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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death from the Heavens
Level: 9
School: Conjuration
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 1 Mile
Duration: 10 Minutes
Components: V, S
Description: You beckon the unadulterated power of the gods and summon them to rain hell upon your foes, causing dark clouds to roll in to cover a 500-foot-radius circle centered on a point you can see within range. At the start of each of your turns for the duration, piercing light breaks through from above the clouds towards up to three different points of your choice beneath the clouds. Each creature in a 15-foot-radius sphere centered on each point must make a Dexterity saving throw, taking 13d6 force damage on a failed save or half as much on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death Grip
Level: 1
School: Necromancy
Classes: Artificer, Bard, Paladin, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: 40 Feet
Duration: Instantaneous
Components: S
Description: You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is pulled up to 40 feet directly towards you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the number of creatures you may target by 1 and increase the range of this spell by 10 feet for each slot level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death Sight
Level: 0
School: Divination
Classes: Bard, Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a pinch of powdered bone
Description: You touch a creature and give it an insight into its imminent death. While under the effects of this spell, a creature can add its proficiency bonus to its death saving throws. You cannot cast this spell on an incapacitated creature. If you cast this spell again, the effect ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death Strike
Level: 1
School: Evocation
Classes: Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a piece of iron
Description: As part of this spell, make an attack with a melee weapon, if hits, your attack does 1d6 additional necrotic damage and you regain hit points equal to half of the total damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death Touch
Level: 1
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: S
Description: You touch a creature and attempt to end its life instantly. It must make a Constitution saving throw, taking 10 necrotic damage on a failure.
This spell automatically fails if it targets a creature with more than 10 hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d10 necrotic damage for every level above 1st. In addition, the threshold for spell failure increases by 10 hit points for every level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death's Garrote
Level: 0
School: Necromancy
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: S, M
Material cost: a garrote
Description: You infuse your garrote with the power of death. The infused garrote's damage changes to 1d6 necrotic. When you attack with the infused garrote, you can use your spellcasting ability modifier, instead of your Strength or Dexterity, for the attack and damage rolls. When a creature attempts to escape a grapple made with the infused garrote, you can use your spell attack modifier in place of your Strength (Athletics) modifier for the check to maintain the grapple |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death's Scythe
Level: 9
School: Necromancy (Ritual)
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: Self
Duration: Up To 10 Minutes
Components: V, S, M
Material cost: The soul of a humanoid, which Death takes; Or a gift for Death worth at least 5,000 gp, which Death takes
Description: You incant the one of the ultimate forbidden rituals of necromancy: Summoning Death himself, for the purpose of borrowing his scythe in exchange for the material component. Over the course of the casting of the spell, Death appears, and decides if he is willing to part with his scythe. If Death agrees, he places it in your hands and allows you to wield it for the duration of the spell. You are considered proficient with scythes as long as you wield it.
At the end of the spell's duration, or when you dismiss the spell as an action, Death reappears and takes from you both his scythe (if you or your companions still have it) and the material components used in the spell, before being sent back to whence he came |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death's Touch
Level: 6
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: Powdered diamond worth at least 500gp
Description: You touch one enemy creature within 5ft of you. You speak an ancient ritual in your mother dialect and offer the components to your deity. The target creature must succeed on a DC Constitution Saving Throw (using your spellcasting ability as the DC to beat), if the creature fails the saving throw, it must take 10d8 necrotic damage and have that amount added to your hit points as temporary hit points, if the creature succeeds the saving throw, it must take half of the 10d8 damage rolled and it's damage is not added to you for temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of level 7 or higher, increase damage dice by 1d8 for each spell level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deathly Polymorph
Level: 7
School: Transmutation
Classes: Bard, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 30 Minutes
Components: V, S, M
Material cost: a dead moth's cocoon
Description: This spell transforms you into a new form.
The transformation lasts for the duration, or until you drop to 0 hit points or die. The new form can be any undead whose challenge rating is equal to or less than your level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen undead. You retain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You are limited in the actions you can perform by nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech unless the new form is naturally capable of doing so. You are not able to create other undead through the use of your new form's abilities.
Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deathly Servant
Level: 1
School: Necromancy (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instant,
Components: V, S, M
Material cost: A gem worth at least 30gp to be inserted within the mouth of the servant, consumed by the spell.
Description: Commonly seen for necromancers and those who want cheap labor, this magic binds itself to a body and animates it once more. This is no resurrection, merely a mimicry of life that will follow the orders of those who perform the necessary ritual. Since it lacks the soul of the creature it once was, the body is significantly weaker and less capable, but still suitable fodder for the army. The ritual itself involves inscribing or carving symbols onto or into the flesh of the body, allowing magical energy to reside within the body.
Any natural abilities once held by the creature are lost in this process, such as a dragon's breath attack or a creature being venomous. Similarly, the decrease in dexterity and the absence of thought make the animated creature incapable of flight or burrowing, setting their speeds for such to 0. While these creatures can still wear armor that is made for them, the act of marking them with the spell severely weakens the body itself, ruining any natural armor they may have once held as their bones and flesh sag, only to be tugged taught once more in a lesser, more grisly form. Creatures marked in this way move unnaturally and always have glowing markings upon them that give them disadvantage on stealth checks unless covered by thick clothes or armor.
For creatures of CR Ratings higher than CR 1, their health is 1d6 per CR level. For those under this level, their health modifier is 1D4+1. Their stats are as follow;
Deathly Servant[edit]
Same Size as Creature Body undead, neutral
Armor Class 8
Hit Points 1d6 Per CR Rating, Below CR1 is 1d4+1
Speed 20ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
8 (-1)
13 (+1)
6 (-2)
6 (-2)
5 (-3)
Damage Immunities PoisonCondition Immunities Poisoned
Senses passive Perception 8, Dark Vision 60ft.
Languages —None, understands verbal commands from creator.
Challenge Same as in Life (Same as in Life, Optionally None.
Antimagic Susceptibility.The servant is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the servant must succeed on a Constitution saving throw against the caster's spell save DC or the corpse will crumble to the ground, once more lifeless. XP)
ACTIONS
Creatures animated with this spell retain all non-magical melee attacks, but make them with listed stats and without proficiency.
Twisted by magic, these corpses are more frail than living counterparts in most instances, and the arcane runes glowing upon their decaying flesh identify them easily as monsters born from magic, only bound so long as the magic exists. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deathtouch
Level: 3
School: Necromancy
Classes: Paladin, Ranger, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a shrunken head
Description: Your being is filled with necrotic energy, extending to your physical touch and your attacks for the duration. Whenever a creature touches you or hits you with a melee attack, it must make a Constitution saving throw or take 1d6 necrotic damage. Whenever you hit a creature with an attack, it takes an additional 4d6 necrotic damage (ignoring the touch damage mentioned previously). If you cause a creature to be reduced to 0 or fewer hit points with this spell, it automatically fails one death saving throw. If you hit a creature that is already at 0 or fewer hit points with this spell, it dies. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deathwatch
Level: 1
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 30 Feet
Duration: 10 Minutes
Components: V, S
Description: Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death’s Caress
Level: 3
School: Necromancy
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: Unholy energy radiates from you in an aura with a 30-foot radius, enveloping all friendly creatures within range. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature (including you) deals an extra 1d4 necrotic energy when it hits with a melee attack. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Death’s March
Level: 2
School: Necromancy
Classes: Bard, Cleric, Paladin, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Hour
Components: V, S
Description: You release a war cry in necromonger, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. Their damage reduction increases by 3 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage reduction bonus is increased by 3 for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Decaying Ground
Level: 3
School: Necromancy
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20-foot radius of the point becomes difficult terrain for the duration of the spell.
When a creature moves into or within the area it takes 1d4 necrotic damage and 1d4 poison damage for every 5 feet it travels.
Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Decaying Necrostrike
Level: 1
School: Necromancy
Classes: Paladin
Casting time: 1 Bonus Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V
Description: Creeping tendrils of death slither toward a creature you can see within range. Your next successful attack within the duration of the spell forces the target to succeed on a Constitution saving throw, or take 1d4 necrotic damage, plus an additional 1d4 necrotic damage at the start of each of its turns for 1 minute. The target can make a Constitution saving throw at the end of each of its turns to end this effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4. Also, when you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d8 for every two slot levels above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Decrepit Hands
Level: 5
School: Transmutation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a rabbit's foot
Description: You sacrifice one of your hands temporarily as it withers and becomes unable to perform somatic gestures or handle objects. Targeting a creature whose location you know, a ghostly apparition of your hand manifests near it. Your target must succeed on a Strength check contested against your spellcasting ability check, or for the duration of the spell, its hand suffers the same fate as yours. The creature can repeat the contest at the beginning of each of its turns, ending the spell early if it succeeds. You may end the spell as a bonus action. Only creatures with at least one working hand can use or be targeted by this spell. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deep Forest Emergence
Level: 5
School: Transmutation (Ritual)
Classes: Druid
Casting time: 1 Action
Range: 50 Feet
Duration: 24 Hours
Components: V, S, M
Material cost: A handful of roots
Description: Plant vines into the ground and choose 3 locations within 50 feet. On your next turn, a Living Root emerge from the ground at each of these locations. Creatures within 10 feet of a summoning plant must succeed a DC 13 Dexterity saving throw or be knocked prone.
Living Roots summoned by this spell are under your control. On each turn, you may use a bonus action to select a target, which all roots within range will attack. Control of Living Roots is lost after 24 hours, but the plants will persist.
Casting Plant Growth on these roots causes them to Deep Forest Bloom, growing flowers that exude sleep pollen. Living creatures (other than you) starting their turns within 20 feet of a Living Root must succeed a Wisdom saving throw or fall asleep.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, extend the range by 20 feet and summon 2 more Living Roots for each level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deepen Shadows
Level: 0
School: Illusion
Classes: Wizard, Sorcerer, Bard, Warlock
Casting time: 1 Minute
Range: 30 Feet
Duration: 1 Hour
Components: S
Description: Over the course of a minute, the shadows in one 10 foot cube or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires a Wisdom (Insight) check with a DC equal to the spell save DC to notice it. The size of the area that can be affected increases when you reach 5th level (20 feet), 11th level (50 feet), and 17th level (100 feet) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deeppockets
Level: 1
School: Transmutation (Ritual)
Classes: Wizard
Casting time: 1 Minute
Range: Touch
Duration: 8 Hours
Components: V, S, M
Material cost: a tiny golden needle and a strip of fine cloth
Description: You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets with extra-dimensional interiors. For the duration of the spell, items placed in the pockets are considered to weigh one tenth of their weight for the purpose of carrying capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents of the pockets fall to the floor |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Defense Lattice
Level: 3
School: Abjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a stone carving of various intertwining polygons worth at least 100 gp
Description: You surround yourself with a network of magic energy that solidifies into discrete barriers in response to incoming attacks.
The network starts with a pool of 20 points. Whenever a creature makes an attack roll against you that is greater than or equal to your AC, the network expends points to increase your AC by 1 per point until the end of the current turn. The network expends points until your AC is 1 point greater than the triggering attack roll, or until the amount of points spent equals 2 + this spell's spell level (whichever happens first). If you are targeted by the magic missile spell, the network expends a number of points equal to the number of missiles targeting you (up 2 + this spell's spell level) to block 1 missile per point.
In addition, when you are targeted by a spell that deals damage, you can use your reaction to expend points up to this spell's spell level and reduce the damage by 1d6 per point. If the spell forces you to make Strength, Dexterity, Constitution, or Charisma saving throws, add the number of points spent to those saving throws.
When you cast defensive lattice, you may choose to increase the casting time to 1 minute. The additional time is spent building and integrating an autonomous framework into the lattice, changing the spell's duration to 1 hour (no concentration required).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 5 points to the network's pool for each spell level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Defensive Dome
Level: 2
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: 30 Feet
Duration: 1 Minute
Components: V, S
Description: If you or a creature you can see within 30 feet of you is hit with a ranged weapon or spell attack, you can use a reaction to have a dome of force spring into being centered on a point you choose within range, and lasts for the duration of the spell or until it is broken. The dome is 15ft in radius and has 40 hit points. The dome absorbs damage from attacks and spells from outside it until its hit points are reduced to zero, at which point excess damage carries over onto creatures and objects inside the dome.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the dome's hit points increase by 10 for each spell slot above 2nd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Defiant Overflow
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: You begin to well with defensive energy for 1 minute. The next time you would restore hit points to any number of creatures while under this effect, you also grant the targets temporary hit points equal to the number of hit points restored. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Defibrillate
Level: 5
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: two bludgeoning weapons made of conductive material
Description: Using your two weapons, you touch a creature within 5 of you that has died within the last minute and send a reviving jolt through their body. The target returns to life with 1 hit point and becomes conscious. It has disadvantage on all saving throws until the end of its long rest |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deity's Jaw
Level: 9
School: Conjuration
Classes: Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S, M
Material cost: gift given by the deity summoned
Description: Choose one person within 20ft, they must succeed a d20 constitution saving throw or be dealt 24d10 damage from being clenched in the jaws of the chosen deity |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Delay
Level: 0
School: Evocation
Classes: Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: Concentration, Up To A Minute
Components: V, S
Description: Upon an ally dropping to 0 hit points within 60 feet, you can freeze them in time. They retain their exact position and pose as well and cannot be damaged further by non-magical means. The ally cannot make death saving throws during this time.
If the spell is dismissed by the caster, the ally becomes stable.
The caster can opt to sacrifice some of their life in order to heal the ally. The caster takes 1d4 force damage and the ally is healed for that amount plus the total number of spell slots you have remaining.
If the caster loses concentration due to damage, the spell ends the caster takes half of damage and the ally receives a death fail.
Due to the mal effects of time manipulation, this spell can only be used safely once per ally per long rest or risk taking 1d12 force damage for each further attempt |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Delay, Variant
Level: 2
School: Transmutation
Classes: Artificer, Druid, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: Choose one spell of 1st level or lower that you know, and choose an amount of time that needs to pass. When that time passes, the spell is instantly cast. If it is an area of effect, it is created on the spot you cast this spell. If it targets a creature, the creature closest to the spot is targeted. For all intents and purposes, you count as the caster of this spell when iy goes off.
At Higher Levels. When cast at 3rd level or higher, the maximum spell level you can choose increases by 1 for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Delayed Blast Time Bomb
Level: 7
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: "Concentration, Up To 4 Minute"
Components: V, S, M
Material cost: a small cogwheel
Description: A beam of white light flashes from your pointing finger, then slowly goes away as a small bead floating in the air up to 5ft or on the ground
(can be found with a perception dc 13). When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an vortex that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 8d6 Force and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to create a blackhole that causes the spell to be casted right where it was touched that sucks everything inside of it destroying any objects that enter and dealing damage to creatures within the radius. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The explosion damages objects in the area and moves light to moderately weighted objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Delayed Spell
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, S
Description: You focus your energy, holding fast and prepare to unleash it in one blast. When this spell ends due to the duration expiring and if you haven't moved since casting this spell then on your next turn if you cast a damaging Evocation spell, with a casting time of one action, increase one of the initial number of damage dice rolled by two. For example, if you cast Scorching Ray as a 2nd level spell, you can roll 4d6 fire damage once and 2d6 fire damage twice. To gain this effect, casting the damaging Evocation spell must be the first thing you do on that turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher increase the number of rounds you are concentrating by one and increase the number of damage dice rolled by one for each level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Deliberate Surge
Level: 1
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a thimble of water
Description: You chuck magic into the world, formlessly, allowing it to do what it will. Roll on the wild magic surge table. The result is the effect of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an additional time on the surge table, and can use any one roll of your choice. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: DeLiszt's Dirty Little Secret
Level: 2
School: Divination
Classes: Bard, Cleric, Paladin, Warlock
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: M
Material cost: parchment, red ink
Description: While speaking to a creature, you may force them to blurt out something they’d rather stay unknown. They may make a Charisma saving throw, the spell failing on a success. If the spell fails, they know you tried to cast it, but if it doesn’t, they don’t notice they revealed the information.
