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LBRECHT’S DRACONIC SHROUD 

4th-level transmutation
Classes: Sorcerer, Warlock
Cast Time: 1 action
Range: Self
Components: V, M (A chunk of Ammolite worth 500 gp which the spell consumes)
Duration: Concentration, 1 hour

For the duration you gain one set of effects: 

Sea Serpent: You gain a swim speed of 60 ft. as well as the amphibious trait, enabling you to breathe both air and water for the duration. Your skin grows scales that shift and adapt to your surroundings. For the duration of the spell you gain advantage on stealth rolls.

Fire Drake: You grow hardened scales all over your body, radiating heat. Your AC increases by 4, and whenever you hit an enemy within 15 ft. of you with an attack or spell flames flare off of your body, causing them to take an additional 2d6 fire damage. 

Storm Dragon: You sprout a set of wings, gaining a fly speed of 60 ft. In addition the eddying wind around your body allows you to make a reaction whenever you are hit with a weapon attack. Whenever you are hit by a weapon attack from a creature within 40 ft. of you, you may cause the winds around you to fling sediment into their eyes, forcing them to make a constitution saving throw against your spell save DC. On a failed save they are blinded until the start of your next turn. If they succeed the saving throw they are not blinded. 

At Higher Levels: If you cast this spell at 6th level you can choose 2 effects, and if you cast this spell at 8th level you gain the benefits of all three options for the duration. 

 

ALBRECHT’S ELEMENTAL TAIL

2nd-level Evocation
Classes: Sorcerer, Warlock, Cleric
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute

You sprout a tail formed from elemental energy. Choose between poison, acid, fire, cold, necrotic, or lightning. As a part of casting this spell and as a bonus action on your turn you can make a tail attack. It is a melee spell attack, with a reach of 10 ft. It does 2d8+ spellcasting modifier of the elemental energy type chosen from the list above. You may also use this tail to make opportunity attacks when enemies leave its range.

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for every two slot levels above 2nd. 

 

BARKSKIN (REVISED)

2nd-level transmutation
Classes: Druid, Ranger, Claric
Cast Time: 1 action
Range: Touch
Components: V, S, M (a handful of bark)
Duration: 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 20, regardless of what kind of armor it’s wearing. 

At Higher Levels: when casting this spell using a spell slot of 3rd level or higher, the minimum AC increases by 2 for every two slot levels above 2nd. The duration increases to 4 hours if casting at 4th level or higher, and then 8 hours at 6th level or higher.

 

BRIAR HUSK

5th-level conjuration
Classes: Druid, Ranger, Occultist, Claric
Cast Time: 1 action
Range: 30 feet
Components: V, S, M (a dried blackberry vine)
Duration: Concentration, up to 10 minutes

A dried husk of vines and thorns coats you or one of your allies in range like a second skin, and then sloughs off into a plantlike and spined approximation of that being. The husk has an AC of 16 and hit points equal to your own minus 20. For the duration, the husk can interfere with attacks made against you or your allies who are within 15 feet of it. As a reaction to yourself or an ally being targeted by an attack, you may cause the husk to envelop the target of the attack. That attack instead targets the husk, potentially protecting them from the attack. If the attack does hit the husk, the creature who made the attack takes 3d8 piercing damage as thorns are ejected back at it, unless the creature is behind full cover. 

 As a bonus action on your turn, you may move the husk up to 30 feet. 

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for every two slots above 5th.

 

BOLSTER FAMILIAR

2nd-level conjuration
Classes: Wizard, Warlock
Cast TIme: 1 action
Range: Touch
Components: V, S, M (A summoned familiar, and 10P worth charcoal & incense that is consumes) 
Duration: Concentration, 1 minute

You bolster the physicality of your existing familiar, granting it temporary combat capabilities. For the duration of the spell your familiar increases by one size, gains a +6 bonus to their AC as well as temporary hit points equal to 4D10 + Spellcasting Modifier. On the familiar’s turn, you can make a melee spell attack through the familiar, doing 2d8 + your spellcasting modifier force damage. 

