This section provides new spells for any
spellcasting characters or monsters. The DM decides
which of these spells are available in a campaign and
how they can be learned, as always.
Optional Spell Revisions. This section contains a
short list of optional minor revisions that can be applied
to spells from the Player's Handbook and Xanathar's
Guide to Everything. These revisions help balance out
the power of some of the stronger and the less powerful
spells and spellcasting classes.
Spell Variants. This section has a variety of optional
spells that are based on existing spells but with minor
changes, such as damage type, saving throws, or school
of magic. Use these spells if you want to have a wealth
of options for every damage type and theme.
Magic Specialization Lists. This section contains
spell lists for the aeromancy, geomancy, hydromancy,
pyromancy, and elemancy magic specializations, along
with some information about the rules for magic speci-
alizations. For more information, see page 226.

NEW SPELLS and paladins require special consideration. When char-
acters of those classes prepare their spells, they have ac-
pells are one of the most exciting aspects of cess to the entire spell list for their class. Given that fact,
the game for many players and DMs. New the DM should be cautious about making all of these
spells can add a wealth of fun and engaging new spells available to a player who is overwhelmed
moments to your campaign. As always, the when presented with many options. For such a player,
Dungeon Master decides which of these consider adding only story-appropriate spells to the spell
spells are available in a campaign and how list of that player's character.
they can be learned For example, a DM
might decide that some of the spells are freely available, SPELL LISTS
that others are unobtainable, and that a handful can be
found only after a special quest, perhaps discovered in a The following spell lists show which spells can be cast
long-lost tome of magic. Wizard spells, in particular, can by characters of each class.
be introduced to a campaign in spellbooks as treasure.
When a DM adds spells to a campaign, clerics, druids

ARTIFICER SPELLS 5TH LEVEL 8TH LEVEL 6TH LEVEL
(ANTRI PS (0 LEVEL} Burrow Great Voice Shelter From Energy
Rejuvenate Zone of Restoration
Conjure Arms Water to Acid 9TH LEVEL
Force Strike Mass Renewal 7TH LEVEL
Guard BARD SPELLS Ordainment of Metal Rescue the Dying
Magic Orb (ANTRI PS (0 LEVEL} Resonance
Renewal Wind Wake 8TH LEVEL
Topple Conjure Arms Great Voice
Water Spout Guard CLERIC SPELLS
Weathering Renewal CAN TRI PS (0 LEVEL} 9TH LEVEL
Topple Grand Flood
1ST LEVEL Conjure Arms Mass Renewal
Barrier 1ST LEVEL Guard Ordainment of Colors
Beluud's Corrosive Caress Barrier Renewal Ordainment of Metal
Glide Torch oflife
Radic's Sudden Spark 2ND LEVEL 1ST LEVEL
Swoop Screen of Protection Barrier DRUID SPELLS
Shield Other Flash
2ND LEVEL Halo of Glory (ANTRI PS (0 LEVEL}
Dive 3RD LEVEL
Cannon Blast Healing Wave 2ND LEVEL Earth Stomp
Ice Sculpture Mass Shield Sanctify Water Razor Leaf
Screen of Protection Relocate Screen of Protection Renewal
Shield Other Swift Ward Shield Other Tend Plants
Water Spout
3RD LEVEL 4TH LEVEL 3RD LEVEL Weathering
Healing Wave Greater Renewal Healing Wave
Mass Shield March of Blades Mass Shield 1ST LEVEL
Relocate Swift Ward Barrier
Sand Cloak 5TH LEVEL Conflagration
Swift Ward Sonic Boom 4TH LEVEL Conjure Critters
Enhance Body Glide
4TH LEVEL 6TH LEVEL Greater Renewal Leaf Shield
Enhance Body Howling Void Holy Glare Swoop
Envenomed Weapon Zone of Restoration Life Spring Water Whip
Greater Renewal
Heat Wave 7TH LEVEL 5TH LEVEL 2ND LEVEL
Life Spring Misty March Heavenly Pillar Blades of Grass
Wind Funnel Rejuvenate Dive
Shining Armor Drown
CHAPT~R TWO I SPELLS
68 FANMADE HOMEBREW THE ELEMENTS AND BEYOND

D&D UNLEASHED (vl.O)

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Ice Sculpture 8TH LEVEL RANGER SPELLS 1ST LEVEL
Terra Spike Animate Tree Beluud's Corrosive Caress
Encasing Ice 1ST LEVEL Conflagration
3RD LEVEL Wall of Lava Barrier Flash
Acid Cloud Windcage Conjure Critters Glide
Cold Snap Glide Pyrokinesis
Healing Wave 9TH LEVEL Radic's Sudden Spark Radic's Sudden Spark
Quake Walk Caldera Leaf Shield Stone Blast
Sand Cloak Combustion Swoop Swoop
Swift Ward Earth Whelm Water Whip
Terra Steed Grand Flood 2ND LEVEL
Mass Renewal Blades of Grass 2ND LEVEL
4TH LEVEL Ordainment of Mist Cyclone Strike Beluud's Brutal Jaunt
Envenomed Weapon Ordainment of Storms Dive Cannon Blast
Cyclone Summon Primal Spirit Drown Dive
Glistening Acid Slick Torch of Life Gale Weapons Drown
Greater Renewal Wind Wake Ice Sculpture
Heat Wave 3RD LEVEL Jolt of Pain
Steam Strike PALADIN SPELLS Healing Wave Screen of Protection
Stockade Sprouts Quake Walk Terra Spike
Wind Funnel 1ST LEVEL Sand Cloak
Barrier Swift Ward 3RD LEVEL
5TH LEVEL Flash Terra Steed Acid Cloud
Burrow Halo of Glory Cold Snap
Molten Upheaval 4TH LEVEL Quake Walk
Rejuvenate 2ND LEVEL Enhance Body Relocate
Sinking Maw Sanctify Water Envenomed Weapon Sand Cloak
Sonic Boom Screen of Protection Greater Renewal Swift Ward
Sun Flower Shield Other Life Spring Terra Steed
Water to Acid Stockade Sprouts Toxic Breath
Wild Stampede 3RD LEVEL Wind Funnel
Healing Wave 4TH LEVEL
6TH LEVEL Mass Shield 5TH LEVEL Boulder Shot
Dark Lagoon Swift Ward Blazing Thunderbolt Strike Cyclone
Force of Nature Burrow Enhance Body
Howling Void 4TH LEVEL Hunter's Arrow Glistening Acid Slick
Seismic Jaws Enhance Body Rainbow Heat Wave
Shelter from Energy Holy Glare Rejuvenate March of Blades
Swelling Storm Life Spring Soar Steam Strike
Zone of Restoration Wild Stampede Wind Funnel
5TH LEVEL
7TH LEVEL Blazing Thunderbolt Strike SORCERER SPELLS 5TH LEVEL
Elemental Chains Heavenly Pillar Burrow
Globe of Winter Rejuvenate (ANTRI PS (0 LEVEL) Fingers of Lightning
Living Burial Shining Armor Heavenly Pillar
Mighty Roots Conjure Arms Molten Upheaval
Primordial Tides Earth Stomp Sinking Maw
Rescue the Dying Force Strike Soar
Sandstorm Guard
Magic Orb CHAPTER TWO ISPELLS
Tend Plants
Topple D&D UNLEASHED (vl.O)
Water Spout

69

THEELEMENTSANDBEYOND FANMADE HOMEBREW

Sonic Boom Weathering Topple Sonic Boom
Sun Flower Water Spout Sun Flower
l ST LEVEL Weathering Water to Acid
6TH LEVEL
Annihilation Disk Beluud's Corrosive Caress 1ST LEVEL 6TH LEVEL
Dark Lagoon Pyrokinesis Beluud's Corrosive Caress Annihilation Disk
Howling Void Starlight Conflagration Beluud's Boiling Bubble
Seismic Jaws Stone Blast Flash Dark Lagoon
Shelter from Energy Glide Gate Walk
Star Step 2ND LEVEL Pyrokinesis Howling Void
Swelling Storm Beluud's Brutal Jaunt Radic's Sudden Spark Seismic Jaws
Trailblazer Cannon Blast Stone Blast Shelter from Energy
Drown Swoop Star Step
7TH LEVEL Jolt of Pain Swelling Storm
Beluud's Bile Blossom Terra Spike 2ND LEVEL Trailblazer
Elemental Chains Beluud's Brutal jaunt
Explosive Rift 3RD LEVEL Cannon Blast 7TH LEVEL
Globe of Winter Petrify Cyclone Strike Beluud's Bile Blossom
Living Burial Swift Ward Dive Elemental Chains
Primordial Tides Drown Explosive Rift
Sandstorm 4TH LEVEL Gale Weapons Globe of Winter
Storm God's Haste Boulder Shot Ice Sculpture Living Burial
Storm Spear Heat Wave jolt of Pain Misty March
Wind Funnel Screen of Protection Sandstorm
8TH LEVEL Terra Spike Storm God's Haste
Corrosive Plume 5TH LEVEL Storm Spear
Electric Interdiction Blazing Thunderbolt Strike 3RD LEVEL
Encasing Ice Soar Acid Cloud 8TH LEVEL
Fist of Flame Water to Acid Cold Snap Corrosive Plume
Golem Armor Mass Shield Electric Interdiction
Great Voice 6TH LEVEL Petrify Elemental Meteor
Wall of Lava Dark Lagoon Relocate Encasing Ice
Windcage Howling Void Swift Ward Fist of Flame
Star Step Terra Steed Flaring Weapon
9TH LEVEL Trailblazer Toxic Breath Golem Armor
Acid Ward Great Voice
Deep Freeze 7TH LEVEL 4TH LEVEL Wall oflava
Elemental Step Elemental Chains Boulder Shot Windcage
Megalith Globe of Winter Cyclone
Obliteration Beam Living Burial Enhance Body 9TH LEVEL
Ordainment of Colors Misty March Envenomed Weapon Acid Ward
Ordainment of Crystal Frost Armor Caldera
Ordainment of Lava 8TH LEVEL Glistening Acid Slick Combustion
Ordainment of Metal Encasing Ice Heat Wave Deep Freeze
Ordainment of Mist Golem Armor March of Blades Earth Whelm
Ordainment of Storms Great Voice Steam Strike Elemental Step
Plasma Coil Wall of Lava Stockade Sprouts Megalith
Resonance Wind Funnel Obliteration Beam
Wind Wake 9TH LEVEL Ordainment of Colors
Ordainment of Colors 5TH LEVEL Ordainment of Crystal
WARLOCK SPELLS Blazing Thunderbolt Strike Ordainment of Lava
CANTRI PS (0 LEVEL) WIZARD SPELLS Burrow Ordainment of Metal
(ANTRI PS (0 LEVEL) Fingers of Lightning Ordainment of Mist
Earth Stomp Molten Upheaval Ordainment of Storms
Force Strike Conjure Arms Shining Armor Plasma Coil
Guard Earth Stomp Sinking Maw Resonance
Topple Force Strike Soar Wind Wake
Water Spout Guard
Magic Orb THE ELEMENTS AND BEYOND
CHAPT~R TWO I SPELLS Tend Plants
70
FANMADE HOMEBREW
D&D UNLEASHED (vl.O)

NEW SPELL DESCRIPTIONS .ANNIHILATION DISK

The spells are presented in alphabetical order. For each 6th-level evocation (Sorcerer, Wizard)
speli after the spell's level and schooi the classes whose
spell lists the spell appears on are given in parentheses. Casting Time: 1 action
These lists do not include subclasses that grant spells. Range: 90 feet
Components: V, S
AcmCLoun Duration: 1 minute

3rd-level conjuration (Druid, Sorcerer, Wizard) You hurl a swirling disk of destructive force at one
creature you can see within range. Make a ranged spell
Casting Time: 1 action attack against the target. On a hit, the target takes 8d6 +
Range: 60 feet 15 force damage and the spell ends. This spell ignores
Components: V, S resistance, and targets with vulnerability to slashing
Duration: Concentration, up to 1 minute damage have vulnerability to the spell's damage.

You conjure a cloud of acidic vapor over the head of one On a miss, the disk flies past the target and begins
creature you can see within range. The cloud follows the flying through the air on its own, seeking out another
target as it moves and sprays acid upon it periodically. target. Note the location of your target when you cast
At the start of each of the target's turns while the cloud the spell At the start of your next turn, you must repeat
remains, the target and each other creature in the the spell attack (no action) against the creature within
target's space must succeed on a Dexterity saving throw range that is now closest to that space, possibly even
or take 5d4 acid damage. attacking yourself. If this attack misses or has no target,
repeat this process using the location of the last target
The cloud lasts for the duration or until a wind of when the spell attacked it, repeating the attack each
moderate or greater speed (at least 10 miles per hour) round until the spell ends.
disperses it. If the target ends any of its turns at least 50
feet away from where it began that turn, the spell The disk uses blindsight to find its targets, not vision,
immediately ends. and it weaves around obstacles to reach its target, so
subsequent attacks after the first ignore half cover and
At Higher Levels. When you cast this spell using a three-quarters cover and do not suffer disadvantage if
spell slot of 4th level or higher, the damage dealt you cannot see the target. If multiple creatures are tied
increases by ld4 for each slot level above 3rd for being the closest to the disk when you repeat the
attack, you choose which one the disk attacks.
AcmWARD
The disk damages objects in its path that aren't being
9th-level conjuration (Sorcerer, Wizard) worn or carried When this spell destroys an object or
kills a creature, it is sliced in twain.
Casting Time: 1 action
Range: Self At Higher Levels. When you cast this spell using a
Components: V, S, M (a bit of solvent or a swamp frog) spell slot of 7th level or higher, the damage dealt
Duration: 1 hour increases by 2d6 for each slot level above 6th.

