vBSC: the vonBoomslang Spell Compendium Having had some success creating homebrew in general and spells in particular, I’ve decided it’s high time to put them all in one place, rather than keep them in a mess of separate entries and images. Additional spells will be over time, as they are conceptualized, written up, vaguely massaged into something approaching balance and polished up to /r/UnearthedArcana standards. Hell, who knows, one day I might actually think of something worthwhile to fill the first page with. Persephona, Occult Archivist - Zap Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
Spells by Level Cantrips Blackclaw (necr.) - Punch somebody, necromantically. Melee spell or unarmed attack cantrip. - [I] [R] Echo Shot (conj.) - Shoot them and create a clone that also shoots them. Weapon attack ranged cantrip. - [I] [R] Helix Bolt (evoc.) - Shoot a foe with opposing elements. Ranged spell attack cantrip. - [I] [R] Holy Hammer (trnsm.) - If you can’t reach them, throw it. Weapon attack cantrip. - [I] [R] Knife Trick (trnsm.) - Throw a dagger. Material component: A dagger. Ranged spell attack cantrip. - [I] [R] Stormcraft (evoc.) - Thaumaturgy for those with lightning in their veins. Utility cantrip. - [I] [R] 1st Level Brambles (conj.) - The floor is spikes, don’t fall down. Part of the Spiritcaller Package. Conditional damage spell. - (c) [I] [R] Cleaving Stride (trnsm.) - Attack nearby enemies. Scales with Extra Attack. Weapon attack spell. - [I] [R] Icicle Burst (conj.) - Summon a narrow wall of spikes. Area damage and denial spell. - [I] [R] Intercede (abjr.) - Take an attack for an ally. Movement and defense spell. - [I] [R] Improved Cure Wounds (evoc.) - Improved version of official spell. Healing spell. - [I] [R] Precious (ench.) - Enchant an item to disarm your enemies. Control spell. - [I] [R] Rancor (conj.) - Risky but potent damage buff. Part of the Spiritcaller Package. Damage buff. - (c) [I] [R] 2nd Level Chaotic Discharge (evoc.) - Untamed lighting, best with multiple targets so it’s harder to miss. Unreliable damage that scales with number of targets. - [I] [R]- Death Warn (div.) - Be informed when and how a creature dies. Utility spell. - [I] [R] Decrepify (necr.) - A curse which weakens flesh and make it frail. Damage-increasing debuff. - (c) [I] [R] Doublespeak (illu.) - Hide what you’re really saying to your friends. Social spell. - (c) [I] [R] Envenom (conj.) - Add poison to your next attack. Damage buff with a debuff rider. - (c) [I] [R] Favorable Winds (conj.) - Aid friendly ranged attacks, deflect hostile ones. Part of the Spiritcaller Package. - (c) [I] [R] Flechette Storm (transm) - Launch an inaccurate volley of projectiles, hoping at least some hit. Ranged attack spell. - [I] [R] Montag’s Incinerator (evoc.) - Magical flamethrower. Area damage and denial spell. - [I] [R] Mordant Bolt (transm) - Turn a projectile into a explosive acid bolt. Weapon attack and area damage spell. - (c) [I] [R] Reap (necr.) - Harvest enemy vitality with a ghostly scythe. Repeats on upcast. Area damage with some self-healing. - [I] [R] Rhadamanth’s Illusory Fireball (illu.) - Convince your enemies you blew them up. Area charm spell. - [I] [R] Siphon Flare (necr.) - A life drain grenade - Hurts to heal. Area damage and healing spell. - [I] [R] Wrath of Winter (conj.) - Your attacks summon icy spirits, which explode. Iceplode. Part of the Spiritcaller Package. Sustained damage spell. - (c) [I] [R] 3rd Level Coldlight (evoc.) - Freeze foes (and unwise allies) with unholy light. Area damage spell. - [I] [R] Fireball (evoc.) - Weakened version of official spell. Area damage spell. - [I] [R] Improved Invisibility (illu.) - Not-As-Great-As-GreaterInvisibility-But-Greater-Than-Invisibility-Invisibility. Stealth spell. - (c) [I] [R] Summon Crystalkin (conj) - Summon a durable, mobile, or ranged combatant elemental. Summoning spell. - (c) [I] [R] Summon Frost Spirit (conj) - Summon one of three durable melee elementals. Summoning spell. - (c) [I] [R] __ Winnowing (conj.) - A spirit which halts healing and increases physical damage. Part of the Spiritcaller Package. - (c) [I] [R] 4th Level Ball Lightning (evoc.) - Create a nigh-uncontrollable ball of crackling energy. Deliberately unreliable sustained damage spell. - [I] [R] Wildfire (conj.) - A fiery spirit which deals damage and stripes fire immunity. Part of the Spiritcaller Package. - (c) [I] [R] 5th Level False Self (illu.) - Redirect all divination onto another creature. Utility spell. - [I] [R] Vigor and Valor (conj.) - Inspire your team to make more attacks. Part of the Spiritcaller Package. - [I] [R]