The information they reveal can take many forms. For example, if they have a secret identity, they may reveal what it is. They may grant the password for a certain lock, or give directions to a hidden location. The topic of the conversation may affect the contents of the secret revealed, but the content is overall left up to the DM. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dellmudes Hammer
Level: 5
School: Conjuration
Classes: Artificer, Cleric, Paladin
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You create a massive hammer of glowing red force at a point you can see within range, which lasts for the duration. When you cast this spell, you can attempt to hit a creature within 10 feet of the hammer. The target must succeed on a Dexterity saving throw, taking 14d4 bludgeoning damage on a failed save. You can use an action on each of your turns to move the hammer to a point you can see within range and repeat this attack against the same target or a different one. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Delta Divide
Level: 5
School: Conjuration
Classes: Cleric, Druid, Ranger
Casting time: 1 Round
Range: Two Unoccupied Spaces Within 5 Feet Allowing A Triangle To Be Formed With The Caster.
Duration: 8 Hours
Components: V, S, M
Material cost: a single point of the caster's health must be given to each copy made (2 total points
Description: Two copies of yourself are created to fight for you
When cast, two indistinguishable copies of your character are formed within reach of you. Your character can choose to either stay in their current space, or choose to occupy a space where a copy would be created and have the copy occupy the character's original space. Only the caster has knowledge of which two are the copies and which is the player. The copies have the same stats, skills, and abilities of the caster. The inventory of the caster can be divided up as the caster sees fit upon the spell's casting; regardless of how the inventory is divided, those who do not have it will obtain a fake copy of the item(s) with the same properties. The inventory of the copies will be an exact duplicate of what the caster had before creation, including anything they might have had equipped, which will all disappear once the respective copy disappears unless the caster gave them an item upon creation, if any. If the copies take any damage, they immediately fade from existence, unable to be saved or healed by any means, be it magical or non-magical. If a copy picks up any items and its hit points are reduced to 0, then all items it picked up are dropped immediately in the space the copy last existed. A copy can cast spells, even if a spell slot is required. Before Delta Divide is cast, the caster can choose to divide up its spell slots, giving some to one copy, to both copies, all to the copies, keeping all of the spell slots with the caster, etc. Any spell slots not used by a copy upon its health falling to 0 are unusable by either the other copy or by the caster and act as though they were used up (still recoverable by taking a long rest, etc.). If the caster is knocked unconscious or dies, then the copies immediately vanish regardless of their current state. The copies can be given temporary hit points in addition to their singular hit point. They can also be given inspiration dice via the bard or through other means. When rolling for initiative, the player can either choose for the copies and caster's rolls to be separate, or have the copies and caster roll and take their turn all at the same time. If the player chooses for each of them to roll, this decision must be stated before the roll is made. If the copies are created during combat, they go during the same turn as the caster and can go before, after, or both before and after the caster |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dementia
Level: 9
School: Enchantment
Classes: Warlock
Casting time: 1 Minute
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: An object from the targets past or A sculpture of the human mind made of precious metals worth 2,000 GP, either of the two the spell consumes
Description: You make an attempt to render the victims mind useless. The target must make a Wisdom saving throw. On a failed save, the target contracts the disease dementia at stage 4. The spell can be ended by greater restoration, heal, or wish. During the spell the target knows it's being forgetful and is utterly confused on why this is happening to them. In the event the spell is reversed the target not only regains its memories after one hour, but it also remembers who casted the spell on them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Demiplane Portal
Level: 7
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gem worth at least 1,000 gp
Description: You create a portal to a demiplane corresponding to the material gem in range. The portal occupies a 5 foot square, and can only be created in an open space. When the portal is created, the material component of this spell vanishes. The portal leads to a 10 foot cube with gem-like walls and moderate ambient light. Any creature can pass through the portal to this demiplane with any form of movement.
The portal remains open until you close it by using an action and touching the portal. When you do, the material gem reappears in your hand. Objects inside the demiplane when the portal closes remain there, but living creatures must make a Charisma saving throw against your spell DC. If it succeeds, the creature is ejected harmlessly out of the demiplane. On a failure, the creature is banished as though by the Banishment spell.
Using the same gem as a component in a later casting will open a portal to the same demiplane room. If the gem is lost or destroyed, other planar magic will be required to reach the demiplane, if at all.
Demiplane etching
The caster can choose to, instead of opening a portal, etch miniscule special runes onto a gem. An etched gem connects to a different demiplane than it did before, and the new demiplane may have special properties according to the specific kind of mineral used:
Onyx: The demiplane is affected by permanent magical darkness.
Sunstone: The demiplane is full of true sunlight.
Moonstone: The demiplane is full of true moonlight.
Emerald: The demiplane doubles natural healing within, and plants grow ten times as fast.
Ruby: The demiplane is warm and arid. Wet objects dry rapidly within.
Diamond: The demiplane cannot be closed while a living creature is in it, by any means.
Jasper: The demiplane will mend items inside, as with Mending, over 24 hours.
Aquamarine: The demiplane is forever full of water that does not escape the portal.
Amber: The demiplane slows entropy, and items inside do not deteriorate, decay, or spoil.
Rose quartz: Creatures inside the demiplane are filled with peace. When they attempt to make an attack or cast a spell on an unwilling target, they must make a Wisdom saving throw or they lose the attack or spell.
Amethyst: Creatures inside are able to rest much more efficiently, taking a full rest in only two hours.
Opal: Each time the portal is opened, the demiplane can take on an illusory appearance- but cannot hide objects or creatures inside.
Quartz: Creatures and objects inside the demiplane are invisible- the demiplane always appears empty.
Bismuth: The portal opens to a different demiplane each time. The demiplane connected to may have any sort of planar detritus within, lost things, broken and useless things, or occasionally, treasure or danger |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Demon Skin
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 8 Hours
Components: V, S
Description: You cover your skin with fiendish scales and grow a small set of horns. For the duration, you gain a +1 bonus to your AC and suffer disadvantage on Charisma (Persuasion) checks. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Demonic Visage
Level: 6
School: Necromancy
Classes: Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: a drop of blood
Description: Your visage suddenly warps and changes to that of a terrifying demon. Your eyes glow the color of blood, horns sprout from your forehead, wings appear on your back. Around you, mirrors shatter, wine spoils, and nonmagical plants wither. Each creature within 60 feet of you that can see you must succeed on a Constitution saving throw or take 6d10 psychic or necrotic damage and be frightened of you for 1 minute. At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Denaliah's Dark Chains
Level: 4
School: Necromancy
Classes: Wizard
Casting time: 1 Reaction, Which You Take When A Humanoid Or Beast Within 60 Feet Of You Dies
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a puppet's string
Description: You trap the soul of a dying humanoid or beast in it's own body and make it into an undead servant. The creature gains a number of hit points equal to half of its maximum. The creature must follow your commands to the best of its ability, although it is not friendly and may resent being controlled. At the end of each of the creature's turns, it must make a Charisma saving throw. On a success, it's soul escapes and the body becomes a normal corpse. Due to the trauma inflicted on the soul, it cannot be resurrected for a year and a day unless True Resurrection or Miracle is cast.