You are surrounded by a swirling shield of protective ANIMATE 'TREE
green acid that doesn't damage you or your equipment. 8th-level transmutation (Druid only)
You can end the spell early by using an action to dismiss
it. Until the spell ends, you gain the following benefits: Casting Time: 1 minute
Range: Touch
• You have resistance to acid damage. Components: V, S, M (the bark of a tree that fell on its
• You can't be restrained by nonmagical objects.
• Any creature that grapples you or begins its turn own)
Duration: Concentration, up to 1 hour
while grappling you takes 12d4 acid damage.
• Whenever a creature within 5 feet of you makes a You touch a Large or Huge non-creature plant and fill it
with animating magic. Until the spell ends, the target is a
melee attack against you, the creature has disadv- creature and uses a treant's statistics, except that it can't
antage on the attack, and it takes 8d4 acid damage speak, it lacks the Animate Trees ability, and it has
before the attack hits or misses. Intelligence and Charisma scores of 1. The spell ends
• When you are attacked with a weapon, the attack when the treant drops to Ohit points. (The DM has game
misses and the swirling acid consumes the weapon, statistics for this creature.)
dissolving it and destroying it. If ammunition was
used, it is consumed instead This doesn't happen if When the spell is cast, the target uproots, gains the
the weapon is magical or a natural weapon, or if the ability to move its limbs, roots, vines, and so forth, grows
attack used magical ammunition. to size Huge if it was smaller, and gains senses similar to
a human's. It is friendly to you and your companions for
A creature killed by this spell is dissolved into slime. the duration. Roll initiative for the treant, which has its
own turns. It obeys any verbal commands that you issue
to it (no action required by you} If you don't issue any

CHAPTER TWO ISPELLS 71

THF, ELEMENTS AND BEYOND H\NMADE HOMEBREW D&D UNLEASHED (vl.0)

commands to the treant, it defends itself from hostile You conjure a steaming bubble of boiling water to cap-
creatures but otherwise takes no actions. ture one creature that you can see within range. The
target must make a Dexterity saving throw. On a failed
When the spell ends, the target stops being a creature save, it is trapped inside the bubble and it takes 4d8 fire
and becomes inanimate once again, returning to its damage. On a success, it takes half as much damage
original size in the process. The plant then takes root in and the spell ends.
its current location if possible.
While trapped by the bubble, the target is restrained
BARRIER and unable to breathe unless it can breathe water, and
1st-level abjuration (Artificer, Bard, Cleric, Druid, at the start of each of its turns, it must succeed on a
Paladin, Ranger) Constitution saving throw or become blinded until the
start of its next turn. Also, when the target ends its turn
Casting Time: 1 action within the bubble, it takes 4d8 fire damage, and the
Range: 60 feet bubble rises 10 feet higher into the air. The target does
Components: V, S not fall while it is trapped in the bubble.
Duration: Concentration, up to 10 minutes
To escape the bubble, the target can use its action to
You shroud one creature that you can see within range make a Strength or Dexterity check (its choice) against
in a protective bubble of rubbery force that has hit your spell save DC. On a success, it frees itself from the
points equal to 2d8 + your spellcasting ability modifier bubble and falls unless it can fly or stop the falL and the
and lasts for the duration. If the target would take spell ends.
damage before the spell ends, the ward blocks that
damage and takes the damage instead The ward cannot When the spell ends, the bubble vanishes, and each
block psychic or poison damage unless it is dealt by an creature trapped inside falls unless it can stop the fall
attack. If the ward is reduced to Ohit points, the target
takes any remaining damage and the spell ends. BELUUD'S BRUTALjAUNT
2nd-level conjuration (Sorcerer, Warlock, Wizard)
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the ward hit points Casting Time: 1 action
increase by 2d8 for each slot level above 1st. Range: 30 feet
Components: V, S, M (a spiked ring)
BELUUD'S BILE BLOSSOM Duration: Instantaneous
7th-level conjuration (Sorcerer, Wizard)
You leap through space in a blur, smashing into a foe as
Casting Time: 1 action you pass between realms. You teleport to an unoccupied
Range: 120 feet space of your choice that you can see within range. You
Components: V, S, M (two animal stomachs, one inside can also choose up to one creature in a line 5 feet wide
originating at the space you left and ending at the space
the other) you teleported to. The target must make a Constitution
Duration: Instantaneous saving throw.

You blast one creature or object that you can see within On a failed saving throw, the target takes 3d10 force
range with a spiraling beam of greenish-yellow acidic damage and is knocked prone. On a successful saving
bile that crashes over the target, bursting and spraying throw, the target takes half as much damage and is not
beyond it. You make a ranged spell attack against the knocked prone.
target. On a hit, the target takes 12d4 acid damage.
At Higher Levels. When you cast this spell using a
In addition, hit or miss, the blast sprays around the spell slot of 3rd level or higher, the maximum number of
target, creating a 60-foot cone of acidic spray originating creatures you can target increases by one for each slot
from the space just in front of the target. The cone is level above 2nd
facing away from you and must include the target in its
area. Each creature in the area (including the target) BELUUD'S CORROSIVE CARESS
must make a Dexterity saving throw. On a failed saving 1st-level conjuration (Artificer, Sorcerer, Warlock,
throw, a creature takes 12d4 acid damage, or half as Wizard)
much damage on a success.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a Range: Touch
spell slot of 8th level or higher, the acid damage dealt Components: V, S
(for both parts) increases by 2d4 for each slot level Duration: Instantaneous
above 7th.
You attempt to touch a creature as you conjure magical
BELUUD'S BOILING BUBBLE acid into the palm of your hand Make a melee spell
6th-level conjuration (Wizard only) attack against the target. On a hit, the target takes 5d4
acid damage, and nonmagical armor worn by the target
Casting Time: 1 action is partly dissolved and takes a permanent and cumulative
Range: 90 feet -2 penalty to the AC it offers. The armor is destroyed if
Components: V, S, M (a boiled frog) the penalty reduces its AC to 10.
Duration: Concentration, up to 1 minute

CHAPT~R TWO I SPELLS FANMADE HOMEBREW THE ELEMENTS AND BEYOND

72

D&D UNLEASHED (vl.O)

Armor that is affected or destroyed by this spell can BOULDER SHOT
be fully restored with the mending spelL or through the 4th-level transmutation (Sorcerer, Warlock, Wizard)
use of appropriate tools. Casting Time: 1 action
Range: 120 feet
At Higher Levels. When you cast this spell using a Components: V, S
Duration: Instantaneous
spell slot of 2nd level or higher, the damage increases by You summon a boulder from an unoccupied space
2d4 for each slot level above 1st. adjacent to a surface within range that you can see, like
a floor, walL or ceiling. The surface doesn't have to be
BLADES OF GRASS made of a single contiguous materiaL but it must mostly
2nd-level transmutation (Druid, Ranger) be made of earth, sand, stone, metaL crystaL or another
suitable earthen or stone-like materiaL and it must be at
Casting Time: 1 bonus action least 1 foot deep, or else the spell fails.
Range: Touch
Components: V, S, M (pieces of grass or conifer leaves) When the boulder appears, you use magic to hurl it at
Duration: Concentration, up to 1 hour one creature or object within 120 feet of the boulder
that you can see. Make a spell attack against the target.
Up to 15 pieces of grass or conifer leaves that you touch On a hit, the target takes 6d10 nonmagical bludgeoning
transform into magical weaponry. You transform each damage and must make a Strength saving throw, falling
object into your choice of an arrow, blowgun needle, or prone and being pushed 15 feet on a failed save. On a
crossbow bolt. If you target no more than two objects, miss, the target takes half damage and is not knocked
your choices for transformation also include a dagger, prone or pushed
shortsword, scimitar, rapier, longsword, or greatsword
The spell attack you make with this spell determines
The weapons and ammunition are constructed out of cover and line of effect (including the direction to push)
plant material and weigh half as much as normal They as if it was made from the location where the boulder
was summoned rather than your location, and it ignores
are extra sharp, granting them a +1 bonus to damage disadvantage caused by a target being prone.

rolls. You can choose to have them be magical; if you This spell deals double damage to objects and
don't, the spell does not use concentration. structures.

Ammunition created by this spell is destroyed when it At Higher Levels. When you cast this spell using a
hits a target. When the spell ends, all the weaponry
turns to dust. spell slot of 5th level or higher, the damage dealt
increases by ldl0 for each slot level above 4th.
BLAZING THUNDERBOLT STRIKE
5th-level evocation (Paladin, Ranger, Warlock, Wizard) I

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon
attack during this spell's duration, a bolt of flaming
lightning streaks down from above and strikes the
target at the same moment. The attack deals an extra
2d8 lightning damage and 3d6 fire damage to the target,
and the target must make a Constitution saving throw. It
has disadvantage on the saving throw if it is wearing
armor made of metal

On a failed saving throw, the target is knocked prone,
can't take reactions until the start of your next turn, and
is lit ablaze. Until a creature takes an action to douse
the fire, it takes ldl0 fire damage at the start of each of
its turns. This fire continues even after the spell ends.

Ifyou are outdoors in stormy conditions when you hit
with the attack, the lightning damage increases by ld8.
If the target is already ablaze when you hit with the
attack, the fire damage increases by 2d6.

At Higher Levels. When you cast this spell using a

spell slot of 6th level or higher, the lightning damage
dealt increases by ld8 (or 2d8 in stormy conditions) and
the fire damage dealt increases by ld6 (or 2d6 if the
target is already ablaze) for each slot level above 5th.

73

THE ELEMENTS AND BEYOND FANMADE HOMEBREW -

BURROW RULES TIP: BURROWING & TREMORSENSE
A creature that has a burrowing speed can use that
5th-level transmutation (Artificer, Druid, Ranger, speed to move through sand, earth, mud, or ice.
Sorcerer, Wizard) Most forms of burrowing (such as the burrow
spell) don't allow you to burrow through solid rock.
Casting Time: 1 action
Range: Self A creature's reach with melee attacks is not
Components: V, S, M (a groundworm or mole's claw) considered to extend into the floor, walls, ceiling,
Duration: Concentration, up to 1 hour or other obstacles. Thus a creature who burrows
into the ground will trigger opportunity attacks
You become magically attuned to the earth and ground before it gains total cover from the ground.
around you, enabling you to traverse it like a fish does
water. Until the spell ends, you have tremorsense that A creature with tremorsense can detect and
extends out to 60 feet around you, you gain a burrowing pinpoint the origin of vibrations within a specific
speed of 40 feet, and you can hold your breath for 10 radius, provided that the creature and the source of
times as long as normal the vibrations are in contact with the same ground
or substance. Tremorsense can't be used to detect
If this spell ends while you are underground and you flying or incorporeal creatures.
lack a burrowing speed, you are trapped underground
Until you are excavated or you manage some way out on Each creature that starts its turn within 15 feet of the
your own, you are buried (See Appendix A, page 225} lava or enters that area for the first time on a turn takes
4d8 fire damage, or 12d8 fire damage if it is restrained
CALDERA by the lava. When a restrained creature ends its turn, it
sinks into the lava. In addition, whenever a creature falls
9th-level transmutation (Druid, Wizard) prone within the lava or ends its turn while prone within
the lava, it takes 8d8 additional fire damage and sinks
Casting Time: 1 action or 1 hour into the lava. This spell treats creatures that cannot be
Range: 90 feet prone as if they are always prone instead
Components: V, S, M (a diamond worth at least 800gp)
Duration: Concentration, up to 1 minute, or A restrained creature can use an action to attempt to
escape. It makes a Strength check against your spell save
Instantaneous (if cast over 1 hour) DC, with disadvantage if it has sunk into the lava. On a
success, it frees itself and stands atop the lava.
There are two possible uses for the spen granting either
immediate or long-term effects. The lava damages objects in the area and ignites
flammable objects that aren't being worn or carried, and
Lava. If you cast this spell using 1 action, the ground it flows downhill and through holes or channels (at the
within 60 feet of a point that you choose within range is DM's discretion} When the spell ends, the lava cools and
transformed into superheated molten lava that extends 5 hardens into black obsidian glass. The obsidian is broken
feet deep until the spell ends. The lava sheds bright light wherever a creature would be trapped inside.
for 30 feet and dim light for an additional 30 feet beyond
that. A creature walking on the lava must spend 4 feet of Magma. If you cast this spell over 1 hour, you call forth
movement for every 1 foot it moves. Each creature that magma deep beneath the land The spell's material com-
touches the lava for the first time on a turn must make a ponents are consumed, the ground level rises by twenty
Dexterity saving throw, unless it is already restrained by feet, and if there is a volcano at your location, it grows
the lava. On a failed save, it takes 8d8 fire damage and is taller and stronger. Doing this at the same location once
restrained by the lava. On a success, it takes half damage every 30 days for 10 years creates a permanent volcano,
and it isn't restrained topped with a permanent caldera that functions the same
as the Lava version of this spell The volcano has a radius
of at least 1 mile at its base. It's activity leveL topography,
and growth rate are determined by the DM.

CANNON BLAST

2nd-level evocation (Artificer, Sorcerer, Warlock,
Wizard)

Casting Time: 1 action
Range: Self (60 feet)
Components: V
Duration: 1 turn

You release a blast of flame behind you that rockets you
into the air. You fly up to 60 feet in a straight line and

MEBREW THE ELEMENTS AND BEYOND

Any levels of exhaustion caused by this spell are
removed from a creature when it finishes a short or long
rest in a warm environment.

At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage dealt
increases by ldlO for each slot level above 3rd

stop at the first creature you contact. You can choose to COMBUSTION
make a melee spell attack against the creature, hitting it 9th-level transmutation (Druid, Wizard)
with a magic barrier. On a hit, the target takes 3d6 fire
damage and 2d6 force damage, and it must succeed on Casting Time: 1 action
a Strength saving throw or be knocked prone. On a Range: Self (90 feet)
miss, the target takes half as much damage and isn't Components: V, S
knocked prone. Duration: Concentration, up to 1 minute

For this turn, your barrier grants you resistance to You become a locus for the primal force of combustion
damage from falls, and falls do not knock you prone itself. Until the spell ends, the following effects occur
upon landing. Upon finishing the movement and attack within 90 feet of you and are not blocked by total cover:
caused by this spelL you fall if you are still aloft, unless
you can stop the fall • Objects in the area have vulnerability to fire damage.
• Flammable objects in the area that aren't being worn
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the force damage dealt or carried are automatically on fire.
increases by ld6 for each slot level above 2nd • Fire in the area cannot be doused, extinguished, or

COLD SNAP smothered and doesn't require air.
• Each creature that enters the area or starts its turn
3rd-level evocation (Druid, Sorcerer, Wizard)
in it is lit ablaze. A burning creature takes ldlO fire
Casting Time: 1 action damage at the start of each of its turns until some-
Range: 60 feet one takes an action to douse the fire.
Components: S • Metal objects in the area are heated A creature in
Duration: 1 round or 10 minutes physical contact with a heated object takes 2d8 fire
damage at the end of each of your turns, and it has
With a snap of your fingers you banish heat from a disadvantage on attack rolls and ability checks while
target. There are two possible uses for the spell: holding or wearing a heated object unless it is
targeting either one creature that you can see within immune to fire damage.
range or targeting an area of liquid, such as water, acid, • When another effect in the area rolls a 1 or a 2 on a
mud, snow, quicksand, or lava. damage die for fire damage, the die is rerolled and
must use the new rolL even if the new roll is a 1 or 2.
Ifyou target a creature, it must make a Constitution
saving throw. On a failure, the target takes Sdl0 cold When you cast the spelL you can choose any number
damage and until the end of your next turn, its speed is of creatures and objects to be completely unaffected by
reduced to 0 feet and it has disadvantage on weapon the spell
attack rolls. It also gains one level of exhaustion unless
it has resistance or immunity to the spell's damage. On CONFLAGRATION
a success, it only takes half damage and it doesn't suffer 1st-level evocation (Druid, Sorcerer, Wizard)
any other effects.
Casting Time: 1 action
Ifyou target an area, your magic affects a portion of Range: 60 feet
liquid that you can see within range and fits into a 30 Components: V, S, M (flint and tinder, or a flame)
foot cube. The affected liquid is frozen solid for 10 Duration: Concentration, up to 1 minute
minutes, provided that there are no creatures in the
area. Not all liquids lose their properties when frozen. Fire springs from the ground within 10 feet of a point
For example, frozen lava may still be extremely hot to that you can see within range and lasts until the spell
the touch, and frozen acid may still sting or even cause ends or until it is extinguished by any means. The fire
damage in extreme concentrations. extends 5 feet above the ground Each time a creature
starts its turn in the fire or enters it for the first time on
a turn, it must succeed on a Dexterity saving throw or
else take ldlO fire damage.