Spells by Class Artificer Spells Cantrips (0 level) Echo Shot Helix Bolt Knife Trick 1st Level Cleaving Stride Intercede Improved Cure Wounds 2nd Level Chaotic Discharge Montag’s Incinerator Siphon Flare Wrath of Winter Bard Spells Cantrips (0 level) Knife Trick Stormcraft 1st Level Improved Cure Wounds Precious 2nd Level Favorable Winds Cleric Spells Cantrips (0 level) Blackclaw Helix Bolt Holy Hammer Stormcraft 1st Level Improved Cure Wounds Druid Spells Cantrips (0 level) Blackclaw Helix Bolt Stormcraft 1st Level Brambles Improved Cure Wounds Rancor 2nd Level Decrepify Favorable Winds Reap Wrath of Winter 3rd Level Winnowing 4th Level Wildfire 5th Level Vigor and Valor Paladin Spells 1st Level Cleaving Stride Improved Cure Wounds Intercede Ranger Spells Cantrips (Not standard, only with DM permission) Echo Shot 1st Level Brambles Cleaving Stride Improved Cure Wounds Rancor 2nd Level Favorable Winds Wrath of Winter 3rd Level Winnowing 4th Level Wildfire 5th Level Vigor and Valor Sorcerer Spells Cantrips (0 level) Helix Bolt Knife Trick Stormcraft 2nd Level Chaotic Discharge Favorable Winds Wrath of Winter 3rd Level Fireball 4th Level Ball Lightning Wildfire Warlock Spells Cantrips (0 level) Blackclaw Helix Bolt Knife Trick 1st Level Cleaving Stride Precious Rancor 2nd Level Decrepify Reap Wrath of Winter Wizard Spells Cantrips (0 level) Blackclaw Echo Shot Helix Bolt 1st Level Cleaving Stride Intercede Precious 2nd Level Decrepify Montag’s Incinerator Reap Siphon Flare 3rd Level Fireball 4th Level Ball Lightning
Higher Level Cantrips Blade Ward Once you reach 5th level, the spell also protects against the next weapon attack against you for 1 minute after its duration. This increases to two attacks at 11th level and three attacks at 17th level. Control Flames Once you reach 5th level, you can choose flames that fit inside two 5-foot cubes, choosing the same or different effects for each. The spell’s range also increases by 10 feet and you can have one more effect active at the same time. You can choose one more flame, have one more effect active, and the range increases by an additional 10 feet at 11th level and again at 17th level. Dancing Lights You can create an additional two lights once you reach 5th level, and again at 11th and 17th level. Druidcraft You can create an additional effect and the spell’s range increases by 10 feet once you reach 5th level, and again at 11th and 17th level. Friends The duration of the spell increases by 1 minute once you reach 5th level, and again at 11th and 17th level. Guidance The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th and 17th level. Gust You can create an additional effect and the spell’s range increases by 10 feet once you reach 5th level, and again at 11th and 17th level. You cannot target the same creature or object more than once. Light Once you reach 5th level, you can increase the radius of dim and bright light cast by the object by up to 5 feet, and an additional 5 feet at 11th and 17th level. Mage Hand The range of the spell, range the hand can remain away from you, and its speed increase by 10 feet when you reach 5th level, and again at 11th and 17th level. Magic Stone At 5th level, you can imbue and additional stone, and you receive a +1 bonus to attack and damage rolls made with them. The number of stones and the bonus increase by 1 at 11th and again at 17th level. Mending The range of the spell becomes 10 feet once you reach 5th level. At 11th level, its casting time becomes 1 action. At 17th level, its