The controlled creature retains all of its abilities, statistics, and proficiencies it had in life but cannot grow more powerful, regain lost spell slots, or regain expended abilities.
You may only control one creature with Marionette at a time. If you cast this spell again while you control a creature, the soul of the previously controlled creature escapes as if it had passed its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level, the creature only makes a saving throw once per minute. At 6th level, this increases to once per hour. At 7th level, once per day, and at 8th level it lasts for a year and a day. At 9th level the effect is permanent |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dendromorph
Level: 7
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Hour
Range: 1 Mile
Duration: Instantaneous
Components: V, S, M
Material cost: a dried sapling, at least 500 GP worth of seeds, fruits, or acorns, and an item related to the target
Description: You call upon the power of nature to transform a creature into a tree. Target a creature within range. It must make a Wisdom saving throw to resist the transformation, which is modified by how familiar the target is with you, their intelligence, and how personal the item relating to the target is to them.
Knowledge
Save Modifier
Well-versed (the target has met you and is aware of your powers or intentions)
+10
Familiar (the target has met you and is aware of your existence)
+5
Acquainted (the target has seen you at least once)
+0
Strangers (the target doesn’t know anything about you)
−5
Intelligence
Save Modifier
16 or above
+2
Between 7 and 15
0
6 or below
−2
Belonging
Save Modifier
Likeness or picture
−2
Possession or garment
−4
Body part, lock of hair, bit of nail, etc.
−10
Upon a success, the target is unaffected, becomes immune to the spell for 1 week, and becomes aware of where you are for the next hour, to an accuracy of 120 feet.
On a failed save, the target, and anything they were wearing or carrying, gradually transforms into a tree and takes root where they were standing. It enters a deep sleep whilst in tree form, becoming unconscious. The target may make an additional Wisdom saving throw once every week to end the effect. When the spell ends, the target and its gear returns to the form it had before it was transformed, unaware of what had transpired |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Denial
Level: 2
School: Abjuration
Classes: Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You recount the tale of the goddess of tears fighting to delay the inevitable, while you try to hang onto your own life for a few more fleeting moments, expressed as a glowing orb of light within you that shields you from a deadly blow. The next time you would drop to 0 or fewer hit points due to taking damage, you drop to 1 hit point instead, then the spell ends.
Denial can only save you from so much, and offers no protection against effects that would kill you instantly |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Descent
Level: 0
School: Transmutation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A creature you can see in range must make a Strength saving throw. On a failure, it is abruptly pulled down towards the ground, if the creature is subject to gravity. An airborne creature or a creature in a fluid immediately descends 20 feet, and if it hits ground takes 1d6 bludgeoning damage for every 10 feet fallen. A creature on the ground takes 1d6 bludgeoning damage.
The amount of distance fallen increases by 10 feet when you reach 5th level (30 feet), 11th level (40 feet), and 17th level (50 feet). The damage a creature on the ground takes increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Desecrate Strike
Level: 0
School: Necromancy
Classes: Cleric, Bard, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and takes an additional 1 necrotic damage. If the target was missing any of its hit points before the attack, it instead takes 1d4 necrotic damage.
This spell's damage increases by 1 (or 1d4) when you reach 5th level (2 / 2d4), 11th level (3 / 3d4), and 17th level (4 / 4d4) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Desecrate Weapon
Level: 1
School: Transmutation
Classes: Cleric, Warlock
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: Holy Symbol, Grave or Bone Dust, Weapon with Metal Striking Surface
Description: The metal of a weapon you are holding is desecrated with unholy might, gleams with an onyx black finish from which wisps of black smoke sometimes fall and radiates a evil aura. For the duration, you can use your spellcasting ability instead of Strength for attack and damage rolls on melee attacks using this weapon, and your weapon attacks deal an extra 1d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon deals an additional 1d8 necrotic damage for every level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Desecration
Level: 1
School: Necromancy
Classes: Cleric, Warlock, Wizard
Casting time: 1 Action
Range: Self (5 Foot Square).
Duration: Instantaneous
Components: S, M
Material cost: An ounce of fungus spores
Description: When there is some form of dirt beneath your feet, you spread your necrotic touch into the ground to desecrate the area, creating a 5 foot square area of desecrated land as described in page 110 of the Dungeon Master's Guide |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Desolation Aura
Level: 3
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V
Description: Deteriorating energy radiates from you in an aura with a 30-foot radius, making armor brittle and wearing down living things. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to make a ranged spell attack against a creature within the aura. On a hit, the target takes 4d6 necrotic damage, and it suffers a -2 penalty to its AC until the end of your next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Destroy Wall
Level: 0
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: Instantaneous Or 1 Hour (See Description Bellow)
Components: S, M
Material cost: A handful of sticky goo or slime, which the spell consumes
Description: You coat a surface with an acidic slime that can walls. If you spend 1 minute touching a surface of stone, wood, or any other organic material. You can dissolve an area of a 5-foot cube permanently.
Alternatively, if you have a vial or flask made out of glass, you can contain this substance for later use. Doing so creates acid. You can't have more than three flasks of acid created at the same time, and it lasts for 1 hour. Any creature that throws this flask of acid uses your spell attack bonus when making an attack with it. You can use this acid to corrode walls, in the same way touching the wall for the duration of the spell would. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Destruction Bolt
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You fire a dark purple energy ball or beam of pure energy of destruction at a target you can see within range. On a hit, you deal 4d10 force damage. If this reduces a target to 0 hit points they instantly disintegrate.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.
This spell automatically disintegrates a medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 5-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you cause additional 1d10 force damage per level of the spell slot used above the 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Destructive Slash
Level: 8
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Touch(Self)
Duration: Instantaneous
Components: V, S, M
Material cost: A steel rod about 5-6 inches long
Description: You evoke dark energy to infuse the steel rod in your 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.
You can use your action to make a melee spell attack with the dark blade. On a hit, the target takes 5d10 force damage and 5d10 fire damage.
The shadowy blade seems to suck the light out of the air so that darkness seems to surround the wielder. If the wielder is in bright light, within a 10-foot radius it becomes dim light; in dim light it becomes darkness. This is a magical darkness that does not affect the caster.
At Higher Levels. When you cast this spell using a spell slot of 9th level the fire and force damage both increase by 1d10 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Destructive Teleport
Level: 9
School: Conjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Components: V
Description: This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination within your line of sight. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. Each teleporting creature (or the target object) appears 1 mile in the air above the destination and starts falling to the ground at incredible speeds. 1 round after the spell is cast, each teleported creature (or the target object) lands with an earth-shattering, explosive impact. Creatures or objects teleported by the spell are protected from its effects and take no damage; however, each creature within 60 feet of the point you chose must make a Dexterity save or take 20d6 bludgeoning damage and be pushed 30 feet away from the creature or object and knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone. All ground within 60 feet of the point becomes difficult terrain until it is cleared of rubble. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Amount
Level: 2
School: Divination
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: an abacus
Description: Choose one area or container you can see that is less than or equal to 22,500 square feet (150 by 150 feet) or less. Name an item or creature. You immediately learn how many of that object lies within the area, unless it is hidden by magic of 3rd level or higher. The description of the subject may not be more than three words, and traps cannot be found with this method unless their construction can be described in three words. This spell cannot tell the caster where the subjects of their query lie in relation to them.
If you chose a creature type while a subject of that description is in a different form, such as being under the effects of a Polymorph spell, this spell does not account for the creature.