The spell ignites any flammable objects in the fire
that aren't being worn or carried

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the radius of the effect
increases by 10 feet for each slot level above 1st.

CHAPTER TWO SPELLS

75

THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)

CONJURE ARMS CORROSIVE PLUME

Conjuration cantrip (Artificer, Bard, Cleric, Sorcerer, 8th-level conjuration (Sorcerer, Wizard)
Wizard) Casting Time: 1 action
Range: 100 feet
Casting Time: 1 reaction, taken at the start of your turn Components: V, S
Range: Self Duration: Instantaneous
Components: V, S A wave of acidic gas erupts from your hands in a line 100
Duration: 1 minute feet long and 15 feet wide. Each creature in the area
must make a Dexterity saving throw. On a failure, a
Until the end of your turn, when you would be able to creature takes 13d6 acid damage, and if it is wearing
draw a weapon or shield, you can instead conjure an nonmagical armor that isn't adamantine, that armor is
object of that form into your hand(s) as if you'd drawn it. dissolved and destroyed On a success, a creature takes
You cannot create items of value greater than 50 gp in half as much damage and nothing else.
total Ifyou conjure a shield, you can choose to have it
appear already equipped to you. The spell damages objects in the area.

Equipment made by this spell is slightly translucent CYCLONE
and obviously conjured, and is no sturdier than equip-
ment of low quality, but otherwise functions the same as 4th-level transmutation (Druid, Sorcerer, Wizard)
any nonmagical version for the duration. Though they Casting Time: 1 action
are conjured by magic, they are not magical If the spell Range: 120 feet
ends, you cast the spell again, or you do not hold the Components: V, S
equipment for an entire round, the conjured equipment Duration: 1 round
instantly vanishes. A swirling coil of fierce wind rises around one creature
that you can see within range. The target must make a
When you reach 5th leveL this spell's duration Dexterity saving throw. On a failure, the target takes 5d8
increases to 10 minutes. It increases to 1 hour at 11th bludgeoning damage, you can choose to push it up to 15
leveL and it increases to 8 hours at 17th level feet in any direction, and if the target is Huge or smaller,
it is thrown 30 feet up into the air. It remains aloft until
CONJURE CRITTERS the end of your next turn, at which point it falls unless it
can stop the fall While held aloft by this spelL a creature
1st-level conjuration (Druid, Ranger) is restrained if it cannot fly.

Casting Time: 1 action On a successful saving throw, the target takes half
Range: 30 feet damage and isn't pushed or launched into the air.
Components: V, S
Duration: Concentration, up to 1 hour RULES TIP: MAGICAL OR NONMAGICAL?
Some creatures and effects describe resistance to
You summon minor fey spirits that take the form of nonmagical bludgeoning, piercing, and slashing
beasts and appear in unoccupied spaces that you can damage. Unless otherwise stated, all spells in this
see within range. Choose one of the following options document and in any other D&D book which deal
for what appears: bludgeoning, piercing, or slashing damage count as
dealing magical damage. Exceptions will specify
• One beast of challenge rating 1/4 or lower their damage as nonmagical.
• Two beasts of challenge rating 1/8 or lower
• Four beasts of challenge rating 0
• Eight beasts of challenge rating 0, but these beasts

can't deal any damage, regardless of their statistics.

Each beast is also considered fey, and it disappears

when it drops to Ohit points or when the spell ends.

The summoned creatures are friendly to you and your

companions. You roll initiative for the summoned '

creatures as a group, which has its own turns. They

obey any verbal commands that you issue to them (no

action required by you} If you don't issue any commands

to them, they defend themselves from hostile creatures,

but otherwise take no actions.

The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using

certain higher-level spell slots, you choose one of the

summoning options above, and more creatures appear:

twice as many with a 3rd-level slot, three times as many

with a 5th-level slot, four times as many with a 7th-level

slot, and five times as many with a 9th-level slot.

CHAPTER TWO ISPELLS FANMADE HOMEBREW THE ELEMENTS AND BEYOND

76

D&D UNLEASHED (vl.O)

CYCLONE STRIKE DEEP FREEZE

2nd-level transmutation (Ranger, Wizard) 9th-level evocation (Sorcerer, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 60 feet
Components: V, M (one or two weapons) Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute

Slicing wind swirls around you in a cyclone as you make You freeze the liquid inside one creature that you can see
a magical spinning strike. You make a melee attack with within range. The target is paralyzed until the spell ends,
a weapon that you are holding against each creature of and it must make a Constitution saving throw. On a failed
your choice within the spell's range. If you are holding save, the target takes 7d10 + 30 cold damage, or half as
two weapons that you can use for two-weapon fighting, much damage on a success. Water elementals make this
you can make an attack with each of those weapons saving throw with disadvantage and are never immune to
against each target, using two-weapon fighting rules to this paralysis. The target makes another Constitution
determine each attack's damage. saving throw at the end of each of its turns, ending the
spell on a success.
For these attacks, the weapons count as magical for
the purposes of overcoming resistance and their reach This spell has no effect on creatures that are immune
is the spell's range. After the attacks, the wind disperses to cold damage, constructs, or undead A creature killed
gas or vapor and extinguishes unprotected flames that by this spell is transformed completely into ice.
are torch-sized or smaller within 20 feet of you.
DIVE
Until the start of your next turn, any ranged weapon
attacks made against you have disadvantage. 2nd-level transmutation (Artificer, Druid, Ranger,
Sorcerer, Wizard)
DARK LAGOON
Casting Time: 1 action
6th-level conjuration (Druid, Sorcerer, Warlock, Wizard) Range: Touch
Components: V, S, M (fish scales and a sea shell)
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 150 feet
Components: V, S, M (a conch shell) You touch one creature and imbue it with aquatic magic,
Duration: Concentration, up to 1 hour allowing it to traverse watery environments with ease.
Until the spell ends, the target gains a swimming speed
You conjure a 60 foot cube of sloshing murky water of 60 feet, it can breathe water, and it doesn't suffer
centered on a point that you can see within range. The disadvantage on attack rolls for being underwater.
water does not leave the confines of the cubic area, nor
is it affected by gravity. The water is heavily obscured While the spell lasts, the target also has advantage on
for everyone except you. To you, it only appears lightly saving throws made to resist the dark lagoon, scalding
obscured You can breathe and speak in this conjured sphere, and watery sphere spells, and it ignores any
water, and you have a swim speed equal to your walking difficult terrain or obscurement caused by the presence
speed while you are within it. of water (but not the effects of water currents~

The cube of water appears instantly, and creatures At Higher Levels. When you cast this spell using a
whose space is inside the edge of the area can make a spell slot of 3rd level or higher, you can target one
Dexterity saving throw. On a failed saving throw, they
are trapped inside the area. On a successful saving .additional creatur.e for ea~h .slot 19 ~1. above 2.. nd
throw, a creature can use its reaction to move up to its
speed to an unoccupied space that is outside the area.
Once the spell has been cast, the water tension on each
side of the cube makes it tough to escape. Any creature
that attempts to move out of the area must make a
Strength saving throw. On a failed saving throw, it is
unable to leave the area this turn.

When the spell ends, you choose to have the water
either vanish or remain. If it remains, the water loses its
magic, and collapses in a wave. Each creature in a 40-
foot radius on the ground under the cube must make a
Strength saving throw. On a failed saving throw, a
creature takes 6d6 nonmagical bludgeoning damage, is
pushed 20 feet away from the center of the effect, and is
knocked prone. This wave of water also pushes and
damages objects that aren't being held or carried

THEELEMENTSANDBEYOND FAN

DROWN RULES TIP: SUFFOCATION
2nd-level conjuration (Druid, Ranger, Sorcerer, Warlock,
Wizard) A creature can hold its breath for a number of
minutes equal to l + its Constitution modifier
Casting Time: 1 action (minimum of 30 seconds).
Range: 60 feet
Components: V, S, M (teeth, seaweed, and seawater) When a creature runs out of breath or is choking,
Duration: Concentration, up to 1 minute it can survive for a number of rounds equal to its
Constitution modifier (minimum of l round). At
You conjure a globe of magical water to surround a foe's the start of its next turn, it drops to O Hit Points
head and drown it. Choose one creature in range that and is dying, and it can't regain Hit Points or be
you can see. The target must make a Strength saving stabilized until it can breathe again.
throw. On a failed saving throw, the target cannot speak
and has disadvantage on attack rolls and on Wisdom For example, a creature with a Constitution of
(Perception) checks that rely on sight or hearing until 14 can hold its breath for 3 minutes. If it starts
the spell ends. While the spell continues, it takes 2d8 suffocating, it has 2 rounds to reach air before it
bludgeoning damage at the start of each of its turns. drops to O Hit Points.

At the end of each of its turns, the creature can repeat Ground in the area must be traversed as if it were a
the saving throw. On a success, the creature breaks free water-like liquid - walking or burrowing normally is
and the spell ends. Creatures that can breathe water or impossible. The ground is heavily obscured and difficult
do not have to breathe automatically succeed on the terrain. A creature that is entirely submerged in it must
saving throw. hold its breath or suffocate, and any creature that ends
its turn while touching it must make a Strength saving
At Higher Levels. When you cast this spell using a throw. On a failed saving throw, a creature is pulled 20
spell slot of 3rd level or higher, the damage dealt in- feet downward, below the ground's surface.
creases by ld8 for each slot level above 2nd When you
cast this spell using a spell slot of 5th level or higher, the Each structure touching the ground in the area sinks
duration increases to Concentration up to 10 minutes, 5 feet into the ground at the start of each of your turns
and the target can only hold its breath for up to 30 for the duration. The ground flows around corners and
seconds before suffocating. into open structures, affecting the creatures inside, but
it can't flow through total cover.
EARTH STOMP
Transmutation cantrip (Druid, Sorcerer, Warlock, Wizard) When the spell ends, either because your concent-
ration is broken or because you decide to end it, ground
Casting Time: 1 action in the area returns to its normal state. Each creature
Range: 5 feet that is entirely immersed in ground becomes trapped
Components: S Until it is excavated or it manages some way out on its
Duration: Instantaneous own, it is buried (See Appendix A, page 225).

You stomp the ground, causing it to shake and flinging This spell only affects ground composed primarily of
bits of earth and stone at nearby foes. Each creature some form of earth, such as dirt, sand, clay, crystaL ash,
within range other than you must make a Dexterity metaL etc. It does not affect other materials like bone,
saving throw. On a failed saving throw, a creature takes wood, ice, etc.
ld6 bludgeoning damage. The spell fails if the caster is
not touching the ground when it is cast.

The spell's damage increases by ld6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

EARTH WHELM
9th-level transmutation (Druid, Wizard)

Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a vial of quicksand)
Duration: Concentration, up to 10 minutes

You use primal magic to confuse the elements in a 150-
foot cube centered on a point that you can see within
range. Ground in the area becomes fluid without losing
its shape. This effect extends through total cover, below
the ground's surface. Each creature and object on the
ground in the area sinks partially into the ground, as if
the ground were a liquid

CHAPTER TWO ISPELLS FANMADE HOMEBREW THE ELEMENTS AND BEYOND

78

D&D UNLEASHED (vl.O)

ELECTRIC INTERDICTION can see within range. Each creature within a 30-foot
8th-level evocation (Sorcerer, Wizard) sphere centered on that point must make a Dexterity
saving throw. A creature takes 3d10 fire damage and
Casting Time: 1 reaction, taken when a creature within 3d10 bludgeoning damage on a failed save, or half as
range moves, uses an action, bonus action, reaction, much damage on a success.
or legendary action, or interacts with an object
After impact, the flaming meteor lurches out of its
Range: 60 feet crater, awakens, and separates into a fire elemental and
Components: V, S an earth elementaL each of which disappears when it
Duration: Instantaneous drops to 0 hit points or when the spell ends. Each of the
elementals takes bludgeoning damage equal to half its
Just before the event can occur, you blast the triggering maximum hit points from the impact. Creatures in the
creature with lightning, forcing it to make a Dexterity earth elemental's space are pushed away from the cen-
saving throw. On a failed saving throw, the target takes ter of the impact point until they are completely outside
10d8 lightning damage and must make a Constitution the elemental's space.
saving throw. On a successful Dexterity saving throw,
the target takes half damage and no other effects. The elementals are friendly to you and your compan-
ions for the duration. Roll initiative for the elementals,
If the target fails the Constitution saving throw, the which have their own turns. They obey any verbal com-
action or effect that triggered this spell is foiled Any mands that you issue to them (no action required by
spell slots or abilities that the target would have exp- you} If you don't issue any commands to the elementals,
ended are still expended Its speed is reduced to 0 feet they defend themselves from hostile creatures but
for the rest of the turn, and if it is the target's turn, the otherwise take no actions.
turn ends immediately.
If your concentration is broken, the elementals don't
At Higher Levels. When you cast this spell using a disappear. Instead, you lose control of the elementals,
spell slot of 9th leveL the damage dealt increases by 2d8. they become hostile toward you and your companions,
and they might attack. An uncontrolled elemental can't
ELEMENTAL CHAINS be dismissed by you, and it disappears 1 hour after you
7th-level conjuration (Druid, Sorcerer, Warlock, Wizard) summoned it.