At Higher Levels: When you cast this spell using a spell slot of 3rd or higher, the temporary hit points the familiar gains is increased by 1d10 for every two spell slots above 2nd and the damage it deal is increased by 1D10.

 

CORROSIVE SHOT

evocation cantrip

Classes: Artificer, Sorcerer, Wizard, Cleric, Warlock
Casting Time: 1 action
Range: 60 feet
Components: V, M (a ranged weapon and piece of ammunition)
Duration: 1 round 

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and the target’s space becomes coated in shallow puddles of acid until the beginning of your next turn. A creature takes acid damage equal to your spellcasting modifier at the start and end of their turn if they are in that space.

This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 acid damage, and the damage the target takes for starting or ending their turn in the affected space increases by 1d6. Both damage rolls increase by 1d8 at 11th level and 17th level. 

 

DANDELION CLOAK

4th-level illusion
Classes: Druid, Cleric
Cast Time: 1 action
Range: Self (20 foot radius)
Components: V, S, M (a dandelion seed in a small leather pouch)
Duration: Instantaneous

A field of dandelions going to seed sprouts from the ground, then a flurry of downy seeds rise from it, briefly hiding those in its radius. Each creature of your choice, as well as anything they are wearing or carrying, becomes invisible until the end of their next turn.

 

DRAGON CLAW

Transmutation Cantrip
Classes: Sorcerer, Warlock
Casting Time: 1 action
Range: 5 ft.
Components: V, S
Duration: Instantaneous

Momentarily your hands become heavy, serrated dragon claws. Make a melee spell attack against a target within range. On a hit they take 3d8 + spellcasting modifier slashing damage.

At 5th level the damage increases by 1d8 for a total of 4d8, then again at 11th (5d8) and 16th (6d8).

 

FLAME BLADE (REVISED)

2nd-level evocation
Classes: Druid, Ranger, cleric
Cast Time: 1 bonus action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. 

This magic sword counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse and versatile (3d6) properties. The sword sheds bright light for 10 feet, and dim light for an additional 10 feet. It ignites any flammable object that isn’t being carried or worn. 

At Higher Levels: When casting this spell using a 3rd or 4th level spell slot, the damage increases to 4d8 (versatile 5d6). When you cast it using a 5th or 6th level spell slot, the damage increases to 6d8 (versatile 8d6). When you cast it using a spell slot of 7th level or higher, the damage increases to 8d8 (versatile 10d6). 

 

HELLFIRE MAELSTROM 

6th-level evocation
Classes: Druid, Sorcerer, Wizard, cleric
Casting Time: 1 action
Range: 60 ft. 
Components: V, S, M (a jar of ashes from a forest fire) 
Duration: Concentration, 1 minute

Whipping up super heated winds, a towering tornado of fire appears at a location within range of your choice. The tornado is a 10 ft. radius cylinder that is 30 ft. tall. Anyone within 10 ft. of the tornado has their speed halved. Creatures who start their turn within the tornado must make a Constitution Saving throw or suffer 8d10 fire damage and are lifted 30 ft. off the ground. On a successful save they take half the damage and are not lifted. While lifted the target cannot move and remains within the tornado, but otherwise can take actions. Ranged missile attack rolls against targets within the tornado have disadvantage. A lifted target who succeeds on their saving throw the next turn manages to return to the ground.

On your turn you can use an action to control the tornado, moving it up to 20 ft. in any direction. Targets lifted within the tornado move with it. 

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 10d12. For each spell slot above 6th, increase the tornado’s radius by 5ft and its height by 10ft.  When the tornado’s height increases, so does the height the target is raised.

 

HORRIFIC APPEARANCE 

1st-level Illusion
Classes: Bard, Sorcerer, Warlock, Wizard, Cleric
Casting Time: 1 action
Range: 30 ft.
Components: S, M (a pickled mandrake root)
Duration: 1 hour

You cause a target within range to take on a horrific appearance. You can change their eye colors, give them horns, change the color of their skin, or cause grotesque growths to appear on the surface of their skin. Other creatures are repulsed by the target’s image, though can tell it is an illusion with a successful Wisdom (Insight) check against your spell save DC. A repulsed creature must immediately dash away from the target. On the repulsed creatures next turn, they have no movement but can act as they normally would.