duration becomes 1 minute, and you can repeat the effects on another break or tear in the same object as a bonus action for that duration. Message The spell’s range doubles when you reach 5th level, and again at 11th and 17th level. Minor Illusion You can create an additional effect and the spell’s range increases by 10 feet once you reach 5th level, and again at 11th and 17th level. Mold Earth Once you reach 5th level, you can choose portions of earth that fit inside two 5-foot cubes, choosing the same or different effects for each. The spell’s range also increases by 10 feet and you can have one more effect active at the same time. You can choose one more portion, have one more effect active, and the range increases by an additional 10 feet at 11th level and again at 17th level. Prestidigitation You can create and maintain one additional effect and the spell’s range increases by 5 feet once you reach 5th level, and again at 11th and 17th level. Resistance The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th and again at 17th level. Shape Water Once you reach 5th level, you can choose areas of water that fit inside two 5-foot cubes, choosing the same or different effects for each. The spell’s range also increases by 10 feet and you can have one more effect active at the same time. You can choose one more area, have one more effect active, and the range increases by an additional 10 feet at 11th level and again at 17th level. Shillelagh At 5th level, you receive a +1 bonus to attack and damage rolls made with the weapon, unless it already offers a better one. This bonus increases by 1 at 11th and again at 17th level. (With this change the base damage ought go down to d6) Spare The Dying When you reach 5th level, the time before the stabilized creature regains 1 hit point is reduced by one hour, to a minimum of one minute. This reduction increases to two hours at 11th level, and three hours at 17th level. Thaumaturgy You can create and maintain one additional effect and the spell’s range increases by 5 feet once you reach 5th level, and again at 11th and 17th level. True Strike The duration of the spell increases by 1 round and the number of affected attacks increases by 1 when you reach 5th level, and again at 11th and 17th level. Yet Another vonBoomslang Original - More here!
Riddle of Lightning - Michael “Daarken” Lim Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Ball Lightning 4th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute. Classes: Sorcerer, Wizard A crackling, rolling sphere of lightning appears at a point you can see and rises to float at the top of a 10-foot radius, 30-foot high cylinder. Chaotic bolts of lighting rain down on the area, and creatures which begin their turn there or enter it for the first time in a turn must make a Dexterity saving throw, taking 2d20 lightning damage on a failure. As a bonus action on your turn, you can direct the sphere to lash out at a creature or object within 120 feet of it. Make a ranged spell attack from the sphere’s location against the target, dealing 2d12 lightning damage on a hit and, hit or miss, the sphere moves twice that distance in feet towards the target. If you do not use this bonus action, the sphere drifts 10 feet in a direction of your choice at the end of your turn. “I know EXACTLY what I am doing!”
Chaotic Discharge 2nd-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Classes: Artificer, Sorcerer A burst of barely-controlled lightning erupts from your hands and fills a 60-foot cone. Make exactly six ranged spell attacks, each targetting a different creature in the area and dealing 1d12 lightning damage on a hit. If there are too few targets, one of the remaining attacks grounds harmlessly and is lost; choose targets for the others in the same way. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you make two additional attacks for each slot level above 2nd. Ral, Storm Conduit - Wesley Burt Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
Later, he realized the safety had melted - thus proving he didn’t need one after all.