Casting Time: 1 action The DM has the elementals' statistics. This spell
Range: 120 feet deals double damage to objects and structures in the
Components: V, S, M (a length of chains, at least 10 ft.) area of the meteor impact. Additionally, ground within
Duration: Concentration, up to 1 minute the area becomes difficult terrain until cleared Each 5-
foot-diameter portion of the area requires at least 1
You conjure magical chains of elemental energy that minute to clear by hand
lurch toward your foes to shackle them. Choose up to
five creatures that you can see within range, and choose ELEMENTAL STEP
one of the following damage types: acid, cold, fire, 9th-level evocation (Sorcerer, Wizard)
lightning, or thunder.
Casting Time: 1 action
Each target must make a Dexterity saving throw. On a Range: 10 miles
failed saving throw, a target is restrained until the spell Components: V, S
ends. At the end of each of your turns while the spell Duration: Instantaneous
lasts, you can choose to pull any number of targets res-
trained by this spell up to 20 feet closer to you. You transform into a bolt of lightning and race instantly
across the landscape, teleporting yourself to a location
A creature restrained by the chains takes 6d8 damage of your choice within range. The destination you choose
of the chosen type at the start of each of its turns. In must be known to you, and it must be on the same plane
addition, it can use its action to make a Strength or of existence as you.
Dexterity check (its choice) against your spell save DC.
On a success, it frees itself. When you arrive at your destination, you return to
normal and a column of lightning crashes down around
At Higher Levels. When you cast this spell using a you in a 20-foot-radius, 200-foot-high cylinder centered
spell slot of 8th level or higher, you can target up to one on you. Flame blasts from you as welL filling a 40-foot
additional creature for each slot level above 7th. radius sphere centered on you which spreads around
corners. Each other creature in either area must make a
ELEMENTAL METEOR Dexterity saving throw. On a failure, a creature takes
8th-level conjuration (Wizard only) 8d8 lightning damage if it's in the column and 1Od6 fire
damage if it's in the sphere, or half as much damage on
Casting Time: 1 action a success.
Range: 500 feet
Components: V, S , M (a piece of a meteor) Your arrival also creates a wave of seismic tremors in
Duration: Concentration, up to 1 hour a 60-foot cube centered on a point of your choice. The
cube extends through total cover and must contain your
You beckon an elemental meteor to descend from above
and strike the ground in a fiery explosion at a point you

CHAPTER TWO ISPELLS 79

TFE ELEMENTS AND BEYOND FA'llMADF HOMEBREW D&D UNLEASHED (vl.0)

new space. It also creates a tide of freezing ice and mist Every 5-foot cube portion of ice that is broken reduces
in a 60-foot cone emanating from you. Other creatures the block's hit points by 15.
in either area must each make a Constitution saving
throw. On a failed saving throw, a creature takes 4d12 ENHANCE BODY
bludgeoning damage and is knocked prone if it's in the 4th-level transmutation (Artificer, Cleric, Paladin,
cube, and it takes 5d10 cold damage and has its speed Ranger, Sorcerer, Wizard)
reduced by 30 feet until the end of its next turn if it's in
the cone. On a success, a creature takes half as much Casting Time: 1 action
damage and isn't knocked prone or slowed Range: Touch
Components: V, S
Any ground in the cube is smashed and broken by the Duration: Concentration, up to 1 minute
tremors. It becomes difficult terrain until cleared, with
each 5-foot-square portion of terrain requiring at least 1 You touch one creature, imbuing the target with magic
minute to clear by hand that enhances and empowers its body. Choose either
Strength or Dexterity to empower. Until the spell ends,
The spell damages objects, and it ignites flammable the target gains the following benefits:
objects in the sphere or cylinder that aren't being worn
or carried • The target has advantage on ability checks that use
the chosen ability score and on saving throws made
ENCASING ICE to maintain concentration.
8th-level conjuration (Druid, Sorcerer, Warlock, Wizard)
• The target's speed increases by 10 feet.
Casting Time: 1 action • The target has advantage on weapon attacks.
Range: 150 feet • When the target takes the Attack action, it gains a
Components: V, S, M (a bit of water)
Duration: Concentration, up to 1 hour bonus to the damage rolls of each weapon attack it
makes as part of that action. The bonus is equal to
You conjure a block of ice at a location within range. The your spellcasting modifier (minimum+1}
ice consists of up to three 15-foot-cubes, which you can
arrange as you wish. Each cube must have at least one ENVENOMED WEAPON
face adjacent to the face of another cube. The ice is a 4th-level conjuration (Artificer, Druid, Ranger, Wizard)
magical object with 20d6 + 100 hit points and 16 AC. It
grants cover and occupies space. It has immunity to cold Casting Time: 1 bonus action
damage, vulnerability to bludgeoning, fire, and thunder Range: Touch
damage, and resistance to bludgeoning, piercing, and Components: V, S, M (a vial of poison)
slashing damage dealt by nonmagical weapons. The ice Duration: Concentration, up to 1 hour
lasts until it reaches Ohit points or the spell ends.
You touch a weapon and wreathe it in magical venom.
Each creature in the ice when it appears can make a Until the spell ends, the weapon is magical if it wasn't
Dexterity saving throw. On a success, it uses its reaction already, and each time an attack using the weapon hits a
to move up to half its speed so that it is no longer within creature, it must succeed on a Constitution saving throw
the block of ice. Otherwise, it is trapped in the ice. or take 3d6 extra poison damage from the attack.

The ice is translucent, so things can be seen through /.
it, and the inside is lightly obscured When you cast the
spel~ you choose whether the ice is hollow or not.

Hollow. Each creature trapped in the ice block is
pushed entirely inside the ice if it wasn't already. The
inside is cool and lightly obscured by mist, and the walls
of the ice are 1 foot thick.

Not Hollow. Each creature trapped in the ice block is
restrained until the spell ends or it escapes. A trapped
creature must make a Constitution saving throw at the
start of each of its turns, taking 6dl0 cold damage on a
failed save, or half as much damage on a success. Any
creature whose space is entirely within the ice is also
paralyzed and can't breathe while restrained by it.

A creature restrained by the ice can use its action to
attempt to escape by breaking free of the ice, even if it is
paralyzed by the ice. It makes a Strength check against
your spell save DC, with disadvantage if it's paralyzed by
the ice. On a success, it frees itself and breaks the ice in
its space. When the ice surrounding a creature is broken
in this way, it is freed even if it didn't attempt to escape.

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EXPLOSIVE RIFT FINGERS OF LIGHTNING

7th-level evocation (Sorcerer, Wizard) 5th-level evocation (Sorcerer, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: Self (90 feet) Range: Self (100-foot line)
Components: V, S Components: V, S, M (a bit of fur; a piece of amber,
Duration: Concentration, up to 1 minute
glass or a crystal rod; and four copper pins)
You clap your hands together, sending out a wave of Duration: Instantaneous
explosive gas and flames that blast outward in a wall
emanating out from you in a direction you choose. The Your hands arc with electricity as you create 4 lines,
wall lasts until the spell ends. It is 5 feet wide, 30 feet each 100 feet long and 5 feet wide, emanating from you
talL and up to 90 feet long, but you can choose a shorter in directions of your choice. Each line has its own dir-
length. The wall's space is lightly obscured and difficult ection and lines can overlap, but they must all fit within
terrain. Any ranged weapon attacks that pass in or out a 180 degree angle from you.
of the wall's area have disadvantage.
Each creature within the spell's area must make a
Each creature within 5 feet of the wall when it Dexterity saving throw. On a failed save, a creature
appears must make a Strength saving throw. A creature takes 7d6 lightning damage plus ld6 lightning damage
must also make this saving throw when it starts its tum for each line area that they are within. On a successful
in the wall or enters the wall for the first time on a tum. save, a creature takes half as much damage.
On a failed saving throw, a creature takes 8d10 fire
damage and is pushed 20 feet away from the wall and The lightning ignites flammable objects in the area
knocked prone. On a successful saving throw, a creature that aren't being worn or carried
takes half damage and isn't pushed or knocked prone.
At Higher Levels. When you cast this spell using a
This spell ignites flammable objects in the area that spell slot of 6th level or higher, you create an additional
aren't being worn or carried, and the ground in the area line of lightning for each slot level above 5th.
is smashed by the spell's initial blast. If any ground in
the area is loose earth or stone, it becomes difficult FIST OF FLAME
terrain until cleared, with each 5-foot-square portion
requiring at least 1 minute to clear by hand 8th-level evocation (Sorcerer, Wizard)

At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 8th level or higher, the fire damage dealt Range: 150 feet
increases by ldlO for each slot level above 7th. Components: V, S
Duration: Instantaneous

You launch a blast of flame and kinetic force at one target
you can see within range. Make a ranged spell attack
against it. On a hit, the target takes 4d8 + 20 fire damage
and 4d8 + 20 bludgeoning damage. It must also succeed
on a Constitution saving throw or become stunned until
the start of your next turn, and if you choose so, it must
succeed on a Strength saving throw or be pushed 50 feet
away from you and knocked prone.

On a miss, the target takes half damage and it isn't
stunned, pushed, or knocked prone.

If the target is an object, it automatically fails any
saving throws for this spell This spell ignites flammable
objects that aren't being worn or carried

At Higher Levels. When you cast this spell using a
spell slot of 9th leveL the fire and bludgeoning damage
dealt both increase by 2d8.

FLARING WEAPON

8th-level evocation (Wizard only)

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a weapon and cause it to erupt with blazing
hot fire when it is drawn. For the duration, the weapon
emits bright light for 20 feet and dim light for another
20 feet while it is being held, it is magical if it was not

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already, and attacks made with the weapon deal bonus
fire damage on a hit equal to 3d8 + your Spellcasting
modifier.

When the weapon is used to score a critical hit or hit
with an opportunity attack, if the attack's target is
flammable or is a creature, it is lit ablaze. It instantly
takes ldl0 fire damage, and until a creature takes an
action to douse the fire, it takes ldlO fire damage again
at the start of each of its turns.

FLASH FORCE STRIKE
1st-level evocation (Cleric, Paladin, Sorcerer, Wizard) Evocation cantrip (Artificer, Sorcerer, Warlock, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 30 feet
Components: V, S, M (a bit of phosphorus) Components: V, M (a melee weapon)
Duration: 1 round Duration: Instantaneous

You burst with blinding light that shines briefly from As part of the action used to cast this spelL you must
your skin before fading away. Each other creature make a melee attack with a weapon against one target
within range must make a Constitution saving throw. within the spell's range, otherwise the spell fails. Your
On a failed saving throw, a creature is blinded until the reach for this melee attack is the range of the spell
end of your next turn, and any opportunity attacks it instead of its normal reach and the attack also counts as
makes against you this turn automatically miss. a ranged spell attack.

Until the end of your next turn, you shed bright light in Your weapon projects a wave of magical force in the
a 10-foot radius and dim light for an additional IO feet. shape of the blow toward your target. On a hit, the
target suffers the attack's normal effects, except the
FORCE OF NATURE weapon deals force damage for this attack instead of its
6th-level conjuration (Druid only) normal damage type.

Casting Time: 1 action This spell's damage increases when you reach higher
Range: 30 feet levels. At 5th leveL the attack deals an extra ld8 force
Components: V, S, M (staff made from a sapling) damage. At 11th level this increases to 2d8 bonus
Duration: Concentration, up to 1 hour damage, and at 17th level the bonus increases to 3d8.

You conjure fey spirits to temporarily inhabit up to three FROST.ARMOR
Small or larger non-creature plants you can see within 4th-level evocation (Wizard only)
range. Until the spell ends, each target is a creature and
uses the statistics for an awakened tree (CR 2), except Casting Time: 1 action
that it can't speak, it has Intelligence and Charisma Range: 30 feet
scores of 1, and it is considered a fey as well as a plant. Components: V, S, M (a small crystal and a metal
(The DM has game statistics for these creatures.)
armlet)
When the spell is cast, each target uproots, grows to Duration: Concentration, up to 10 minutes
size Large if smaller, gains the ability to move its limbs,
roots, vines, creepers, and so forth, and gains senses You point at one creature that you can see within range
similar to a human's. The plants are friendly to you and that is wearing armor. The target's armor becomes
your companions. Roll initiative for the plants as a frosted and icy until the spell ends, protecting the target
group, which has its own turns. They obey any verbal and granting it the following benefits while worn:
commands that you issue to them (no action required by
you), If you don't issue any commands to them, they • The target has resistance to cold damage.
defend themselves from hostile creatures, but otherwise • The target has a +2 bonus to AC.
take no actions. • When the target is hit with a melee attack by an

When a target is reduced to 0 hit points or when the attacker within 5 feet of it, if the attacker doesn't
spell ends, it stops being a creature and becomes have resistance or immunity to cold damage, its
inanimate once again, returning to its original size in speed is reduced by 15 feet and it has disadvantage
the process. The plant then takes root in its current on weapon attack rolls until the end of its next turn.
location if possible.

At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the number of plants you
can target increases by one.

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GALE WEAPONS • Whenever the target hits a creature with a weapon
attack, the weapon is treated as magical for the
2nd-level transmutation (Ranger, Wizard) purpose of overcoming resistances with that attack,
and the attack deals 2d8 bonus force damage. This
Casting Time: 1 bonus action bonus damage can only be dealt once per turn.
Range: Touch
Components: V, S • When the target is hit by an attack, it can use its
Duration: Concentration, up to 1 hour reaction to open a small arcane gateway to disrupt
the attack. The attacker must reroll the attack roll
One or two weapons that you are holding are enveloped and use the new result.
in small whirlwinds. For the duration, the weapons are
magical if they weren't already, and they also have a+1 GLIDE
bonus to damage rolls. This effect is suppressed for a
weapon while you aren't holding it. 1st-level transmutation (Artificer, Druid, Ranger,
Sorcerer, Wizard)
In addition, if you use an affected weapon to make a
weapon attack on your turn, the attack gains benefits Casting Time: 1 reaction, which you take when you fall
based on whether it is melee or ranged Range: Self
Components: V, S
Melee. The attack's reach is tripled, but it counts as Duration: Concentration, up to 1 minute
both a melee weapon attack and a ranged spell attack if
it is made outside the weapon's normal reach. You weave magic in a swirl as you falL creating an invi-
sible sheet of force much like a glider or parachute in
Ranged The attack ignores disadvantage caused by one or two of your hands that allows you to slow your
long-range, being underwater, or the effects of wind, and descent and convert it to horizontal movement.
the weapon returns to one of your free hands at the end
of your turn if it has the thrown property. Until the spell ends, you fall no faster than 100 feet
per round and you do not take falling damage. While
GATE WALK you are holding the glider with two hands, you can move
up to 2 feet horizontally for every 1 foot you descend
6th-level conjuration (Wizard only) while falling.

Casting Time: 1 action Your aerial movement using this spell is highly
Range: 120 feet affected by air currents. You can be blown off-course if
Components: V, S, M (a glass bangle) the wind around you is significantly unfavorable. If you
Duration: Concentration, up to 10 minutes are no longer holding the glider at any time, the spell
ends. When the spell ends, you fall if you are still aloft,
You conjure spinning rings of magical light around the unless you can stop the fall
ankles and wrists of one creature you can see within
range that last for the duration. Using these bands, the At Higher Levels. When you cast this spell using a
target can conjure small and fleeting spatial gateways to spell slot of 2nd leveL the maximum duration increases
aid in combat. Until the spell ends, the target gains the to 10 minutes. A slot of 3rd level or higher increases it
following benefits: to 1 hour.