For example, if the caster were to state "Humanoid", and there were three known humanoids (including the caster) in the area and one other humanoid under the effects of Greater Invisibility, the number that this spell would provide would be three.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, add one to the level of spell it can divine. This spell cannot be used to divine magic stronger than 4th level. You cannot divine a creature under the effects of Polymorph with this spell even at higher levels |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Arcane Residue
Level: 1
School: Divination (Ritual)
Classes: Artificer, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you can sense residual trails of magic left by magic items or spells that were within 30 feet of your current location in the last 24 hours. The older the trail, the fainter it is, spells of higher levels or rarer magical items leave a stronger residue, but multiple weaker residues may have a similar effect. You are able to roughly tell how old the trail is, if it was created by a spell or a magical item and in which direction it travels, if any.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you can detect older residues and trails, one week at 4th Level, a month at 6th Level, six months at 8th Level, one year at 9th Level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Aura
Level: 0
School: Divination
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (60-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: For the duration, you can visibly see the strength of any creature you can see within 60 feet of you. A creature's aura gives you crude information about its challenge rating and hit dice.
The size of a creature's aura tells you its strength. A creature's aura can be Weak (CR 1/2 or lower), Average (CR 1-4), Medium (CR 5-10), Strong (CR 11-16), or Very Strong (CR 17 or higher). A creature's aura appears larger, brighter, and more vibrant the stronger its aura is.
The color of a creature's aura tells you its toughness. A creature's aura can be White (3 or fewer hit dice), Yellow (4-9 hit dice), Orange (10-19 hit dice), Red (20-29 hit dice), or Purple (30 or more hit dice). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Outsider
Level: 1
School: Divination
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you know if there is a creature which is not native to the plane you are in or an object that has been in a different plane in the last week within 30 feet of you. If you detect anything in this way, you can use your action to see a faint aura around any visible creature or object in the area that fulfills the conditions, and you learn the plane where it came from if you have visited it at least once before.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Secrets
Level: 1
School: Divination
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V
Description: You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more discernible to you for the duration. The sudden rush of magical insight grants you an advantage on all Intelligence (Investigation) and Wisdom (Perception) checks made specifically to uncover physically hidden objects, details, or clues |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detect Weapons
Level: 1
School: Divination
Classes: Bard, Cleric, Paladin, Wizard, Sorcerer
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: For the duration, you sense the presence of manufactured weapons within 30 feet of you. If you sense weapons in this way, you can use your action to determine their location and type (e.g. "shortsword"). This can detect an improvised weapon if it is wielded by a creature intending to use it as such.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Determine Lineage
Level: 2
School: Divination (Ritual)
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 45 Minutes (8 Hours As A Ritual)
Range: 120 Feet
Duration: Instantaneous
Components: V, M
Material cost: an item important to the target
Description: Choose a creature that you can see. You spend the duration of the casting time interacting with them. This can be in any way you like, but it must include at least one small conversation, about 5 minutes of talking, which serves as the Vocal component for this spell. If you ever are farther than the range of this spell, the spell fails. After the casting time, if the spell succeeds, you learn the creature's race, family line up to the target's grandparents, and the current age of all such creatures. If any of the creatures in the lineage are deceased, you learn that they are dead and their age at their death instead of their current age. This spell overrides the effects of a 1st or 2nd level spell that would otherwise hide these facts. If the target is under spell effects of 3rd level or higher, the information you gather is subject to the GM.
If the creature has an Intelligence of 4 or less, the spell fails. If you and the creature do not share a spoken or written language, the spell fails |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Detonate
Level: 2
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 80 Feet
Duration: Concentration, Up To 1 Minute
Components: S, M
Material cost: a golden chunk worth at least 5 gp for every explosive created
Description: You turn the two pieces of gold used in the casting into glowing explosives. As part of the action used to cast this spell, you can throw any amount of orbs at any space within the spell’s range. If the space you choose is occupied by a creature, make a ranged spell attack roll. On a hit, the orb sticks to the creature (see below). On a miss, the orb is in the creature’s space, but not on the creature. At any point during the duration of the spell, you can end your concentration, which detonates the orbs. Each creature within 5 feet of an orb when it detonates must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half damage.
If an orb is thrown at a creature and hits, it sticks itself to the creature. The creature can use its action to make a Strength (Athletics) check against your spell save DC to remove the orb. After it is removed, the orb disappears.
If you still have concentration on this spell after the turn you cast it, you can use your next action to throw any amount of orbs that you have left. If you still have concentration after 1 minute has passed, any orbs left immediately explode.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of chunks you can make increases by 1 for each slot above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Devilish Charm
Level: 0
School: Enchantment
Classes: Bard, Warlock
Casting time: 1 Minute
Range: Self
Duration: Instantaneous Or Up To 1 Minute (See Text)
Components: V
Description: If you spend the whole cast time of this spell talking to a humanoid creature of your same race who can understand what you say, you can force the creature to make a Wisdom saving throw. If you or your companions are fighting the creature, the save automatically succeeds. If the creature fail its save, it is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dhoulramses' Glutinous Flame
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 60Ft
Duration: Up To 1 Minute (Concentration)
Components: V, S, M
Material cost: A piece of burnt wood which the spell consumes
Description: You put the wood on the ground pointing the direction you wish the flames to go an a 5ft wide and 6ft long line of flames consumes the ground before you. Any creature standing in the spells range must make a dexterity saving throw or take 3d6 fire damage taking half damage on a successful saving throw. The flames do not dissipate and any creature which ends its turn in the flames or passes through them takes 1d6 fire damage with a dexterity saving throw for half damage. You can choose to immediately dispel this spell as an action instead of concentrating on it during your turn. If you do so the flames flash out to be 15ft wide instead of 5ft wide with any new creature it hits being treated as though they were struck with the original casting.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher its damage increases by 1d6 for each spell slot level. This includes the damage for passing through and ending your turn in the flame |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dimension Slash
Level: 8
School: Conjuration
Classes: Warlock, Wizard
Casting time: 1 Action
Range: See Below
Duration: Instantaneous
Components: V, S, M
Material cost: A weapon that deals slashing damage, worth at least 1 sp
Description: You brandish the weapon used in the spell's casting, and reach through reality itself to unleash a surprise strike that can come from anywhere. Target a creature you can see or have seen within the past minute, or name a creature. You then tear open a brief hole in reality between you and the target and slash at them. Make a melee weapon attack against the target. On a hit, the target suffers the weapon attack's normal effects, and takes an additional 50 force damage that can't be reduced or negated by any means.
If the attack is a critical hit, this spell instead deals an additional 100 non-negatable force damage.
At Higher Levels. If you cast this spell using a spell slot of 9th level, the extra magical strength guides your hand, granting you advantage on the attack roll. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dimensional Anchor
Level: 4
School: Abjuration
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: 1 Minute
Components: V, S
Description: A green ray springs from your outstretched hand at a creature or object you can see within range, causing it to become anchored to its current plane. An unwilling creature that succeeds on a Dexterity saving throw is unaffected.
For the duration, the target is unable to move or otherwise be affected by teleportation spells (such as dimension door and teleport), plane shifting, and astral or ethereal travel.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 10 minutes. When you use a 6th-level spell slot, the duration is 1 hour. When you use a 7th-level spell slot, the duration is 8 hours. When you use a spell slot of 8th level or higher, the duration is 24 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dimensional Lock
Level: 7
School: Abjuration (Ritual)
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 300 Ft.
Duration: 10 Min
Components: V, S, M
Material cost: a small emerald worth at least 100 gp
Description: You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include: astral projection, dimension door, etherealness, gate, maze, plane shift, teleport, and similar spells or spell-like abilities. Once dimensional lock is in place, extradimensional travel to or from the area is not possible.
This spell does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attacks. This spell also does not prevent summoned creatures from disappearing at the end of a summoning spell's duration.