Cleave - Matt Forsyth Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Cleaving Stride 1st-level transmutation Casting Time: 1 action Range: Self Components: S, M (a martial melee weapon you are proficient with) Duration: Instantaneous Class: Artificer, Paladin, Ranger, Warlock, Wizard You imbue yourself with a burst of speed, striking and cleaving through enemies around you. Make a weapon attack against every creature of your choice within 5 feet. If you have the Extra Attack or a similar feature, you can move 5 feet for each additional attack it grants, also attacking creatures you pass within 5 feet of. You do not provoke opportunity attacks from creatures you attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may move an additional 5 feet for each slot level above 1st. It was hardly fair; he had them outnumbered.
Coldlight 3rd-level evocation Casting Time: 1 Action Range: Touch Components: V, S, M (a torch, lantern, or other item casting light) Duration: 1 turn Classses: Artificer, Warlock, Wizard Turn Undead - Themefinland / Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! The touched light source emanates a sudden burst of blinding, ice-cold blue light. Creatures other than you in the item’s bright light radius must make a Constitution saving throw. A creature takes 5d8 cold damage and its speed is halved until the end of your next turn on a failure, or half as much damage and its speed is not reduced on a success. A creature which failed the saving throw by 5 or more is also blinded for the duration. A creature immune to cold damage instead takes half as much radiant damage. The light source is then extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd.
The light promised warmth, safety, and many other lies.
Decrepify 2nd-level necromancy Casting Time: 1 action or 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Class: Druid, Warlock, Wizard You inflict a wasting curse upon a corporeal foe, making them more susceptible to physical damage. There are two possible uses for the spell, either delivered by word or by touch. If you cast this spell using 1 action, it affects a creature of your choice within range. If you cast this spell using 1 bonus action, it affects the first creature you hit with a melee spell attack or an unarmed attack before the end of your turn. The attack can benefit from the curse’s effects. An affected creature must succeed on a Wisdom saving throw or take 2d8 necrotic damage on a failure or half as much damage on a success. The target is also cursed for the duration; any bludgeoning, piercing and slashing damage a cursed creature takes counts as magical for the purpose of overcoming resistances and immunities. Once for each of those types, the first time a cursed creature takes damage of that type, that damage is increased by 1d8. If the creature succeeded on its initial saving throw, the spell ends after dealing this extra damage once. At Higher Levels:. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each slot level above 2nd. Blood Magic - Stjepan Sejic Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Blackclaw Necromancy cantrip Casting Time: 1 action Range: Touch Components: S Duration: 1 round Class: Cleric, Sorcerer, Warlock, Wizard You lash out with a necromantically-empowered strike. Make a melee spell attack or an unarmed attack against a creature you can reach. On a hit, you deal 1d8 necrotic damage, plus the damage of the unarmed attack if you made one, and the next time the target makes a saving throw against your spell save DC before the start of your next turn, it must substract 1d6 from the roll. The necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
“Thy flesh to ash, thy bone to dust.”
The Conspirator - Simon Zhong Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Doublespeak 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 10 minutes Classes: Bard, Warlock, Wizard You disguise your words, including this spell’s verbal component, behind illusory speech. Choose a number of creatures within range, up to your spellcasting modifier (minimum of 1); these creatures hear you speaking as normal, though with an unmistakably magical reverbeation. All other creatures hear only the illusory speech, which must be in the same language and of comparable length and tone. The spell also disguises the movement of your lips, but not any associated gestures. Figuring out what to say to have the illusory speech deliver a precise message requires mental effort, and you have disadvantage on Charisma checks for the duration. A creature which is immune to illusions hears only unintelligible gibberish when you speak, even if it was chosen. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can double the number of creatures chosen, or the duration you can concentrate on the spell for each slot level above 2nd.
We are being deceived. “We are honored to be received!”