• As a bonus action on its turn and as a reaction when GLISTENING ACID SLICK
the spell is cast, the target can teleport up to 15 feet
to an unoccupied space that it can see. 4th-level conjuration (Druid, Sorcerer, Wizard)

• Whenever the target makes an attack on its turn, it Casting Time: 1 action
can open a small arcane gateway for the attack to Range: Self (60 feet)
pass through. If it is a melee attack, the target can Components: V, S
increase the reach of that attack up to 60 feet. If it is Duration: Concentration, up to 1 minute
a ranged attack, it ignores half cover, three-quarters
cover, and long distance penalties. You conjure a spray of translucent acid that covers the
ground in a 60-foot cone. Until the spell ends, ground in
the area is covered by slippery patches of foaming acid,
making it difficult terrain. When the area appears, each
creature in the area takes 2d4 acid damage and must
succeed on a Dexterity saving throw or fall prone. A
creature that enters the area or ends its turn there takes
2d4 acid damage and must also succeed on a Dexterity
saving throw or fall prone.

In addition, whenever a creature falls prone within the
area or ends its turn while prone within the area, it takes
6d4 acid damage. This spell treats creatures that cannot
be prone as if they are always prone instead

This spell only affects creatures that are on the ground

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GLOBE OF WINTER You conjure a massive hollow construct to armor you,
placing yourself in the center of the golem to control it,
7th-level evocation (Druid, Sorcerer, Warlock, Wizard) inside a small cavity that is perfectly sized to fit you and
your equipment.
Casting Time: 1 action
Range: Self (30 feet) Choose one of the following options for your golem
Components: V, S, M (a glass sphere at least 4 inches armor from the table below, which shows the pages on
which you can find the statistics for each option:
in diameter containing any white powder)
Duration: Instantaneous Golem Armor Page Golem Armor Page
Ice Golem Armor l 54 Metal Golem Armor l 5 5
A miniature blizzard briefly rages in a 30-foot radius Lava Golem Armor l 55 Stone Golem Armor l 56
sphere centered on you, pelting the area with ice and
cold The blizzard spreads around corners. Each other The golem armor appears instantly in your space when
creature in the area must make a Constitution saving the spell is cast. You roll initiative for the golem armor,
throw. On a failed saving throw, a creature takes 1ld8 which has its own turns. The golem armor lasts for the
cold damage, is restrained until the end of its next turn duration or until it is reduced to Ohit points.
and has its speed reduced to Ofeet. On a successful '
saving throw, a creature takes half damage and only has While you're inside the golem armor, you're paralyzed
its speed reduced by 20 feet. even if you would normally be immune to the condition,
but it doesn't interrupt your concentration on the spell
A creature with reduced speed because of this spell You see through the golem's eyes and hear through its
recovers up to 10 feet of its speed at the end of each of ears, you completely control the way it moves and the
its turns, but not when it is also restrained by this spell actions it takes, and you have total cover from anything
that is outside the golem armor.
In addition, the spell freezes ground in the area into
difficult terrain for 10 minutes. Frozen ground thaws When the golem armor takes 30 or more damage at
instantly where there is fire or intense heat. once, you must succeed on a Constitution saving throw
to maintain concentration on this spell The DC is equal
At Higher Levels. When you cast this spell using a to half of the triggering damage, but you also gain a +5
spell slot of 8th level or higher, the cold damage dealt bonus to the roll
increases by 2d8 for each slot level above 7th.
The spell fails upon casting if there is not enough
GoLEMARMOR unoccupied space around you for the golem armor, or if
you are size Huge or larger (since you can't fit inside}
8th-level conjuration (Sorcerer, Warlock, Wizard)
GRAND FLOOD
Casting Time: 1 action
Range: Self 9th-level conjuration (Cleric, Druid)
Components: V, S
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a carved rainstick)
Duration: 1 hour

You beckon the heavens to flood the land around you.
Water rises from the lowest ground point within range.
As the water rises and covers more ground, it begins to
rise from any ground in the area that is lower than the
water levei covering lower ground before higher ground
The water rises 20 feet each round until the spell has
conjured an amount of water equal to 20 feet of rainfall
averaged across the area, and then stops rising.

While the water rises, it does not spill or flow like
normal and stays within the spell's area. Once the water
has stopped rising, it flows with gravity and spills onto
the terrain outside the area as appropriate.

When the spell ends, the water stops rising and starts
to vanish, disappearing over 5 minutes. Living things do
not receive nourishment from the water because it will
quickly disappear from their bodies.

The spell fails if the caster is indoors or underground
when it is cast, and any ground that is indoors or under-
ground is excluded from the spell's area.

THE ELEMENTS AND BEYOND

GREATER RENEWAL magical ward that has ld6 hit points and lasts until the
end ofyour next turn. If the target would take damage
4th-level transmutation (Artificer, Bard, Cleric, Druid, before the spell ends, the ward blocks that damage and
Ranger) takes the damage instead The ward can't block psychic
or poison damage unless it is dealt by an attack. If the
Casting Time: 1 action ward is reduced to Ohit points, the target takes any
Range: 60 feet remaining damage and the spell ends.
Components: V, S
Duration: Instantaneous If you target yourself with this spelL it doesn't require
concentration.
Your magic forces one willing creature that you can see
within range to expend great energy as you kindle its The ward's hit points increase by ld6 when you reach
body's natural healing processes for an instant. You can 5th level (2d611 lth level (3d61 and 17th level (4d6~
cure one poison or disease afflicting the target.
HALO OF GLORY
The target also gains one level of exhaustion and 1st-level abjuration (Cleric, Paladin)
regains hit points equal to 25 + your spellcasting
modifier (minimum+1) + a number of d6s equal to the Casting Time: 1 action
target's Constitution modifier (minimum ld6~ Range: Touch
Components: V, S
This spell has no effect on constructs, undead, or Duration: 10 minutes
creatures that are naturally immune to exhaustion.
A glowing halo of light appears above the head of a
At Higher Levels. When you cast this spell using a creature you touch and lasts for the duration. The halo
spell slot of 5th level or higher, the healing increases by sheds bright light in a 10-foot radius and dim light for an
2d6 for each slot level above 4th. additional 10 feet, follows the target as it moves, and
bathes the target in an impression of heavenly glory,
GREATVOICE granting it advantage on Charisma (Intimidation) and
8th-level transmutation (Bard, Cleric, Sorcerer, Warlock, Charisma (Persuasion) checks.
Wizard)
If a creature hits the target with an attack before the
Casting Time: 1 bonus action spell ends, the halo shoots a ray of light at the attacker,
Range: Self which must make a Dexterity saving throw if it is within
Components: V 60 feet of the target. On a failed saving throw, the
Duration: Concentration, up to 10 minutes attacker takes 2d6 radiant damage. The spell ends after
shooting one ray.
Your voice booms like rolling thunder. For the duration,
when you speak, you can choose to speak up to ten At Higher Levels. When you cast this spell using a
times as loudly as normaL and you can use an action on spell slot of 2nd level or higher, the number of rays the
each of your turns to create a wave of sound that roars halo can shoot before the spell ends increases by one
out from you and can be heard up to 3 miles away. for each slot level above 1st.

You choose whether the wave is a 60-foot cone HEALING WAVE
emanating from you or a spherical area that extends to
30 feet out from you in all directions. Each creature 3rd-level evocation (Artificer, Bard, Cleric, Druid,
other than you in the area must make a Constitution Ranger, Paladin)
saving throw. On a failed saving throw, a creature takes
4d12 thunder damage, it is pushed 30 feet away from Casting Time: 1 action
you and knocked prone, and it is deafened for 1 minute. Range: 15 feet
On a successful saving throw, a creature takes half as Components: V, S
much damage and nothing else. Duration: 1 round

When you create a wave of sound with this spelL Healing magic washes out from you and over nearby
unsecured objects that are completely within the area of allies in a rolling wave that amplifies vital energy. You
effect are pushed 30 feet away from you by the spell's and up to five other creatures of your choice within
effect. You can't create a wave of sound with this spell if range regain a number of hit points equal to ld6 + your
you cannot speak. spellcasting ability modifier,

GUARD If you are still conscious at the start of your next turn,
Abjuration cantrip (Artificer, Bard, Cleric, Sorcerer, you and up to five other creatures of your choice within
Warlock, Wizard) range regain hit points again in the same way.

Casting Time: 1 action This spell has no effect on undead, constructs, or
Range: Touch creatures that have Ohit points.
Components: V, S
Duration: Concentration, up to 1 round At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the healing done at the
You shroud yourself or a creature that you touch in a start of your next turn increases by ld6 for each slot
level above 3rd

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HEATWAVE On a failed saving throw, it takes 3d6 radiant damage
and it has disadvantage on any attack rolls made against
4th-level evocation (Druid, Sorcerer, Warlock, Wizard) you before the end of its next turn. On a success, a
creature takes half damage and suffers no other effects.
Casting Time: 1 action
Range: Self (50 feet) Creatures of your choice within 10 feet of you have
Components: V, S, M (a chunk of cast iron) disadvantage on Wisdom (Perception) checks that rely
Duration: Instantaneous on sight and on saving throws to maintain concentration.

A wave of nauseatingly hot air swirls briefly in a SO-foot HOWLING VOID
cube emanating from you that spreads around corners. 6th-level transmutation (Bard, Druid, Sorcerer, Warlock,
Each creature in the area other than you must make a Wizard)
Constitution saving throw. On a failed saving throw, a
creature takes 4d10 fire damage, is poisoned until the Casting Time: 1 action
end of your next turn, and gains one level of exhaustion. Range: 90 feet
On a success, a creature takes half as much damage, is Components: V, S, M (a bit of earwax)
not poisoned, and doesn't gain any exhaustion. Duration: Concentration, up to 1 minute

A creature has disadvantage on the saving throw if it You destroy the air in a 30-foot radius sphere centered
has resistance or immunity to cold damage. If it has re- on a point you can see within range, creating an unseen
sistance to fire damage or immunity to fire damage, it magical area of vacuum that spreads around corners
has advantage on the saving throw and it can't gain any and lasts until the spell ends. No sound can be created
exhaustion from the spell within or pass through the area, and nonmagical flight
in the area is impossible. The area disperses gas or
Any levels of exhaustion caused by this spell are vapor, and it extinguishes nonmagical fires of any size.
removed from a creature when it finishes a short or long Any creature or object entirely inside the area is
rest in a cool or cold environment. immune to thunder damage, is deafened, and cannot
breathe or speak.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by Any creature inside the area when it first appears or
ldlO for each slot level above 4th. that ends its turn within the area must make a Consti-
tution saving throw. On a failed saving throw, a creature
HEAVENLY PILLAR takes 3d8 thunder damage and 3d8 psychic damage and
gains one level of exhaustion. On a successful saving
5th-level evocation (Cleric, Paladin, Sorcerer) throw, a creature takes half damage and does not gain
any levels of exhaustion.
Casting Time: 1 action
Range: 120 feet The damage dealt by this spell ignores resistance and
Components: V, S immunity to thunder damage, but not resistance or
Duration: 1 round immunity to all damage. Creatures that are immune to
exhaustion are also immune to the psychic damage
You bellow a determined prayer that calls down a pillar dealt by this spell
of light from the heavens to crush a creature that you
can see within range. The target must make a Dexterity When a creature ends its turn outside the area, it
saving throw. On a failed saving throw, the target takes reduces any exhaustion caused by this spell by one level
Sd8 radiant damage and is stunned until the end of your
next turn. On a successful saving throw, the target takes HUNTER'S ARR.ow
half damage and is not stunned
5th-level conjuration (Ranger only)
If the target is outside and underneath the sky, the
spell's damage increases by 2d8. Casting Time: 1 action
Range: 150 feet
At Higher Levels. When you cast this spell using a Components: V, M (a ranged weapon)
spell slot of 6th level or higher, the damage increases by Duration: Concentration, up to 1 hour
ld8 for each slot level above 5th.
As part of the action used to cast this spel~ you must
HOLY GLARE make a ranged attack with a weapon against one
4th-level evocation (Cleric, Paladin) creature within the spell's range, otherwise the spell
fails. A spirit of predator beasts guides your strike. You
Casting Time: 1 bonus action have advantage on the attack roll and for this attack,
Range: Self (10 feet) your weapon counts as magical for the purpose of
Components: V overcoming resistance and immunity. On a hit, the
Duration: Concentration, up to 1 minute target suffers the attack's normal effects and the attack
deals 4d8 bonus poison damage.
With a word, you begin to glow with a circular aura of
swirling light that sears and rebukes your foes. For the Then, hit or miss, your attack conjures a fey hunting
duration, you shed bright light in a 20-foot radius and spirit taking the form of a beast and appearing in a
dim light for an additional 20 feet. When a creature
ends its turn within 10 feet of you, you can force it to
make a Constitution saving throw.