At Higher Levels. When you cast this spell using a 8th level spell slot, change the duration to 1 hour. When you cast this spell using a 9th level spell slot, change the duration to 8 hours |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dire Charm
Level: 3
School: Enchantment
Classes: Bard, Cleric, Druid, Warlock
Casting time: 1 Action
Range: 200 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You magically infect a living creature with murderous impulses, unless that creature makes a successful Wisdom saving throw. If the saving throw fails, that creature will instantly go berserk, similar to a barbarian’s rage, and will instantly seek to destroy everyone around, friend and foe alike. The creature will not attack you unless you attack it first. While raging, the creature has advantage on Strength checks and Strength saving throws, does bonus damage equal to your spell attack modifier when making an attack that uses Strength, and has resistance to bludgeoning, piercing, and slashing damage. The creature cannot cast spells or use missile attacks while raging. At the end of the rage, the creature will take a level of exhaustion |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Direct Lightning
Level: 2
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self (20-Foot Radius)
Duration: Instantaneous
Components: S, M
Material cost: two pieces of copper
Description: You stomp a foot and outstretch your arms, palms facing away from you, filling a 20-foot radius sphere around yourself with sparks and shots of lightning. Each creature of your choice within range must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dirty Deeds Done Dirt Cheap
Level: 7
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self / 120-Feet Range
Duration: 1 Minute
Components: V, S
Description: You surround yourself with a dark energy that allows you to instantly move to different points in space. You gain the ability to teleport to any visible location within a 120-foot range, as long as there is some sort of cover or shadow in the area.
During the spell's duration, you can use your action to activate the teleport ability. When you do, you instantly disappear and reappear at your chosen location. You don't need to have a direct line of sight to the target, as long as you can see an area where you can take cover or benefit from some cover.
In addition, while concentrating on the spell, you gain advantage on dexterity check and sneak attack rolls. You can also use a bonus action to instantly hide, regardless of surrounding conditions.
At Higher Levels. When you cast this spell using a spell slot of 8th level the range increase by 30 feet, using a spell slot of 9th level the range increase by 90 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Disarm
Level: 2
School: Transmutation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bit of foam or butter
Description: You disarm an enemy creature of a weapon or other object it's holding.
Choose a weapon or other object in range that weighs up to 15 pounds and is being held by a creature. The creature holding the object must make a Strength saving throw. On a failed save, the object flies out of its grasp towards you. If it is small enough for you to hold in one hand and you have at least one hand free, you can catch it; otherwise, it lands at your feet. The creature has advantage on this save if it is holding the object in both hands.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Discern Lies
Level: 4
School: Divination
Classes: Cleric, Paladin, Wizard
Casting time: 1 Action
Range: Self (30-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, S, M
Material cost: a divine focus
Description: You hone your mind and sense when those around you lie. At the start of each of your turns, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. Creatures that are targeted make a Charisma saving throw. Creatures that succeed on this saving throw are aware that they were targeted by this spell. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different subject |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Discord Bolt
Level: 0
School: Evocation
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: From your hand leaps these two intertwined motes of energy, one white, one black. The black mote heads straight for an enemy, while the white goes to help an ally. Make a ranged spell attack. The target takes 1d8 necrotic damage. Choose one ally within range, they gain 1d4 temporary hit points. This only happens if the attack hits.
At Higher Levels. The spell's number of dice increase by one at levels 5, 11, and 17 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Disjunction
Level: 0
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You channel a sliver of magical energy into your target’s spell as it forms, attempting to destabilize the casting. If the creature is casting a cantrip, the cantrip fails and has no effect. If the creature's CR is higher than your level, make an ability check using your spellcasting ability. The DC equals the creature's spell save DC. On a success, the creature’s spell fails and has no effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dismiss Stranger
Level: 1
School: Abjuration (Ritual)
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: an offering worth at least 100 gp per HD of creature to be dismissed
Description: You attempt to send one Stranger of CR 1 or less that you can see and is within range, back to The Dark.
The target must succeed on a Charisma saving throw, or return to The Dark, the nebulous plane from which all Strangers trace their origin.
If the creature was summoned through magic, it is permanently driven from this plane. Otherwise, this dismissal is only temporary; the Stranger will return to this plane one hour later at a random location 1d10 miles distant.
This spell severs the connection between this world and otherworldly Strangers. As such, it has no effect on creatures that did not originate in the Dark.
If the you are an ordained priest of one of the Dark Powers and in good standing with your deity, you can attempt to dismiss a stranger of any CR. Otherwise you must cast this spell as a higher level spell (see below).
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, your target may be of a CR one higher than 1 for each slot level above 1st.
Note: this spell was intended for the Sanctuary's Lot setting, though it could be adapted to narrowly focused creatures from a specific alternate plane in other settings |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dispelling Smite
Level: 3
School: Abjuration
Classes: Paladin, Warlock
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: The next time you would hit with a melee weapon attack against a creature during the spell's duration, a pulse of radiant energy attempts to cleanse the target of a magical effect. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Additionally the target takes 2d10 force damage if the spell is successfully dispelled. If no spell is successfully dispelled, the damage is reduced to 2d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. The damage also increase by 1d10/1d6 force damage per spell level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Disrupting Weapon
Level: 5
School: Transmutation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute.
Components: V, S
Description: This spell makes a melee weapon deadly to undead. Any undead creature with hit points equal to or less than 200 must succeed a Wisdom saving throw or be destroyed utterly if struck in combat with this weapon. The Magic Resistance trait does not apply against this spell's destruction effect. Undead creatures with legendary actions are not destroyed by this spell, instead they take an additional 8d6 radiant damage or half as much on a successful save |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dissonance Field
Level: 1
School: Transmutation
Classes: Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: 1 Round
Components: V, S
Description: You twist time and space in a 10-foot radius sphere, causing the following effects for the duration:
All movement within the area is halved.
When you cast this spell, all creatures in the area currently concentrating on spells must make a saving throw to resist breaking concentration.
Each creature other than you within the area has disadvantage on saving throws against breaking concentration.
Whenever a creature within the area tries to cast a spell, it must make a Charisma saving throw. On a failed save, the spell fizzles and the slot is wasted.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's range increases by 10 feet for each slot level above 1st.
In addition, the spell's duration increases at higher levels. It increases to 1 minute using a spell slot of 3rd level or higher; to 1 hour using a spell slot of 5th level or higher; to 24 hours using a spell slot of 7th level or higher; or it lasts until dispelled when cast using a spell slot of 9th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Arcane Attraction
Level: 0
School: Evocation
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: Invisible arcane energies lash out to drag things closer to you. Choose a creature you can see within range. That creature must make a Strength saving throw or be pulled to a location within 5 feet of you. If the creature would run into an object because of this spell, it takes 1d4 bludgeoning damage and stops being pulled towards you.
Alternatively, you can target an object to pull towards you. Choose an object that can fit within a 5-foot cube. You pull it to a space within 5 feet of you. If it would run into creature, that creature must make a Dexterity saving throw or take 1d4 bludgeoning damage. If the object can fit within a 2-foot cube, you can have it fly into your arms instead of landing in a spot next to you. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Armor
Level: 1
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: a piece of a broken shield
Description: When the divines themselves grant you their blessings, none shall ever harm those they protect. You touch a willing creature who isn't wearing armor, and a protective divine force surrounds it until the spell ends. The target's AC becomes 10 + its Dexterity modifier (minimum 0) + half your spellcasting ability modifier, rounded up. The spell ends if the target dons armor other than a shield or if you dismiss the spell as an action. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Empowerment
Level: 0
School: Divination
Classes: Cleric, Paladin, Warlock
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: Imbued by the power of your god. As a part of the spell, you make a melee attack, armed or unarmed, if you hit, the opponent take the weapon damage + 1d4 damage, you choose between Fire, Radiant, Cold, Force, Poison, Acid, Lightning or Thunder.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Intervention
Level: 2
School: Enchantment
Classes: Cleric, Paladin
Casting time: Reaction
Range: 30Feet
Duration: 1 Round
Components: M
Material cost: Holy Symbol
Description: When a creature within range that you can see makes an attack roll against an ally, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed roll, the creature has disadvantage against any target other than you until the start of its next turn. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Power
Level: 4
School: Evocation
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a small silver sword
Description: Calling upon the divine power of your deity, you imbue yourself with strength and skill in combat. You gain proficiency in one armor, shields, and one weapon of your choice when you cast this spell and may don or doff armor as a bonus action. You may ignore this if you are already proficient in all weapons, armors, or shields and instead gain a +1 to both AC and your bonus to attack and damage rolls. If you are already wearing armor, you may use your bonus action to touch a set of armor that is not being worn or part of a creature and switch your current armor with that set.