Echo Shot Conjuration cantrip Casting Time: 1 action Range: Self Components: V, M (a ranged or thrown weapon) Duration: 1 round Classes: Artificer, Ranger, Wizard As you make an attack, a duplicate of you briefly appears to repeat it after a short delay. The immaterial duplicate can be yourself from a different timeline, your mirror reflection, your shadow, or another form appropriate for your magic. Make a ranged attack with the weapon used in the spell’s casting against a creature of your choice, dealing the attack’s usual damage if you hit. At the end of the target’s next turn, make a ranged spell attack from the space you were when you cast the spell, targeting the space the target was in at that time, or a creature in it. This attack is made with disadvantage if the weapon attack was, and it deals 1d6 force damage on a hit. This spell’s damage increases when you reach certain levels. At 5th level, the ranged weapon attack deals an extra 1d6 force damage to the target on a hit, and the damage of the spell attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6). Archer - Nicole Cardiff / Hawkeye - Daniel Kamarudin Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! In the wilds, you learn to rely only on yourself.
Lian Normal - Hua Lu Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Envenom 2nd-level conjuration Casting Time: 1 bonus action Range: Touch Components: S, M (a venomous stinger) Duration: Concentration, up to 1 minute Classes: Artificer, Paladin, Ranger, Sorcerer You imbue a touched melee weapon or piece of ammunition with magical venom, which affects the first creature you hit with an attack using it. When you hit, and at the start of each of its turns, the creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and is poisoned until the start of its next turn. On a successful save, the creature takes half as much damage and is not poisoned. The spell ends after dealing damage a number of times equal to 1 + your spellcasting modifier, or if the creature succeeds on two consecutive saving throws. Improvement As a reward for heroic deeds, you can gain access to an improved version of this spell, as appropriate for your class. Artificer - Venom Infusion - You can you can maintain your concentration on the spell for up to 1 hour. When you cast this spell, you can touch a willing creature, which will benefit from and concentrate on the spell instead of you. Paladin - Venomous Smite - The venom corrodes the unholy like holy water. The spell deals acid damage (instead of poison) to a fiend or undead, and if it would normally be immune to the poisoned condition, it instead has advantage on the saving throw. Ranger - Venomous Strike - Has a duration of 1 minute and does not require concentration. Sorcerer - Venom Touch - You can cast this spell targeting yourself. If you do, it affects the first creature you hit with an unarmed attack or melee spell attack.
“There. Just don’t ask where I got it.”
False Self 5th-level illusion Casting Time: 1 minute Range: Touch Components: V, S, M (an effigy containing hair, nail clipings, or similar of both targets) Duration: Until dispelled Class: Bard, Warlock, Wizard You touch two willing or unconscious creatures, one of which can be yourself, and swap their magical signatures. The spell fails if one of the targets is protected from divination or already under this spell’s effect. Any attempt at divination of one of the spell’s targets instead provides accurate information about the other. If the spell provides identifying information, the spell will provide false information (for example, scrying may show the surroundings of the wrong target but replace the appearance, outfit and voice of them with that of the intended one). Spotting inconsistencies in the illusion requires a Intelligence (Investigation) check against your Spell Save DC. The spell is powerful enough to fool even divine scrying, and subtle enough that it can only be detected by a detect magic or identify spell cast at the level it was cast or higher, unless the effigy is examined. If the effigy is destroyed, the spell ends. Shaman - Oleksandr Kozachenko Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Death Warn 2nd-level divination Casting Time: 1 minute Range: Touch Components: V, S, M (an effigy containing hair, nail clipings, or similar of the target) Duration: Until dispelled Class: Druid, Warlock, Wizard You attune the effigy to the life of a creature you know. When the target dies, the effigy is destroyed, in a way indicative of the method of death (e.g. torn apart if the creature died to slashing damage, or crumbling to dust if it died of old age.)
“Okay everybody, it might not look much but we know he’s there. Go.”
Fireball 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (A tiny ball of bat guano and sulfur) Duration: Instantaneous Classes: Sorcerer, Wizard A bright streak flashes from your hands to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failure, a target takes 4d6 fire damage, and an additional 4d6 fire damage if it is within 10 feet of the chosen point. On a successful save, a creature takes half as much damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d6 for each level above 3rd. Fireball - Xavier Riberio Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! “Now, now. The classics are just that for a reason!”