 

IVY WARD

2nd-level abjuration
Classes: Druid, Ranger, Occultist, Bard
Cast Time: 1 bonus action
Range: Self
Duration: 1 minute
Components: V, S, M (an ivy leaf carved from stone)

Twisting vines crawl up your body. For the duration, melee attack rolls against you suffer a 1d6 penalty to hit. 

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the die size increases for every two slots above 2nd (1d8 at 4th level, 1d10 at 6th level, and 1d12 at 8th level).

 

MENDING (REVISED)

Transmutation cantrip
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 5 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but to restore magic to such an object requires knowledge of what the magical properties of the item were before it was broken, and a successful arcana check (Determined by the DM)

 

MINOR WARD

Abjuration Cantrip
Classes: Bard, Cleric, Wizard, Artificer
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (chalk, graphite, charcoal, ink, or anything that can mark or draw on an item or the ground)
Duration: Until Dispelled or Triggered

You draw a small glyph onto an object or on the ground no bigger than a 5 foot square. Select an option for the ward’s effect from the following list when you draw the ward. When someone other than you or a creature that you designate touches the object or enters the space the glyph occupies, the effect triggers with that creature as a target, if the effect needs a target. 

  • The creature takes lightning damage equal to your spellcasting modifier. If the glyph was set on an item, the creature who picked it up or touched it must make a Constitution saving throw or be forced to drop the item or cease touching it.
  • You are alerted by a mental ping if a creature enters the space or touches the item if you are within 500 feet of the ward.
  • The ward creates a thunderous sound that can be heard up to 500 feet away.
  • The creature that entered the space or touched the item must make a Strength saving throw, or be shoved 5 feet directly backwards.
  • The ward emits a puff of acrid smoke, briefly shrouding the area from sight. Until the end of the triggering creature’s next turn, the space the item occupied or where the ward was set is heavily obscured.
  • You set the ward on a lock, increasing the lock’s thieves tools DC by an amount equal to your Spellcasting modifier.

    You may designate a code phrase that a creature can say before touching the object or entering the space the glyph occupies, which prevents the glyph from triggering.

    You may have 1 maximum ward active. The number of wards you may have active increases by 1 when you reach 5th level (2 wards), 11th level (3 wards), and 17th level (4 wards).

     

    PALM READ

    Divination Cantrip
    Classes: Bard, Cleric, Wizard, Occultist
    Casting Time: 1 minute
    Range: Touch
    Components: S
    Duration: Instantaneous

    You take the hand of a living humanoid within range and learn some aspects of them or their lives. You must observe that hand for the full casting of the spell. You can learn up to two of the following:

    • If they have recently had someone close to them fall ill or pass away.
    • The general terms of their occupation (person at arms, craftsman, politician, etc). In doing so, you also learn one skill or tool that they are proficient in, if they are proficient in any skill or tool.
    • You learn if one of their ability scores of your choice is over 11, or under 10.
    • You know the general environment of a location they have been in sometime in the past 24 hours (out in the woods, in the markets, in a home, etc).
    • You get a feeling for how healthy they are, learning if they have more or less hit points than you do.

     

    PIERCING STEEL

    2nd-level evocation
    Classes: Paladin, Ranger, Wizard, Warlock
    Casting Time: 1 action
    Range: Self (45 foot line)
    Components: V, S, M (a melee weapon you are proficient in)
    Duration: Instantaneous

    You thrust your weapon forth with incredible force, creating a line of arcane power from your space. The first person hit within range must make a Constitution saving throw. On a failed save they take the weapon’s normal damage as well as 2d6 force damage, and the strike pierces them. Anyone else in the line now must also make the saving throw. On a successful save they are hit by the strike, taking the full damage but the strike does not pierce them.

    At Higher Levels: if this spell is cast at 3rd level or higher, the damage increases by 1d6 per spell slot above 2nd. And the range increases by 10ft.