While you are under the effects of this spell, when you take the Attack action, you may make one additional weapon attack. Also, in addition, you may choose to deal either necrotic or radiant damage with your weapon's damage dice until the spell ends. When do you do so, you may add an additional 1d6 damage of that type to the attack |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Ruin
Level: 9
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You channel and focus your spells towards a creature you can see within range. The target must make a Dexterity saving throw. If the creature is able to have advantage on spell saving throws, its loses that benefit against this spell. On a failed save the creature takes 10d10 radiant damage or half as much on a successful save. When you cast this spell, you may sacrifice any number of spell slots up to 3rd level to deal bonus damage equal to double the total number of spell slots sacrificed.
(example: if you sacrifice one 1st level spell slot, three 2nd spell slots, and two 3rd level spell slots, that would be 26 bonus radiant damage.)
2
Vot |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Spark
Level: 4
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: A surge of electrified holy energy envelops two creatures of your choice within range. The targets must make a Constitution saving throw. A target takes 5d10 lightning damage and is blinded until the start of your next turn on a failed save, or it takes half as much and is not blinded on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Divine Strike
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, M
Material cost: a weapon
Description: Calling forth from your deity you strike with the glory of the gods.
As part of the action used to cast this spell, you must make a attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target takes additional radiant damage equal to your spellcasting modifier.
The spell’s damage increases by 1d8 when you reach 5th level (1d8 + your spellcasting modifier), 11th level (2d8 + your spellcasting modifier), and 17th level (3d8 + your spellcasting modifier) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dome of Light
Level: 3
School: Abjuration
Classes: Cleric, Paladin
Casting time: 1 Action
Range: Self (10-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You conjure a dome of light that surrounds you in a protective radiant barrier.
You summon an orb of light that expands to a 10-foot radius around you and remains for the duration. You and each creature you choose gains a +2 bonus to AC against spell attacks and to saving throws against spells while inside the dome. Each creature you choose that enters or starts their turn in the dome must make a Constitution saving throw equal to the casters spell DC. The creatures take 4d8 radiant damage on a failed save and half that on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for every spell slot above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dongle's All-Purpose Mending
Level: 1
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: one lodestone
Description: The target you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier.
You also repair a single break or tear in an object you touch, such as a 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 6 inches in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st, and the maximum damage repaired increases by 1 inch. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dongle's Frozen Fire Bolt
Level: 0
School: Evocation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: 120Ft
Duration: Instantaneous
Components: V, S
Description: By firing a finger gun, you hurl a mote of ice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dongle's Frozen Fireball
Level: 3
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Ft (20 Ft Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: fur of bat and piece of ice
Description: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a loud crack into an explosion of ice. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. Each target takes 8d6 cold damage and is restrained until your next turn on a failed save, or half as much damage on a successful one and is not restrained.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Also available for Light Domain Cleric, Circle of Wildfire Druid, The Fiend Warlock and Artillerist Artificer |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Doomhound
Level: 3
School: Illusion
Classes: Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: V, S
Description: A horrifying visage of a dark hound haunts the target relentlessly
You create a shadowy mastiff with glowing eyes, visible and audible only to you and the target of the spell. Upon first seeing the hound, the target must make a Wisdom saving throw. On a success, the hound disappears. On a failure, the creature is frightened for 1 minute. Thereafter, the target is relentless stalked by the hound. It never comes closer than 10 feet or farther than 300 feet from the target, but it fills the target with an unshakable premonition of death. While haunted by the hound, the target is at disadvantage on all saving throws to avoid being frightened. The hound, despite its fear-inspiring appearance, cannot attack and cannot be attacked. This curse can be broken by casting a remove curse or wish spell; if the target enters a holy area such as a church, sanctum, or shrine; or if you use your action to dismiss the spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Doozel's Dome of Kinectic Redirection
Level: 3
School: Abjuration
Classes: Wizard
Casting time: 1 Action
Range: Self (8-Foot Dome)
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A spiky seed pod
Description: You create a glowing wall of force in the shape of a dome that nothing can physically pass through. It surrounds you and anyone within 8 feet of you. If anyone inside the Dome is the target of an effect that would deal physical damage, the Dome becomes the target instead. The Dome has an AC of 13. The Dome can absorb 8d10 (40) points of damage. On your turn you can use the Dome to fire up to three Magic Missiles (1d4+1 force damage). The damage dealt by these missiles is subtracted from the stored damage in the Dome. The missiles cannot deal more damage then the Dome has stored and no missiles can be fired if the Dome has no damage stored. If the Dome absorbs more than it's max damage, it implodes dealing force damage equal to half of it's maximum storage to all inside the Dome on a failed Dex save or half damage if the save is successful.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d10 to the maximum amount that the Dome can store for each level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Doppelganger
Level: 5
School: Conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 30 Feet
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: Focusing your arcane powers on your own image, you create a spectral duplicate of yourself, known as a doppelganger, in an unoccupied space within range. This doppelganger looks exactly the same as you in every way, save for being semi-transparent. It possesses half of your hit point maximum and is unable to cast spells in any way, but otherwise uses all of your statistics. It is formed with copies of all your items and equipment; these copies behave as normal for the doppelganger, but are part of it and not separate entities; they only function for the doppelganger and disappear when the spell ends or after a matter of seconds if separated from it.
In combat, the doppelganger shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). The doppelganger takes the Dodge action on its turn, but is otherwise unable take actions or move independently of you (although it can still speak and do other activities if you order it to). On your turn, you can cause the doppelganger to move up to its speed (no action required). When you take an action, you can cause the doppelganger to use its reaction and take an action of the same type, if it is able (no action required by you); if the doppelganger takes the Attack action, it is limited to one attack. As a bonus action, you can magically switch places with the doppelganger.
The doppelganger lasts for the duration or until reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the doppelganger is able to make multiple attacks when taking the Attack action, and its duration increases to 1 hour. If you use a spell slot of 7th level, the duration is 8 hours. If you use a spell slot of 8th level or higher, the duration is 24 hours, and the doppelganger has your full hit point maximum. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dorsatum's Deterrent
Level: 2
School: Evocation
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V
Description: You release a swarm of sharp bolts upon casting. Make three ranged spell attacks, each dealing 3d4 magical piercing damage on a hit. For every 5 feet between you and the target, a hit deals 2 less damage.
If you are currently grappled or restrained by a creature, when you cast this spell, you automatically hit the creature holding you with every bolt.
At Higher Levels. When you cast this spell at 3rd level or higher, you create two additional bolts for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Double-Edge Dance
Level: 0
School: Evocation
Classes: Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Material cost: A sword
Description: You make a melee spell attack against one target in range. Your target takes 1d12 fire damage if the attack hits. You may add your spellcasting modifier to the damage of your attacks and if you do you take half the damage you do rounded up as fire damage with every attack, regardless of whether it hits or not. You must declare that you are adding your modifier as damage before you make the roll, regardless if successful or not.
Note: This spell is meant to be a reference to Roy's Side-B from Super Smash Brothers with a little personal flair thrown in to reward risky play for extra damage.