Flechette Storm 2nd-level transmutation Casting Time: 1 Action Range: 30 feet Components: V, S, M (up to ten arrows, daggers, darts, shards of glass, or similar small sharp objects) Duration: Instantaneous Classses: Artificer, Ranger, Wizard You launch a sudden volley of projectiles at a creature you can see, sacrificing accuracy for volume. Make a ranged spell attack at a target, with disadvantage on the attack roll. The target takes 10d4 piercing damage, reduced by 1d4 for each point that you missed their AC by. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4. Pathfinder - Mark Molnar Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
Most of them missed. Enough of them hit.
Icicle Burst 1st-level conjuration Casting Time: 1 action Range: Self (5-foot line) Components: V, S, M (a handful of salt or coarse sand) Duration: Instantaneous Classes: Druid, Sorcerer A half-cirle of sharp icicles sprouts forth under the sweep of your arm, lacerating those too slow to move away. Creatures in a 5-foot long, 15-feet wide line must make a Dexterity saving throw. On a failure, a creature is pushed outside the area and takes 1d10 piercing and 1d6 cold damage. On a success, a creature is not pushed, or it takes no damage (the creature’s choice). Until the icicles melt or are destroyed, the area is difficult terrain, and a creature entering it must make a Dexterity saving throw, taking the same damage on a failure. The icicles have AC 11 and 20 hit points and are vulnerable to fire damage. They melt at the end of your next turn in a hot enviroment and after 1 minute in a temperate one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each level above 1st. Pathfinder - Ivan Sevic Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! “Get– AWAY– from me!”
Improved Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The target can then spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus its Constitution modifier. This spell has no effect on constructs, and acts as inflict wounds against undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 and the target may spend an additional hit die for each slot level above 1st. Expedition Healer - Heonhwa Choe Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“Actions, not words.”
Improved Invisibility 3rd-level illusion Casting Time: 1 action. Range: Touch Components: V, S, M (a piece of glass) Duration: Concentration, up to 10 minutes Classes: Bard, Sorcerer, Warlock, Wizard A willing creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. If the target attacks or casts a spell, it becomes visible until it takes the Hide action on a subsequent turn. If you target a creature other than yourself, that creature must concentrate on the spell, instead of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Each creature concentrates on the spell on them separately. Invisibility - H. F. “Fesbra” Evergreen Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“…and for my next trick..!”
Intercede 1st-level abjuration Casting Time: 1 reaction, which you take when you see another creature hit another with an attack. Range: Self Components: S, M (a shield or medium or heavy armor you are wearing) Duration: 1 round Classes: Artificer, Paladin, Wizard You rush to the attacked creature’s defense. Move up to your speed towards that creature, to a space that is both within 5 feet of the target and in range or reach of the triggering attack. If you succeed, redirect the attack onto yourself instead of the target, potentially making it miss. Until the start of your next turn, the creature which made the attack has disadvantage on all attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your AC improves by 1 against the triggering attack only for each slot level above 1st. Shield of Kryptos - Sheppi Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“Not them. Me. If you need to hurt someone, hurt me.”
Lightning Helix - Raymond Swanland Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Helix Bolt Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard You shoot twinned bolts of opposing magical energies at a creature you can see. When you learn this spell, choose one of the variants below which determines its damage types. Arcane Helix. Acid and Force. Divine Helix. Necrotic and Radiant. Primal Helix. Cold and Fire. Psionic Helix. Psychic and Thunder. Make two ranged spell attacks against the target, one for each type. On a hit, you deal 1d6 damage of that type, but if both attacks deal damage, the energies partially cancel out and each atack deals 1d4 damage instead. This spell’s damage increases by one die when you reach 5th level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4).
“Light and darkness, fire and ice… why should I settle for an ‘or’?”