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space adjacent to the target. The beast is challenge ICE SCULPTURE
rating 2 or lower, and as a spirit, it gains extra traits in 2nd-level conjuration (Artificer, Druid, Sorcerer, Wizard)
addition to its normal statistics.
Casting Time: 1 action
• Its Intelligence, Wisdom, and Charisma scores are Range: 30 feet
each raised to 10 if that score is normally lower than Components: V, S
10. This doesn't confer any additional languages. Duration: 10 minutes

• It has resistance to bludgeoning, piercing, and You conjure a magical chunk of ice into an unoccupied
slashing damage dealt by nonmagical weapons. space that you can see within range. The ice created
must be no larger than a 10-foot cube, and the ice must
• It has advantage on attacks made against the target. be of a form that you have seen before, though the form
• It can move through other creature's spaces and end need not have been made of ice when you saw it. This
spell cannot create complicated machinery with moving
its tum there. parts, such as a clock or firearm. When you cast the spelL
you also choose whether the ice is clear and transparent
The beast is also considered fey, and it disappears or cloudy and heavily obscured
when it drops to Ohit points or when the spell ends.
The ice has hit points equal to 5d8 + twice your spell-
The beast is friendly to you and your companions. casting modifier (minimum 5 hit points~ and its AC is
Roll initiative for the beast - it has its own turns. If the equal to 10 + your spellcasting modifier. It has immunity
target is still alive, the beast ignores your commands; it to cold damage, but it has vulnerability to bludgeoning,
will decide how to take its own turns with no goal other fire, and thunder damage. The ice object is destroyed
than the death of the target. Once the target dies, the when it reaches Ohit points or the spell ends.
beast obeys any verbal commands that you issue to it
(no action required by you} If you don't issue any The ice melts after 2d4 minutes in a hot environment,
commands, it defends itself from hostile creatures, but and only 1 minute in an extremely hot environment.
otherwise takes no actions if the target is dead
At Higher Levels. When you cast this spell using a
The DM has the beast's statistics. spell slot of 3rd level or higher, the hit points of the ice
increase by 2d8 for each slot level above 2nd, and the
maximum size of the object increases by 5 feet for every
3 slot levels above 2nd

CHAPTER TWO ISPELLS

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JOLT OF PAIN This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
2nd-level evocation (Sorcerer, Warlock, Wizard) spell slot of 5th level or higher, the temporary hit points
gained increases by 2 and the healing increases by ld6
Casting Time: 1 action for each slot level above 4th.
Range: 30 feet
Components: V, S, M (blue amber worth at least lS0gp) LIVING BURIAL
Duration: Instantaneous 7th-level transmutation (Druid, Sorcerer, Warlock,
Wizard)
A bolt of white lightning infused with magical pain leaps
from your outstretched finger to strike one creature that Casting Time: 1 action
you can see within range. You make a ranged spell Range: 30 feet
attack against the target. On a hit, the target takes Sd8 Components: V, S, M (a chunk of bedrock)
lightning damage and can't take reactions until the end Duration: Concentration, up to 1 minute
of your next turn.
The ground opens beneath one creature on the ground
If damage dealt by this spell forces the target to make that you can see within range. The target must make a
a saving throw to maintain concentration, the DC is inc- Strength saving throw as magically fluid earth sucks it
reased by an amount equal to your spellcasting modifier downward into the ground On a failed saving throw, it
(minimum+11 and the target has disadvantage on the takes 7d8 bludgeoning damage and it is pulled 10 feet
saving throw. under the ground and buried until the spell ends (See
Appendix A, page 225). On a success, it takes half as
At Higher Levels. When you cast this spell using a much damage and it isn't pulled or buried
spell slot of 3rd level or higher, the damage increases by
ld8 for each slot level above 2nd Until the spell ends, at the end of each of the target's
turns while it is still buried, it takes 4d8 nonmagical
LE.AF SHIELD bludgeoning damage. It can use an action on its turn to
attempt to dig upward, making a Strength check against
1st-level transmutation (Druid, Ranger) your spellcasting DC. If it succeeds or if the spell ends
early, the target makes it up to the surface and is only
Casting Time: 1 action partially stuck in the ground
Range: Touch
Components: V, S, M (a leaf, petaL or toadstool) While partially stuck, a creature is restrained by the
Duration: 10 minutes ground itself. It can use an action on its turn to attempt
to escape the ground It makes a Strength or Dexterity
You touch one leaf, petaL or toadstool The object grows check (its choice) against your spell save DC. On a
and is transformed into a magical shield made out of success, it frees itself, falling prone on the ground
plant material that lasts for the duration.
If the spell lasts its full duration, the target remains
The magical shield is lightweight and flexible, and it buried permanently, until it escapes or is rescued
has straps made of stem, root, or vine, so a creature can
wield this shield without requiring the use of any hands. At Higher Levels. When you cast this spell using a
When wielded in this way, the shield only increases the spell slot of 8th level or higher, the damage dealt
wielder's Armor Class by 1. increases by ld8 for each slot level above 7th.

The shield has resistance to all damage and is self- MAGIC ORB
repairing, regaining up to 1 hit point every round When Conjuration cantrip (Artificer, Sorcerer, Wizard)
the spell ends, it withers to dust.
Casting Time: 1 action
At Higher Levels. If you cast this spell using a spell Range: 30 feet
slot of 3rd level or higher, the duration is 1 hour. If you Components: V, S
use a spell slot of 5th level or higher, it is 8 hours. Duration: Instantaneous

LIFE SPRING You conjure magic into a simple orb of magical air,
4th-level evocation (Artificer, Cleric, Ranger, Paladin) water, sand, or other inert substance in your hand and
use it to strike a creature or object that you can see
Casting Time: 1 action within range. Make a ranged spell attack against the
Range: 60 feet target. If the target is within 5 feet of you, you can
Components: V, S choose to make a melee spell attack against it instead
Duration: Instantaneous On a hit, the target takes ldlO bludgeoning damage.
The orb vanishes at the end of the turn.
A burst of healing energy blooms into existence in a 15-
foot radius sphere centered on a point you can see The spell's damage increases by ldlO when you
within range. Up to four creatures of your choice within reach 5th level (2d101 llth level (3d101 and 17th level
the area each regain hit points equal to 2d6 + your spell- (4d10}
casting ability modifier. Any creature that has more than
0 hit points when it is affected by this spell also gains
temporary hit points equal to your spellcasting ability
modifier (minimum of one}

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MARCH OF BLADES one additional level of exhaustion. It can also choose to
instantly spend hit dice to regain hit points as if it had
4th-level conjuration (Bard, Sorcerer, Wizard) just finished a short rest, up to a number of hit dice
equal to its Constitution modifier (minimum 1 hit die).
Casting Time: 1 action
Range: 30 feet Any unconscious creature whose maximum hit points
Components: V, S, M (any bladed weapon) are less than 50 automatically fails the Constitution
Duration: Concentration, up to 1 minute saving throw when healed by this spelL and its body is
so drained of energy that it won't regain consciousness
You conjure a row of synchronized floating blades made until it finishes a long rest.
of magical energy in a line 30 feet long and 5 feet wide.
The line extends in any direction and originates from This spell has no effect on creatures that are naturally
any point you can see within range. The blades slash in immune to exhaustion, constructs, or undead
a wide arc as they appear, forcing each creature in the
area to make a Dexterity saving throw. A creature takes M.Ass SHIELD
3dl0 slashing damage on a failed save, or half as much
damage on a success. 3rd-level abjuration (Artificer, Bard, Cleric, Paladin,
Wizard)
The blades provide half-cover to creatures behind
them. You can use a bonus action on subsequent turns to Casting Time: 1 reaction, which you take when you or
move one or both ends of the line to different locations another creature within range that you can see are hit
up to 30 feet away that you can see. When you finish by an attack or targeted by the magic missile spell
moving the area in this way on a turn, you may choose to
have the blades slash again, forcing all creatures in the Range: 5 feet
area to repeat the Dexterity saving throw. Components: V, S, M (a woven bracelet)
Duration: 1 round
The blades last until the spell ends, at which point
they vanish. If at any time you aren't within range of at A shimmering barrier of magical force appears and
least one end of the line, the spell ends. protects you and up to two other creatures you can see
within range. The attacked creature must be among
At Higher Levels. When you cast this spell using a your targets.
spell slot of 5th level or higher, the slashing damage
dealt increases by ldlO for each slot level above 4th. Until the start of your next turn, each affected
creature has a +5 bonus to AC, including against the
M.Ass RENEWAL triggering attack, and takes no damage from magic
missile. If a creature leaves the range of the spelL the
9th-level transmutation (Bard, Cleric, Druid) effect ends on them.

Casting Time: 1 action MEGALITH
Range: 120 feet
Components: V, S 9th-level conjuration (Sorcerer, Wizard)
Duration: Instantaneous
Casting Time: 1 action
You invoke great magic to spark sudden and miraculous Range: 300 feet
healing out of the natural healing capabilities of up to Components: V, S, M (a stone with no moss)
twenty creatures that you can see within range. Each Duration: Concentration, up to 10 minutes
target must be willing or unconscious.
You conjure a massive stone orb with a diameter of 20
Each target gains one level of exhaustion, can cure feet at a point that you can see within range. It crashes
one poison or disease affecting it, regains hit points into the ground then rolls up to 100 feet in a straight
equal to 50 + half of its maximum hit points, and must line to an unoccupied space. The orb grants cover and
/ succeecf on a DC 20 Constitution saving throw or gain blocks vision. It is an object with 17 AC and 150 hit
points, it has vulnerability to thunder damage, and the
spell ends if it is destroyed

Each creature in the orb's space when it appears or in
its path when it rolls must succeed on a Dexterity saving
throw or take 10d12 bludgeoning damage and be
knocked prone. For the duration, you can use an action
on your turn if you are within range of the orb to push it
with magic, causing it to roll up to 100 feet in a straight
~ line to an unoccupied space again.

The orb deals double damage to objects, but it can't
roll through an object unless it deals enough damage to
destroy the object. If the orb finishes its movement on
an incline, it may roll downhill at the end of that turn (at
the DM's discretion} rolling each turn until you use an
action to roll it again or it reaches level ground

When the spell ends, the orb vanishes.

CHAPTER TWO ISPELLS

HOMEBREW D&D UNLEASHED (vl.O)

MIGHTY ROOTS MOLTEN UPHEAVAL

7th-level conjuration (Druid only) 5th-level transmutation (Druid, Sorcerer, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S Components: V, S, M (a chunk of brimstone)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

You conjure up to three thick and powerful plant roots, Molten geysers erupt out from the earth in a 40 foot
sprouting from the ground in unoccupied spaces you cube centered on a point on the ground that you can see
can see within range. The roots are Large and last for within range. The area extends into the ground and
the duration, acting like giant tentacles. spreads around corners. Each creature in the area must
make a Dexterity saving throw, taking 6d6 fire damage
Each root is an object with AC 16 and 120 hit points on a failed save or half as much damage on a success.
that can't be pushed or pulled out of its space. Each root
has a Strength of 26 (+8) and a Dexterity of 18 (+4} If a Cracks and fissures filled with molten lava open up in
root drops to Ohit points, it is destroyed If all the roots the area and churn the remaining solid earth, making
are destroyed, the spell ends. the ground in the area difficult terrain until the spell
ends. Any creature that enters the spell's area for the
When you cast the spell and as a bonus action on first time on a turn or ends its tum there must make a
your subsequent turns, you can choose to cause one of Dexterity saving throw. A creature takes 6d6 fire
the following effects with each of the roots. The roots do damage on a failed save, or half as much on a success. A
not have to perform the same actions as each other. If a creature has disadvantage on the saving throw if it is
creature is in the area of multiple effects, you choose burrowing or prone, but creatures that aren't touching
which root it is affected by. the ground automatically succeed on the saving throw.

Grab. The root attempts to grapple a Huge or smaller This spell ignites flammable objects in the area that
target within 15 feet of it, using its own statistics. If the aren't being worn or carried When the spell ends, the
target is Large or smaller, the root has advantage. At the ground in the area cools, solidifying into difficult terrain
start of each of your turns, you can choose to deal any until cleared Each 5-foot-square portion of ground in
target grabbed by the roots Sd6 bludgeoning damage. the area requires at least 10 minutes to clear using
mason's tools or a miner's pick.
Slam. The root slams into the ground Each creature
in a line 30 feet long and 5 feet wide extending from the At Higher Levels. When you cast this spell using a
root must make a Dexterity saving throw. A creature spell slot of 6th level or higher, the damage dealt
takes 7d8 bludgeoning damage on a failed save, or half increases by ld6 for each slot level above 5th.
as much damage on a success.
OBLITERATION BEAM
Sweep. The root sweeps along the ground in an arc.
Each creature on the ground in a 30-foot cone emitted 9th-level evocation (Sorcerer, Wizard)
from the root must succeed on a Dexterity saving throw
or take 6d6 bludgeoning damage and be knocked prone. Casting Time: 1 action
Range: 500 feet
Throw. The root hurls whatever it has grabbed up to Components: V, S, M (a diamond worth at least 800gp)
60 feet in a direction of your choice. The thrown target Duration: 1 round
is knocked prone, and if it strikes a solid surface, it also
takes 7d6 bludgeoning damage. If it was thrown toward You emit a massive beam of bright, powerful energy in a
a creature, that creature must succeed on a Dexterity line 500 feet long and 25 feet wide that blasts away all in
saving throw or take the same bludgeoning damage and its destructive path. Each creature in the area must make
be knocked prone. a Constitution saving throw. On a failed save, a creature
takes lldlO radiant damage and lldlO force damage, is
MISTY MARCH pushed 50 feet away from you, and is knocked prone. On
a success, a creature takes half as much damage and is
7th-level conjuration (Bard, Warlock, Wizard) not pushed or knocked prone.

Casting Time: 1 action Until the end of your next tum, the area emits bright
Range: 60 feet light for 500 feet and dim light for an additional 500 feet.
Components: V, S
Duration: Concentration, up to 10 minutes The spell damages and pushes objects in the area.

Choose up to six creatures that you can see within range.
For the duration, each target can use a bonus action on
each of its turns while it is within range of you to teleport
up to 60 feet to an unoccupied space that it can see.

Also, on each of your turns before the spell ends, you
can use an action to teleport each willing target to an
unoccupied space that you can see within range. Targets
that are more than 500 feet away or on a different plane
are not teleported

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ORDAINMENT OF COLORS ORDAINMENT OF LAVA
9th-level transmutation (Cleric, Sorcerer, Warlock, 9th-level transmutation (Sorcerer, Wizard)
Wizard)
Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S, M (a ruby, jacinth, or fire opal worth
Components: V, S, M (an opal worth at least S00gp)
Duration: Concentration, up to 10 minutes at least S00gp)
Duration: Concentration, up to 10 minutes
Your body transforms entirely into colorful magical light
for the duration, granting you the following benefits: Your body transforms entirely into magical lava for the
duration, granting you the following benefits:
• You are immune to radiant damage and you have
resistance to all damage except psychic damage. • You are immune to fire damage and you have
resistance to all damage except cold damage.
• You ignore the effects of disease, exhaustion, and
poisons. Any poisons or diseases already in your • You ignore the effects of disease, exhaustion, and
system are suspended, not neutralized poisons. Any poisons or diseases already in your
system are suspended, not neutralized
• You cannot be grappled or restrained
• You can move into and end your turn in the spaces of • When a creature ends its turn while grappling you or
being grappled by you, it takes 8d8 fire damage.
any objects that light can pass through (such as glass
or crystal), but they are difficult terrain for you. • You can use an action to try to grapple a creature
• At the start of each of your turns, you choose to glow with a free hand made of magic lava. Make a melee
or stop glowing. While glowing, you shed bright light spell attack against one creature. On a hit, the target
in a 60-foot radius and dim light for an additional 60 takes 8d8 fire damage and it is grappled by you and
feet, magical darkness is suppressed within 30 feet restrained while it is grappled The grapple's escape
of you, and creatures within 30 feet of you can't ben- DC is equal to your spell save DC.
efit from invisibility. You choose the light's color.
• When a spell you cast deals radiant damage, it • When another spell you cast deals fire damage, it
ignores resistance to radiant damage, and it deals ignores resistance to fire damage, and it deals extra
extra radiant damage equal to 10 + twice the spell's fire damage equal to 10 + twice the spell's level A
level A spell can't deal this extra damage to any spell can't deal this extra damage to any creature
creature more than once per turn. more than once per turn.