At Higher Levels. When this spell is cast at higher levels you make an additional attack at 5th level (2d12), 2 extra attacks at 11th level (3d12), and 3 extra attacks at 17th level (4d12). You make seperate attack rolls for each slash |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Double-Edge Dance, Variant
Level: 0
School: Evocation
Classes: Cleric, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Material cost: A sword
Description: You make a melee spell attack against one target in range. Your target takes extra 1d12 + your spellcasting modifier fire damage. You after you roll to attack, you must roll 1d8 + your spell casting modifer, and take half that damage rounded up as fire damage, regardless of whether it hits or not.
At Higher Levels. When this spell is cast at higher levels you make an additional attack at 5th level, 2 extra attacks at 11th level, and 3 extra attacks at 17th level. You make seperate attack rolls for each slash |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dovar's Brutal Beam
Level: 9
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: 500 Ft
Duration: Instantaneous
Components: S
Description: The user conjures a vicious beam of blinding white light from above, which crashes into a single target violently. The targeted creature and all creatures in a 20-foot radius from that creature must make a Dexterity saving throw. On a failed save, a creature takes 13d12 radiant damage, is blinded for 1 round, pushed 30 feet away from the center of the blast (the creature directly targeted is pushed away from the caster), and knocked prone. On a successful save, a creature takes half as much damage, and is not blinded, pushed, or knocked prone |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dovar's Disturbing Diversion
Level: 2
School: Illusion
Classes: Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 3 Minutes
Components: S
Description: The user concentrates to create a disturbing illusion of a monster of their choice. Each creature within line of sight of where the creature is placed by the user and within 60 feet of the user must make a wisdom saving throw or be convinced that the monster is a real appearance. Once an attack is made against this illusion, it instantly disappears.
At Higher Levels. When casting this spell at level 3 or higher, each level after 2 adds +1 to your normal spell save DC for this single spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dowon's Energy Deflection
Level: 2
School: Abjuration
Classes: Cleric, Druid, Sorcerer, Warlock
Casting time: 1 Reaction
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: Flowers of the Lotus or Scorpion Grass Plants
Description: Wrapping yourself in a mystical aura, you redirect hazardous energy away from yourself and allies and back towards your foes.
When you are hit by a spell attack or subjected to damage from an area of effect such as the Lightning Bolt Spell or a white dragon's cold breath, you can use your reaction to cast this spell. When you do so, the damage you take is reduced by 4d8 + your spellcasting modifier. If you reduced the damage to 0, make a ranged spell attack. If your attack hits, the damage equals the damage reduced in this way, and has the same damage type.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage reduced is increased by an additional 2d8 per level of spell slot used above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dowse Location
Level: 4
School: Divination
Classes: Bard, Druid, Ranger, Wizard
Casting time: 1 Action
Range: Touch
Duration: 24 Hours
Components: V, S, M
Material cost: an oblong piece of metal worth at least 1 gp
Description: When you cast this spell, the material component becomes drawn to location from which you cast this spell. For the duration, the material will be very gently drawn to this location regardless of the distance. The pulling force just enough that a creature who holds it can faintly feel the tug. If set on natural ground, the pull will not be enough for the material to roll through dirt, sand, or clumps of grass even if the material is perfectly round.
The location initially designated by this spell assumes a sphere of physical matter 5 feet across. Thus it can track mobile objects that are beyond this diameter, such as wagons, ships, or islands floating in the sky. It cannot however track open air or shifting water. If the location is irrevocably destroyed or pulled apart, this spell ends. Detect magic or similar effects can discern that the targeted location is affected by this spell. This spell can be dispelled either be targeting the target location or the material.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose for the duration to become "until dispelled." This effectively creates a dowsing stone for the location you designated |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Draconic Domain
Level: 4
School: Conjuration
Classes: Sorcerer
Casting time: A Round
Range: Self (120-Foot Cube)
Duration: 10 Minutes
Components: V, S
Description: You create a domain where draconic beings (dragonborn, dragons, drakes, wyverns, etc.) have each status improved by +2 and a barrier is created where enemies and allies cannot leave the spell's area unless they pass a wisdom test with DC 20+charisma modifier to exit the barrier or if they kill the caster (but they can enter if they want to), the draconic beings gain the following effects: all draconic beings in the area have advantage on attack and saving throw tests, they can choose 2 types of resistance between acid, cold, fire, lightning and poison (if they already have resistance to the element, they become immune), gain 20 temporary life points, and non-draconic beings will suffer damage according to the element of the draconic being that cast the spell, being 3d6 elemental damage per turn. The domain changes shape according to the user's element (if it is fire: the inside of a volcano, acid: an acid rain, lightning: the sky of a storm, poison: A cave with poison and poisonous animals all around it, ice: an endless blizzard. and can choose 2 of the following effects:
-You can gain +5 AC and resistance to magical piercing, bludgeoning and slashing damage
-choose 1 enemy, he will fail all saving throws he does against you on the domain, with him only being able to use legendary resistance to pass the saving throws
-your attacks don't miss and have advantage on the damage
-you will have an extra action(if you choose this option, you will get and additional of 1 level of exhaustion at the end of the spell
After using this spell the caster of the spell will not be able to use this spell again until a long rest and will get 2 level of exhaustion, in addition to being unable to use a spell of same and lower levels of the spell until a quick rest
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the caster can choose which draconic beings will have the effects of the spell, and for each spell slot used above 4th, the status are increased with +2, +10 of temporary life points and the damage of the domain gets an additional of 2d6 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Draconic Skeleton
Level: 9
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 24 Hours
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A small gemstone worth 15,000 gp and a large pool of acid
Description: If a willing dragon is within 120 feet, the dragon must jump into a large pool of acid and the spell begins casting. Over 24 hours, you bond the dragon's soul to the gemstone and the dragon's flesh is melted away, leaving only bones. The dragon dies and the gemstone becomes its phylactery and the dragon is transformed into a dracolich. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Draconic Strike
Level: 5
School: Evocation
Classes: Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a gem worth at least 500 gp
Description: You conjure a ghost-like draconic spirit that flies at a creature or object within range. Choose acid, cold, fire, lightning, or poison. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 + 8 damage of the chosen type and glows brightly for 1 minute, shedding dim light in a 10-foot radius. While the affected creature or object glows, it can't benefit from being invisible. On a successful save, the target takes half as much damage and doesn't glow. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Drago Bolt
Level: 0
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V
Description: You fire an elemental bolt of energy in the shape of a dragon that flies through the air. Choose a target within range and a damage type from acid, cold, fire, lightning or poison. The target must succeed on a Dexterity saving throw or take 1d8 damage of the chosen type.
This spell's damage increases when you reach higher levels. At 5th level, the spell deals 2d8 damage divided as you wish among up to two targets within range that are within 5 feet of each other. At 11th level, the spell deals 3d8 damage divided as you wish among up to three targets within range that are within 5 feet of at least one other target. At 17th level, the spell deals 4d8 damage divided as you wish among up to four targets within range that are within 5 feet of at least one other target. Each target makes a separate saving throw. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Dragon Form
Level: 6
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: dragon scale
Description: This spell transforms you into a dragon. The transformation lasts for the duration, or until you drop to 0 hit points or die. The dragon form can be of any dragon whose challenge rating is equal to or less than your own level. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen dragon. You retain your original alignment and personality.
You assume the hit points of the new form. When you revert to your normal form, you return to the number of hit points you had before transformation. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren't knocked unconscious. You have advantage on constitution checks to maintain concentration.
You are limited in the actions you can perform by the nature of the new form, and cannot cast spells.
Your gear melds into the new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment
At Higher Levels. When this spell is cast using a spell slot of 7, the maximum duration is 1 hour instead of 1 minute. When cast at level 9 the maximum duration becomes 24 hours instead of 1, and your concentration cannot be broken |