Holy Hammer Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, M (a light hammer, mace, warhammer or maul) Duration: 1 round Classes: Cleric You imbue your wielded hammer with holy power until the end of your next turn. The imbued weapon sheds dim light in a 5-feet radius and becomes magical, if it isn’t already. If you cast this spell as an action, you can make one melee weapon attack with the weapon using the same action, or hurl it for a ranged weapon attack, in which case the weapon gains the thrown (30/60) property for that attack only, or its range is increased by the same amount if it already has it. If thrown, the weapon flies back to your hand afterwards, and if you hit, the attack can benefit from any spell or feature which requires hitting with a melee attack. When you reach 5th level, attacks with the imbued weapon deal an additional 1d6 radiant damage for the duration, which increases to 2d6 at 11th level and 3d6 at 18th level. You can deal this additional damage a number of times equal to your proficiency bonus. Thrain II - (c) Monolith Productions Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“You will be avenged.”
Knife Trick Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: S, M (a dagger) Duration: 1 minute Classes: Artificer, Bard, Sorcerer, Warlock With a flourish, you magically launch your dagger at a creature or object within range. Make a melee spell attack if the target is within 5 feet or ranged spell attack otherwise. On a hit, you deal piercing damage equal to 1d4 + your spellcasting modifier. For the duration, as a bonus action, you can recall all daggers launched this way which are not being held by another creature. Recalled daggers magically appear in your hand or their sheaths. When you reach 5th level, you can launch a second held dagger at the same or another target in range, but until you reach 11th level, you can only add your spellcasting modifier to the damage once. At 17th lvl, the damage of each dagger increases by 1d4 (2d4 + your spellcasitng modifier total). Katarina - Erik Bragalyan Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“Do you wanna see a magic trick?”
Montag’s Incinerator 2nd-level evocation Casting Time: 1 action Range: Self Components: V, S, M (armored gauntlets you are wearing, worth a least 50gp) Duration: 1 round Classes: Artificer, Wizard A constant torrent of flame erupts from both of your fists, lasting until the start or your next turn or until you take another action or are incapacitated. The flames fill an area which is your choice of a 30-feet long, 5-foot wide line; a 20- foot long cone; or a 10-feet long, 15-feet wide line. The area moves with you, but you (or another creature attempting to move you) must expend 2 feet of movement for every 1 foot moved, or the spell ends. You can also expend 5 feet of movement to change the area’s shape, or to change its direction by up to 90 degrees. The first time on a turn a creature enters the area, or the area moves to include a creature’s space, it must make a Dexterity saving throw. A creature must also make the saving throw when it ends its turn in the area. A target takes 3d6 fire damage on a failed saving throw or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried are ignited. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each level above 2nd. Flamethrower - Phuchong “Porforever” Chavapun Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“Need a light?”
Mordant Bolt 2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a drop of vinegar) Duration: 1 turn or concentration, up to 10 minutes Classes: Artificer, Ranger, Sorcerer, Wizard You transform a touched nonmagical piece of ammunition or weapon with the thrown property into a crude-, crueland corroded-looking version of itself. The item is destroyed when the spell ends. If you cast this spell without concentrating on it, it lasts until the end of your turn. The next time an attack is made using that weapon or piece of ammunition, it bursts into a splash of acid. On a hit, the attack deals its normal damage plus 1d8 acid damage. Hit or miss, the target and other creatures in a 20-foot cone starting with the target must make a Dexterity saving throw, taking 2d8 acid damage on a failure and half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid damage rolls increase by 1d8 for each level above 2nd. Poison-Tip Archer - Dmitry Burmak Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
Her favorite part was the way the evidence dissolved. Just like the victims.