ORDAINMENT OF CRYSTAL ORDAINMENT OF METAL
9th-level transmutation (Sorcerer, Wizard) 9th-level transmutation (Bard, Cleric, Sorcerer, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (a diamond worth at least S00gp) Components: V, S, M (a small piece of adamantine
Duration: Concentration, up to 10 minutes
worth at least S00gp)
Your body transforms entirely into magical crystal for Duration: Concentration, up to 10 minutes
the duration. Choose either force or radiant damage.
You gain the following benefits while transformed: Your body transforms entirely into magical resonant
metal for the duration. Choose one damage type out of
• You have resistance to all damage. bludgeoning, piercing, slashing, or thunder. You gain the
• You ignore the effects of disease, exhaustion, and following benefits while transformed:

poisons. Any poisons or diseases already in your • You are immune to thunder damage and you have
system are suspended, not neutralized resistance to all damage except lightning damage.
• When you cast a spell of 1st-level or higher, you can
choose one or two creatures that you can see within • You ignore the effects of disease, exhaustion, and
60 feet of you. If you chose only one creature, that poisons. Any poisons or diseases already in your
target takes damage of the chosen type equal to 2d6 system are suspended, not neutralized
+ twice the spell's level Otherwise, each target takes
damage equal to ld6 + the spell's level Treat this • You gain a +2 bonus to AC, and your AC can't be less
damage as if it had come from the magic missile than 18, regardless of what armor you are wearing.
spell (for example, it is blocked by the shield spell),
but it ignores resistance to the chosen damage type. • You are five times as loud, and any creature that sees
• When another spell you cast deals damage of the you can hear you as if you were only 10 feet away.
chosen type, it ignores resistance to that type, and it
deals extra damage of that type equal to 10 + twice • You are immune to the silence and howling void
the spell's level A spell can't deal this extra damage spells, and to the effects of being in an environment
to any creature more than once per turn. with high or low pressure. You cannot be prevented
from speaking or providing verbal components.

• When a spell you cast deals damage of the chosen
type, it ignores resistance to that damage type, and it
deals extra damage of that type equal to 10 + twice
the spell's level A spell can't deal this extra damage
to any creature more than once per turn.

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ORDAINMENT OF MIST PETRIFY

9th-level transmutation (Druid, Sorcerer, Wizard) 3rd-level transmutation (Druid, Warlock, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (a sapphire or aquamarine worth Components: V, S, M (petrified bone or amber worth at

at least S00gp) least 75gp)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

Your body transforms entirely into magical icy mist for A beam of amber earthen energy lances from your finger
the duration, granting you the following benefits: toward one creature that you can see within range. Make
a ranged spell attack against the target. On a hit, it takes
• You are immune to cold damage and you have Sdl0 necrotic damage, and it must make a Constitution
resistance to all damage except fire damage. saving throw if it has any limbs. On a failed saving throw,
you choose one of its limbs to affect. That limb is turned
• You ignore the effects of disease, exhaustion, and to stone until the spell ends, and cannot be used to make
poisons. Any poisons or diseases already in your attacks. The effect of losing a limb can be found in the
system are suspended, not neutralized following table, based on the chosen limb:

• You cannot be grappled or restrained Affected
• You can use a bonus action on each of your turns to Limb Effects of Petrification

release a breath of icy mist in a 30-foot cone which Arm The target can no longer hold anything with the
spreads around comers and extinguishes nonmagical affected arm. If it only has one functional arm
flames, lasting until the start of your next tum. The remaining, it can't hold anything with two hands,
area is heavily obscured and difficult terrain. Each and it can hold only a single object at a time. If
creature standing on ground in the area when it no arms remain, it can't hold anything at all.
appears, that moves or is moved onto ground in the
area, or that ends its turn there must succeed on a Leg The target's speed on foot is halved. If half or
Dexterity saving throw or fall prone. more of its legs are not functional and not
• When another spell you cast deals cold damage, it replaced by prostheses, it must use a cane or
ignores resistance to cold damage, and it deals extra crutch to move, it falls prone after using the
cold damage equal to 10 + twice the spell's level A Dash action, and it has disadvantage on Dexterity
spell can't deal this extra damage to any creature checks made to balance. If no legs remain, it
more than once per tum. can't walk at all, and must crawl.

ORDAINMENT OF STORMS Wing The target's flying speed is halved. If half or more
of its wings aren't functional or replaced by pro-
9th-level transmutation (Druid, Sorcerer, Wizard) stheses, it cannot fly without the aid of magic.

Casting Time: 1 action Tail The target's swimming and climbing speeds are
Range: Self halved, except those granted by magic, unless
Components: V, S, M (an amber or topaz worth at least the limb is replaced by a prosthesis.

S00gp) Fin The target's swimming speed is halved unless it
Duration: Concentration, up to 10 minutes is granted by magic or the limb is replaced by a
prosthesis.
Your body transforms entirely into magical clouds for the
duration. Choose either lightning or thunder damage. For the duration, the target must make another
You gain the following benefits while transformed: Constitution saving throw at the end of each of its turns.
If it successfully saves against this spell two times, the
• You are immune to lightning damage and you have spell ends. If it fails saves four times, it stops making
resistance to all damage except thunder damage. saving throws for this spell The successes and failures
don't need to be consecutive; keep track of both until the
• You ignore the effects of disease, exhaustion, and target collects enough of either kind
poisons. Any poisons or diseases already in your
system are suspended, not neutralized If you maintain your concentration on this spell for the
entire possible duration, the limb stays petrified until the
• You cannot be grappled or restrained effect is dispelled or removed Any effect that can end the
• You have a flying speed of 60 feet, and you can hover. petrified condition or restore a missing limb can also end
this effect. If the affected limb is physically broken while
When the spell ends, you fall if you are still aloft, petrified, it suffers from similar deformities if it reverts to
unless you can stop the fall its original state.
• When a spell you cast deals damage of the chosen
type, it ignores resistance to that damage type, and it Undead, constructs, and creatures that cannot be
deals extra damage of that type equal to 10 + twice petrified are entirely immune to this spell
the spell's level A spell can't deal this extra damage
to any creature more than once per turn. At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage dealt
increases by ldlO for each slot level above 3rd

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PLASMA COIL PYROKINESIS

9th-level evocation (Sorcerer, Wizard) 1st-level evocation (Sorcerer, Warlock, Wizard)

Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 30 feet Range: 30 feet
Components: V, S Components: M (brimstone or a flame)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

You evoke a whip-like cord of writhing plasma in your With a thought, you cause one creature that you can see
free hand The whip sheds bright light in a 10-foot within range to spontaneously combust. The target
radius and dim light for an additional 10 feet and lasts must make a Constitution saving throw. On a failed
for the duration. If you let go of the whip, it disappears, saving throw, the target ignites in flames, taking ldlO
but you can evoke the whip again as a bonus action. fire damage and burning for the duration.

You can use your action to lash out with the whip, At the start of each of its turns while it is burning, the
which stretches and weaves between foes. Up to five target must repeat the Constitution saving throw. On a
targets of your choice that you can see within range failed save, it takes ld6 fire damage. On a successful
must make a Dexterity saving throw. A target takes Sd8 save, the spell ends. If the target or a creature within 5
lightning damage and Sd8 force damage on a failed feet of it uses an action to put out the flames, or if some
save, or half as much on a success. Objects automa- other effect douses the flames (such as the target being
tically fail the saving throw. submerged in water), the spell ends.

Damage from this spell ignores resistance, and it You can choose to target an object that you can see
ignores immunity to lightning damage when dealing within range which isn't being worn or carried instead
damage to objects.

PRIMORDIAL TIDES

7th-level evocation (Druid, Sorcerer)

Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: 3 rounds

You release a blast of chaotic magic that washes out
from you in a 60-foot cone. Until the spell ends, ground
in the area is difficult terrain, and at the end of each of
your turns a wave of elemental energy pulses through
the area, targeting each creature in the area with a
magical effect. The effect is different each round:

• Round 1. Targets must make a Constitution saving
throw. On a failure, a target takes 7d6 cold damage
and its speed is reduced by 20 feet until the next
pulse. On a success, a target takes half damage and
its speed is not reduced

• Round 2 Targets must make a Strength saving
throw. On a failure, a target takes 4d6 lightning
damage and 3d6 thunder damage and is knocked
prone. On a success, a target takes half damage and
isn't knocked prone.

• Round 3. Targets must make a Dexterity saving
throw. On a failure, a target takes 7d6 fire damage
and is lit ablaze. Until a creature takes an action to
douse the fire, the target takes ldl0 fire damage at
the start of each of its turns. On a success, a target
takes half damage and is not lit ablaze.

At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the fire, cold, and
lightning damage dealt all increase by ld6 for each slot
level above 7th.

THE ELEMENTS AND BEYOND

of targeting a creature. If you do, the object automati- RAINBOW
cally fails its saving throws, and it doesn't stop burning
when the spell ends. 5th-level evocation (Ranger only)

At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 2nd level or higher, the initial damage dealt Range: Self
increases by ldl0 for each slot level above 1st. Components: V, S
Duration: Concentration, up to 1 hour
QUAKE WALK
You conjure a shortbow or longbow (your choice) made
3rd-level transmutation (Druid, Ranger, Sorcerer) of multicolored light into one of your hands, which
sheds bright light in a 5-foot radius and dim light for an
Casting Time: 1 action additional 5 feet and lasts for the duration. The weapon
Range: Self (15 feet) is a solid object that you can use to make attacks as
Components: V, S normal It is magicai and instead of one bowstring it has
Duration: Concentration, up to 1 minute seven different bowstrings made of light, with each
made of a different color. When you pull one back, a
You begin stomping and grinding your feet, causing the magical arrow made of light of the same color appears
ground around you to temporarily deform like rubber upon the bowstring, ready to fire. The arrow disappears
under your earthen magic. Each other creature within when it hits a target. Thus, this weapon doesn't require
15 feet of you must make a Dexterity saving throw. On a ammunition to make attacks.
failed saving throw, a creature is knocked prone.
When you make a ranged weapon attack using this
Until the spell ends, the ground within 15 feet of you weapon, you choose one of the following bowstrings.
is difficult terrain for other creatures. In addition, you Your attack deals damage of a different type based on
can use a bonus action on each of your turns after the that color instead of its normal damage type, it gains the
first to stomp the ground, forcing all other creatures benefits described for that color, and it deals an extra
within the area to repeat the saving throw, falling prone 2d6 damage on a hit.
on a failed save.
Red The attack deals fire damage. On a critical hit,
This spell can't affect creatures that aren't on the
ground, and only functions while you are on the ground the target is lit ablaze if it is flammable or it is a
or in the ground and you aren't incapacitated creature. until a creature takes an action to douse the
fire, the target takes ldl0 fire damage at the start of
RADIO'S SUDDEN SPARK each of its turns.
1st-level evocation (Artificer, Ranger, Sorcerer, Wizard)
Orange. The attack deals acid damage. On a critical
Casting Time: 1 reaction, which you take when you hit hit, if the target does not have resistance or immunity to
with a melee weapon attack or are hit by a melee acid damage, it grants attackers advantage on attacks
weapon attack made against it and it doesn't benefit from any damage
resistances until the end of your next turn.
Range: Self
Components: V Yellow. The attack deals lightning damage. On a
Duration: Instantaneous critical hit, the target is unable to take reactions and has
its speed reduced to 0 until the end of its next tum.
You electrify the attacker's weapon as it strikes its
target. The spell deals a creature 2d6 lightning damage Green. The attack deals poison damage. On a critical
on a failed Constitution saving throw, or half as much hit, the target is poisoned until the end of your next tum.
damage on a successful save. If the attack was a critical
hit, the damage increases by ld6. The spell's target is Blue. The attack deals cold damage. On a critical hit,
determined by who made the triggering attack: the target is restrained until the start of its next tum,
and its speed is reduced by 10 feet for 1 minute if it
• Defensive. If you were hit by the triggering attack, doesn't have resistance or immunity to cold damage.
the attacker rolls the saving throw, with disadvantage
if it used a metal weapon to make the attack. On a
failed saving throw, it also drops the weapon used in
the attack.

• Offensive. If you made the triggering attack, the
target of your attack rolls the saving throw, with
disadvantage if it is wearing armor made of metal
On a failed saving throw, it also can't take reactions
until the start of your next turn.

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
ld6 for each slot level above 1st.

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Indigo. The attack deals necrotic damage. On a RULES TIP: FALLING & INSTANT DEATH
critical hit, the target gains one level of exhaustion. This
attack has no effect on targets that can't be petrified If a creature is teleported into the air (such as by
the new relocate spell), it fal Is if it does not have a
Violet. The attack deals force damage. On a critical flying speed. The rules for falling assumes that a
hit, you teleport the target up to 30 feet to an unoccu- creature immediately drops the entire distance
pied space that you can see. This attack has no effect on when it falls if the fall is 500 feet or shorter.
targets that can't be paralyzed
At the end of a fall, a creature takes l d6
In addition, while you are wielding this weapon, you bludgeoning damage for every l 0 feet it fell, to a
can use an action to pull back and release all seven maximum of 20d6. The creature falls prone, unless
bowstrings at once, ending the spell and releasing a it avoids taking damage from the fall.
wave of multicolored light and harmonic sound in a line
60 feet long and 15 feet wide. Each creature in the area Massive damage can kill you instantly. When
must make a Constitution saving throw. On a failed damage reduces you to 0 hit points and there is
saving throw, a creature takes 6d6 radiant damage and damage remaining, you die if the remaining
it is blinded and deafened until the end of your next damage equals or exceeds your max hit points.
turn. On a success, a creature takes half damage and
isn't blinded or deafened RELOCATE
3rd-level conjuration (Artificer, Bard, Sorcerer, Wizard)
RAzORLEAF
Transmutation cantrip (Druid only) Casting Time: 1 action
Range: Touch
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Instantaneous
Components: S
Duration: Instantaneous Your magic relocates one other creature that you touch.
If the target is willing, it is teleported up to 90 feet to an
You hurl a leaf or blade of grass that you are holding at a unoccupied space that you can see.
creature or object within range as your magic aids its
flight. If you are not holding a leaf or blade of grass, one If the target is not willing, you must make a melee
is magically plucked from a random non-creature plant spell attack against the target as you attempt to touch it.
within 60 feet of you and flies to the target. If there are On a hit, the target must make a Charisma saving throw.
no leaves or blades of grass within 60 feet of you, the On a failed saving throw, the target is teleported up to
spell fails. 90 feet to an unoccupied space that you can see.

Make a spell attack against the target. On a hit, the
target takes ld6 damage. The damage type is determ-
ined by the projectile. If you used a needle (such as from
a pine tree), the spell deals piercing damage. Otherwise
it deals slashing damage. Ifyou were not holding the
projectile, the attack determines cover and line of effect
as if it was made from the projectile's original location
instead of your location.