     

    SAND SLASH

    evocation cantrip
    Classes: Sorcerer, Wizard, Cleric
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous

    You form sand into a sharp, condensed blade and fling it at a nearby target. Make a ranged spell attack roll. If it hits, the target takes 2d4 slashing damage.  

    This spell’s damage increases when you reach higher levels. At 5th level, the spell deals an additional 2d4 slashing damage. This damage increases again at 11th level (6d4) and 17th level (8d4). 

     

    SEEKING ARROWS

    3rd-level transmutation
    Classes: Ranger
    Casting Time: 1 action
    Range: Self (30 foot radius)
    Components: V, S, M (one arrow)
    Duration: Instantaneous

    You throw an arrow into the air, which then splinters into a cloud of identical copies of it which rain down and then disappear. Make a ranged spell attack roll against each creature of your choice within 30 feet of you. Each creature hit takes 2d10 piercing damage as they are hit by one of the arrows.

    At Higher Levels: if this spell is cast at 4th level or higher, the damage increases by 1d10 per spell slot above 3rd.

     

    SHAPE SHADOWS 

    illusion cantrip
    Classes: Sorcerer, Warlock, Cleric
    Casting Time: 1 action
    Range: 30 ft.
    Components: V, S
    Duration: 10 minutes

    You reach toward an existing shadow within range, causing up to two of the following effects for the duration. You may manipulate up to a 5 foot cube of shadow, which may be part of a larger shadow. 

    • You cause an otherworldly voice to speak from the shadows. It sounds like unintelligible whispers or growls, unless you telepathically determine what the voice says (it may speak any language you are proficient in). This voice can be an insidious whisper or a threatening baritone, and can be heard by all creatures within 15 feet of the shadow.
    • You form the shadow into an indistinct shape that you control. The shape is incorporeal. You may move this shape 5 feet at the beginning of your turn if the space it is moving to is still in shadow. The shadow has an AC equal to your spell save DC + 10, and an HP 2x that.
    • You condense the shadow into a semi-solid substance, making it difficult to move through. The space the shadow occupies is considered difficult terrain.
    • You fashion the shadow into a simple object weighing no more than a pound and no larger than a cubic foot. The object is destroyed if it enters bright light.

     

    SHOCKWAVE STRIKE

    3rd-level evocation
    Classes: Paladin, Ranger, Wizard, Warlock
    Cast Time: 1 bonus
    Range: Self
    Components: V
    Duration: Until You successfully Hit A Target

    The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon sends a strong shockwave through the ground, dealing an extra 4d6 thunder damage to the target. Any hostile creature within 5 ft. of the original target must make a Dexterity Saving throw or suffer the same 4d6 damage, or half on a successful save. On a successful save the shock wave fades.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each spell slot above 3rd.

     

    SPIRITUAL WEAPON (REVISED)

    2nd-level evocation
    Classes: Cleric
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute

    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 10 feet of the weapon. On a hit, the target takes force damage equal to 2d8 + your spellcasting ability modifier.

    As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.

    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

    At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

     

    TIMBER FORCE

    4th-level evocation
    Classes: Druid, Wizard, Sorcerer, Cleric
    Cast Time: 1 action
    Range: Self (60 foot line)
    Components: V, S
    Duration: Instantaneous

    You draw upon the magic of the ancient trees deep within the connected ley lines of the earth, drawing the magic into a massive tree formed of natural energies and toppling it upon your foes. The tree falls on a line 60 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw. A creature takes 6d6 force damage and is knocked prone on a failed save. On a successful save, they take half the force damage and are not knocked prone.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot above 4th.

     

    WITCH BOLT (REVISED) 

    1st-level evocation
    Classes: Sorcerer, Warlock, Wizard, Cleric
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (A twig from a tree struck by lightning)
    Duration: Concentration, 1 minute

    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning damage, and on each of your turns for the duration, you can use your action to force a target to make a Constitution Saving throw against your spell save DC. On a failure they take 2d8 lightning damage, on a successful save they take half damage. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or it has total cover from you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot above 1st, and the sustained damage increases by1d8 for each slot above 1st.

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