Precious 1st-level enchantment Casting Time: 1 action Range: Touch Components: V, M (an apple or one object worth at least 1sp, small enough to fit in the hand) Duration: 1 hour Classes: Bard, Sorcerer, Warlock, Wizard You enchant the item used as a material component. When a creature with an Intelligence score of 3 or higher picks the item up, it must succeed on a Wisdom saving throw or become charmed by the item. A charmed creature is compelled to hold the item, either protective of it or denying its existence (DM’s choice); either way, it will be unable to use that limb for any other purpose and resist attempts to take the item away. It may attack with weapons wielded in two hands, but has disadvantage on the attack roll. A charmed creature may repeat the saving throw if the item is forcefully taken away from it or, at the end of its turn if its actions were hampered by having to hold the item. On a success, the charmed condition ends, the creature becomes aware it was charmed but not necessarily by who, and the creature cannot be charmed by the item again. As part of casting the spell, you can throw the item to a creature that you can see within 30 feet. That creature must make a Wisdom saving throw. On a failure, the creature is charmed and compelled to use its reaction to catch the item; on a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its duration doubles for each slot level above 1st. If cast using a spell slot of 7th or higher level, it lasts until dispelled.
The G old e n A p ple - Mihail To p alo v U s e s s t ain s b y J a r e d O n d ric e k. Yet Another vonBoomslang Orig i n a l - M o re h e re ! “App l e ? Wh a t app l e ? ”
Reap 2st-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a rod, club, staff, or similar lenght of wood) Duration: 1 minute Classes: Druid, Warlock, Wizard You manifest a spectral scythe around the material component, performing a sweeping strike. Make a melee spell attack against every creature in a 10-foot long, 15-feet wide line. A target takes 2d8 necrotic damage on a hit, or 2d12 damage if it is missing half or more of its hit points. You empower yourself with the harvested vitality, gaining temporary hit points equal to the damage you dealt to one of the spell’s targets. If you are missing half or more of your hit points, you instead regain that amount of hit points. If your hit points are lower than your level, you gain both benefits. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can repeat the spell as an action on your next turn, without using a spell slot, once for each slot level above 2nd. Any extra uses are lost if you do not repeat the spell. Skull Scythe - Sore Loser Games Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
In his time, the reaper was a figure to be feared. Soon, it would be again.
Young Kano - Alexhander Mokhov Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here! Rhadamanth’s Illusory Fireball 2nd-level illusion Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of mud and sand, or a fake arcane focus) Duration: Concentration, up to 3 rounds Classes: Bard, Sorcerer, Wizard With a dramatic flourish you unleash elemental devastation upon your foes, as far as they believe. The illusion of a fiery explosion erupts in a 20-foot sphere centered on a point you see within range, seemingly scorching the area and the creatures within it for the duration. Each creature in the area must make an Intelligence saving throw against charm. Creatures resistant to fire damage have advantage on the saving throw, creatures vulnerable to it have disadvantage, and creatures immune to it are not affected by the spell. A creature which failed its saving throw but has more than 8d6 hit points believes itself gravely wounded by the spell but suffers no ill effect. A creature which succeeded on the saving throw and has more than half that amount of hit points recognizes the spell as an illusion and is unaffected by it. Creatures with fewer hit points are charmed. A charmed creature believes itself slain despite all evidence to the contrary. It drops prone, is incapacitated, and its movement is 0. The only action a charmed creature can take is to repeat the saving throw, ending the effect on a success. The spell ends on a creature if it takes damage or regains hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 1d6 when determining the amount of hit points a creature may have to be affected by it for each slot level above 2nd. Rules tip: Concentration An incapacitated creature loses concentration.
“Go away, I’m dead!”
Siphon Flare 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: S, M (a pomegranate) Duration: 1 minute Classes: Artificer, Wizard You hurl a mote of negative energy at a point within range, which then bursts to fill a 10-foot radius sphere. Each creature within the area must make a Constitution saving throw, taking 2d8 necrotic damage on a failure or half as much damage on a successful one. The energy then collapses in on one of the affected creatures, empowering it with the stolen vitality. One target of your choice gains a number of temporary hit points equal to the combined damage dealt by the spell, to a maximum of four times the damage that creature took, which last for the duration. When these temporary hit points expire or are replaced, the creature regains hit points equal to half their amount. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd. Sap Vitality - Alexander Mokhov Uses stains by Jared Ondricek. Yet Another vonBoomslang Original - More here!
“‘Friendly fire’, if you will.”