The spell's damage increases by ld6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6}

REJUVENATE
5th-level evocation (Artificer, Cleric, Druid, Paladin,
Ranger)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a seed or a bit of water)
Duration: Concentration, up to 1 minute

You imbue one creature that you touch as part of casting
the spell with a magic that revitalizes and protects. Until
the spell ends, at the start of each of the target's turns, it
regains ld8 hit points and gains a number of temporary
hit points equal to 3d6 + twice your spellcasting ability
modifier.

CHAPTER TWO ISPELLS 95

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RENEWAL While it is poisoned by this spelL a creature's speed is
Transmutation cantrip (Artificer, Bard, Cleric, Druid) reduced by half and it is deafened Each time it ends its
turn outside the area, it must make a Constitution saving
Casting Time: 1 minute throw. On a success, it is no longer poisoned
Range: Touch
Components: V, S, M (clean water and dressing) The spell damages objects in the area that aren't being
Duration: Instantaneous worn or carried if they are made of inorganic material
such as stone, crystaL or metal It also deals maximum
You gently apply vital magic to one creature that you damage to creatures and objects made of such material
touch, causing its body to accelerate its natural healing.
The target can expend hit dice and regains hit points as SANCTIFY WATER
if it had done so during a short rest. The minimum 2nd-level abjuration (Cleric, Paladin)
number of hit points the target regains from each hit die
expended this way equals your Spellcasting modifier. Casting Time: 1 minute
Range: Touch
A creature can only expend up to a number of hit dice Components: V, S, M (salt, herbs, and incense worth at
equal to its Constitution modifier (minimum of 1) via
this spell before it finishes a long rest, no matter how least 10 gp, which the spell consumes)
many times the spell is cast or who casts it. Duration: 1 hour

At 5th leveL the limit on hit dice expended per long You invoke a holy or unholy blessing upon a 30-foot
rest is increased by one hit dice. At 11th level it is cube area within range. Until the spell ends, all water
increased by one more hit dice, and at 17th level it is within the area is sanctified Choose up to two of the
again increased by one. following types of creatures: celestials, elementals, fey,
fiends, or undead
This spell has no effect on undead or constructs.
When a creature of one of the chosen types starts its
RESCUE THE DYING tum within the sanctified water or enters it for the first
7th-level evocation (Cleric, Druid) time on a turn, it must make a Constitution saving
throw. On a failure, it takes 3d6 radiant damage and has
Casting Time: 1 reaction, which you take when another disadvantage on any attack rolls it makes before the
creature within range is reduced to Ohit points or start of its next turn. On a success, it takes half damage
rolls a death saving throw. and suffers no other effects.

Range: 90 feet When sanctified water is transformed into Holy
Components: V Water, the ritual to do so only takes 1 minute.
Duration: 1 round
At Higher Levels. When you cast this spell using a
With a word, you call positive energy into the target's spell slot of 4th or 5th leveL the duration increases to 8
body to heal and ward it. The target regains a number of hours. When you cast this spell using a spell slot of 6th
hit points equal to 4d10 + 30. It also gains temporary hit or 7th leveL the duration increases to 24 hours. When
points equal to half that amount and resistance to all you cast this spell using a spell slot of 8th level or high-
damage, both lasting until the end of your next turn. er, the duration increases to 7 days, and if you cast the
spell with this duration on the same spot once every 7
This spell has no effect on undead or constructs. days for a year, the spell becomes permanent.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the healing increases by SAND CLOAK
2d10 for each slot level above 7th. 3rd-level conjuration (Artificer, Druid, Ranger, Sorcerer)

RESONANCE Casting Time: 1 action
9th-level evocation (Bard, Sorcerer, Wizard) Range: Self (15 feet)
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 300 feet
Components: V, S, M (a tuning fork) You create a swirling cloak of sand and dust extending
Duration: Concentration, up to 1 minute 15 feet out from you that lasts for the duration. The area
is lightly obscured difficult terrain for other creatures,
You cause nauseating sonic vibrations to pulse from a and it moves with you as you move. You can use a bonus
point of your choice within range. The sound fills a 60- action to reduce or increase the radius of the area, up to
foot radius sphere centered on that point for the duration. a maximum of 15 feet.
The area extends beyond total cover, and creatures
within the area are deafened At the end of each of your When a creature other than you enters the area for
turns until the spell ends, each creature in the area must the first time on a tum or starts its turn there, it is
make a Constitution saving throw. On a failed saving buffeted by sand and dust, and it must succeed on a
throw, a creature takes 8d8 thunder damage and it is Constitution saving throw or be blinded until the start of
poisoned for 1 minute. On a successful saving throw, a its next turn.
creature takes half as much damage and isn't poisoned

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D&D UNLEASHED (vl.0)

SANDSTORM At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the wall's hit points
7th-level conjuration (Druid, Sorcerer, Wizard) increase by 15 and its height and width increase by 5
feet for each slot level above 2nd
Casting Time: 1 action
Range: 500 feet SEISMIC JAWS
Components: V, S, M (a bit of sand and a mummified
6th-level transmutation (Druid, Sorcerer, Wizard)
scorpion tail)
Duration: Concentration, up to 1 hour Casting Time: 1 action
Range: 60 feet
You call a swirling column of sand down to fill a 150- Components: V, S, M (a petrified jawbone)
foot-radius, 100-foot-high cylinder that spreads around Duration: Instantaneous
comers centered on a point you can see within range.
For the duration, the area is difficult terrain and heavily You chum the earth, causing massive slabs of stone to
obscured Creatures in the area are deafened, and any crash out of the ground and slam together in a 20-foot
ranged weapon attacks that pass in or out of the area cube centered on a point on the ground that you can see
are made with disadvantage. The sand disperses any within range. The area extends into the ground Each
vapor, gas, and fog that can be dispersed by strong wind, creature in the area must make a Constitution saving
and it extinguishes unprotected flames if they're Large- throw. Flying creatures and Gargantuan creatures have
sized or smaller. advantage on the saving throw, and burrowing creatures
have disadvantage on it.
If you're within range of the cylinder, you can move it
up to 60 feet as a bonus action on your turn. On a failed saving throw, a creature takes Sdl0 non-
magical bludgeoning damage, is stunned until the start
At Higher Levels. If you cast this spell using a spell of your next tum, and is knocked prone. On a successful
slot of 8th leveL the range is 1 mile. If you use a spell saving throw, a creature takes half as much damage and
slot of 9th leveL the range is Sight. suffers no other effects.

SCREEN OF PROTECTION Additionally, ground within the area becomes difficult
terrain until cleared Each 5-foot-square portion of the
2nd-level abjuration (Artificer, Bard, Cleric, Paladin, area requires at least 1 minute to clear by hand
Sorcerer, Wizard)
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 7th level or higher, the damage dealt
Range: 30 feet increases by ldlO for each slot level above 6th.
Components: V, S, M (a mirror or diamond)
Duration: Concentration, up to 10 minutes

You create a magical wall of solid silvery force centered
on a point that you can see within range. The wall lasts
for the duration. It can be up to 20 feet wide and 20 feet
talL but it has no depth. The outward side faces directly
away from you, and the inward side faces directly
toward you. The wall passes harmlessly through objects
when it is created, but after that it blocks the movement
of any object that it is not passing through. If the wall
passes through any creatures when it is created, the ·
spell fails and the wall vanishes.

The wall provides total cover and acts like any solid
walL but it doesn't block sight or any other senses, and
anything on the other side is lightly obscured by the
wall's colors. Moving through the wall is only possible
from the inward side to the outward side, and it costs 15
extra feet of movement to pass through. Ranged attacks
can pass through the wall with disadvantage if made
from the inward side, but are blocked if made from the
outward side. Melee attacks are blocked from either side.

The wall has 30 hit points and AC equal to 11 + your

spellcasting modifier (minimum 12 AC} It automatically
fails saving throws for spells and effects. If the wall
blocks a spell or effect that deals damage, it takes the
damage. If it blocks an attack, the attack is made
against it instead, and it takes the damage on a hit.

If the wall is reduced to 0 hit points, the spell ends.

THEEIEMF,NTSANDBEYOND

SHELTER FROM ENERGY SINKING MAW

6th-level abjuration (Cleric, Druid, Sorcerer, Wizard) 5th-level transmutation (Druid, Sorcerer, Wizard)

Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 150 feet
Components: V, S Components: V, S, M (an antlion shell filled with sand)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

Choose one of the following damage types: acid, cold, Choose a point on the ground that you can see within
fire, lightning, necrotic, radiant, or thunder, and choose range. Ground within 30 feet of that point becomes
up to six willing creatures you can see within range. For swirling sand until the spell ends. The sand is difficult
the duration, targets have resistance to that damage type. terrain. Each creature standing on the sand when the
spell is cast must make a Dexterity saving throw. Any
At Higher Levels. When you cast this spell using a creature that enters the area for the first time on a turn
spell slot of 7th level or higher, you may target up to one or starts its turn within the area must also make the
additional willing creature for each slot level above 6th. saving throw. On a failure, a creature sinks halfway into
the sand and becomes restrained by the ground
SHIELD OTHER
Until the spell ends, if a creature ends its turn while
2nd-level abjuration (Artificer, Bard, Cleric, Paladin) restrained by the ground in this way, it is pulled up to 10
feet toward the center of the area. A restrained creature
Casting Time: 1 reaction, which you take when another can use its action to make a Strength or Dexterity check
creature within range that you can see is hit by an (its choice) against your spell save DC. On a success, it
attack or targeted by the magic missile spell frees itself and clambers onto the surface.

Range: 15 feet When the spell ends, either because your concen-
Components: V, S, M (a bead bracelet) tration is broken or because you decide to end it, the
Duration: 1 round ground returns to the solid form it had before the spell
was cast. Each creature restrained by the spell must
A shimmering barrier of magical force appears and make a Constitution saving throw. A creature takes 9d6
protects the attacked creature. Until the start of your nonmagical bludgeoning damage on a failed save, or
next turn, the target has a +5 bonus to AC, including half as much damage on a success. Creatures are still
against the triggering attack, and it takes no damage restrained by the solid ground (not by any creature or
from magic missile. spell) until they escape, and they have disadvantage on
ability checks made to escape solid ground
SHINING ARMOR
Creatures with a burrowing speed can't be restrained
5th-level evocation (Cleric, Paladin, Wizard) by the ground using this spell

Casting Time: 1 action
Range: Self
Components: V, S, M (a glass orb)
Duration: Concentration, up to 1 hour

You wreathe yourself in weightless magical armoring
crafted from plates of pure light. Until the spell ends,
you shed bright light in a 20-foot radius and dim light
for an extra 20 feet. You also gain the following benefits
for the duration:

• When a creature within 10 feet of you hits you with a
melee attack, the plates burst with beams of light.
The attacker takes 3d6 radiant damage, and other
creatures of your choice within 10 feet of you take
half that damage.

• Attacks made against you have disadvantage.
• You have resistance to radiant damage.

In addition, if you are critically hit before the spell
ends, you can use your reaction to end the spelL causing
the plates to explode in a protective blast of light. The
attack misses, and the attacker as well as each creature
of your choice within 10 feet of you must succeed on a
Constitution saving throw or become blinded until the
end of your next turn.

When the spell ends, the magical plates vanish.

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D&D UNLEASHED (vl.O)

SOAR At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage dealt
5th-level transmutation (Artificer, Ranger, Sorcerer, increases by ldl0 and the distance a creature is pushed
Warlock, Wizard) increases by 5 feet for each slot level above 5th.

Casting Time: 1 action STAMPEDE OF SAVAGERY
Range: Touch
Components: V, S, M (an arrow or dart) 5th-level conjuration (Druid, Ranger)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
You touch a willing creature. The target gains a flying Range: 60 feet
speed of 120 feet for the duration. While the target is Components: V, S, M (a pinch of animal dung)
flying using this speed, it gains a +1 bonus to AC, it has Duration: Concentration, up to 1 hour
advantage on Dexterity saving throws, and opportunity
attacks it provokes by flying have disadvantage. When You call fey spirits to appear as wave of frenzied beasts,
the spell ends, the target falls if it is still aloft, unless it which washes over your enemies like a storm of fang
can stop the fall and claw in your choice of either a 60-foot-tall cylinder
with a 20-foot radius centered on a point you can see
At Higher Levels. When you cast this spell using a within range, or as a 60-foot cone emanating from you.
spell slot of 6th level or higher, you can target one Ten fey spirits taking the form of beasts appear in un-
additional creature in range for each slot level above 5th. occupied spaces of your choice within the area. Each
beast is challenge rating 1/4 or lower and is also con-
SONIC BOOM sidered fey. A beast disappears when it drops to 0 hit
points or when the spell ends.
5th-level evocation (Bard, Druid, Sorcerer, Wizard)
When the beasts appear, each other creature in the
Casting Time: 1 action area must make a Dexterity saving throw, taking 2d8
Range: 150 feet piercing damage, 2d8 bludgeoning damage, and 2d8
Components: V, S slashing damage on a failure, or half as much damage
Duration: Instantaneous on a success. This damage is nonmagical

A bead of thunderous force rockets from your fingertips The summoned beasts are friendly to you and your
toward a point you can see within range, where it ex- companions. Roll initiative for the beasts as a group,
plodes into a wave of sound that expands to a 20-foot which has its own turns. They obey any verbal comm-
radius sphere centered on that point. Each creature ands that you issue to them (no action required by you}
within the area must make a Constitution saving throw. If you don't issue any commands to them, they defend
On a failed save, a creature takes Sdl0 thunder damage, themselves from hostile creatures, but otherwise take
is deafened until the end of your next turn, is knocked no actions.
prone, and is pushed 20 feet away from the center of the
area. On a successful save, a creature takes half damage The DM has the creatures' statistics.
and is not knocked prone, pushed, or deafened At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the bludgeoning damage
Unsecured objects that are completely within the area increases by ld8 for each slot level above 5th. In
of effect are automatically pushed 20 feet away from the addition, when you cast this spell using a spell slot of
center of the area by the spell's effect. 8th level or higher, twice as many creatures appear.

STARLIGHT 99

1st-level evocation (Warlock only)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a star chart or astrolabe)
Duration: Concentration, up to 1 minute

You call eerie starlight down upon one creature you can
see within range. The target's space is filled with dim
light until the end of your next turn, and it must make a
Wisdom saving throw. On a failed save, it becomes
charmed for the duration. While charmed by the speli a
creature is incapacitated and it can't move or speak.

The target repeats the Wisdom saving throw at the
end of each of its turns, ending the spell on a success.
The spell also ends if the target takes any damage or if
someone else uses an action to touch the target and
shake it out of its stupor. The target has disadvantage on

CHAPTER TWO ISPELLS

D&D UNLEASHED (vl.O)


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