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Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Red-Hot Chains
Level: 3
School: Conjuration
Classes: Cleric, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (15-Foot Cone)
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You extend your hand and create many burning red chains from your palms. Each creature within a 15-foot cone of you must make a Dexterity saving throw or become wrapped up in the chains. If wrapped up, the creature is grappled and takes 2d8 fire damage at the start of each of their turns. At the beginning of each of the creature's turns, they may make a Strength saving throw. On a successful save, the creature breaks out and the chains dissipate. On a failed save, the chains tighten around them, increasing the fire damage by 1d8 until they attempt to succeed the saving throw again. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Redemption, Variant
Level: 2
School: Abjuration
Classes: Artificer, Cleric, Druid, Paladin
Casting time: 1 Minute
Range: 120 Feet
Duration: 1 Hour
Components: V, S
Description: You touch up to three willing creatures. For the duration, any damage taken by any of these creatures is halved, and you take the other half of the damage. Any damage resistance, damage reduction, temporary hit points, or other effects still apply to the damage taken by yourself and the creature(s) individually. This spell's effect ends on a creature if it is ever out of range. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Redirecting Shield
Level: 3
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction
Range: Self
Duration: Concentration, Up To 1 Round
Components: V, S
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Any projectile that targets you and misses is held in the air next to you. At the start of your next turn, make a ranged spell attack for each projectile that you have caught. On a hit, that projectile uses whatever damage dice it normally would, plus your spellcasting modifier. If your concentration is broken, the projectiles fall harmlessly to the ground around you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each projectile that hits deals one additional die of force damage for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Redistribute Impact
Level: 2
School: Abjuration
Classes: Artificer, Druid, Wizard
Casting time: 1 Reaction, When You Would Take Falling Damage.
Range: Self (10-Foot Radius)
Duration: Instantaneous
Components: V
Description: As you strike the ground, you transfer the kinetic energy into the surrounding area. You take no falling damage, and everyone within 10 feet of you must make a Constitution saving throw, or take half of the damage(rounded down) you would have taken from falling as thunder damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Redistribute Impact, Variant
Level: 2
School: Abjuration
Classes: Artificer, Druid, Wizard
Casting time: 1 Reaction, When You Would Take Falling Damage.
Range: Self (10-Foot Radius)
Duration: Instantaneous
Components: V
Description: As you impact the ground, you transfer the kinetic energy you create into the surrounding area. You take no falling damage, and every creature within 10 feet of you must make a Dexterity saving throw, or take 1d6 force damage for every 10 feet you fell. On a successful save any creatures caught in the blast take half as much force damage.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reflect
Level: 5
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Reaction, Which You Take When You Are Targeted By Spell Or Would Be Affected By A Spell That Creates An Area Of Effect
Range: 60 Feet
Duration: Instantaneous
Components: S
Description: You attempt to reflect a spell toward its caster in the process of casting said spell. If the creature is casting a spell of 5th level or lower that will affect you, the spell is reflected to the creature casting it, or centered on the creature if it has an area. If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level. On a success, the creature’s spell is reflected to the creature casting it, or centered on the creature if it has an area.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is reflected if its level is less than or equal to the level of the spell slot you used. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reflection
Level: 6
School: Abjuration
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: a shield talisman worth at least 50 sp
Description: Warding yourself with powerful defensive magic, you gain the ability to reflect spells back at attackers. Until the spell ends, any time you are targeted by a magic missile spell or a spell that requires an attack roll, you can use your reaction to be unaffected by the spell and direct it back towards the caster. The caster must make a Dexterity saving throw; on a failed save, the spell is reflected back at the caster as though it originated from you, turning the caster into the target. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reflexive Shot spell)
Level: 2
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Taken When Any Creature Within 30 Ft Of You Moves, And Would Provoke An Attack Of Opportunity Were You Just Adjacent To Them
Range: Self (30 Feet)
Duration: Instantaneous
Components: V
Description: You react to anothers movements, preparing a deadly shot.
Make a single attack, with a ranged weapon you are holding, against the creature which provoked an attack of opportunity. That creature takes an additional 3d6 damage of your weapons damage typ |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reflexive Shot
Level: 2
School: Transmutation
Classes: Bard, Ranger, Sorcerer, Wizard
Casting time: 1 Reaction (On An Attack Of Opportunity)
Range: 30 Feet
Duration: Instantaneous
Components: S, M
Material cost: A ranged weapon
Description: Make a single ranged weapon attack, with a ranged weapon that you are holding and are proficient with, against a creature that triggers an attack of opportunity. This attack deals 1d8 extra damage on a hit |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reforestation
Level: 8
School: Transmutation
Classes: Druid
Casting time: 1 Minute
Range: Self (500-Foot Radius)
Duration: Concentration, Up To 1 Hour
Components: V, S, M
Material cost: an ent's heart
Description: You plant the heart of an ent, using it to channel massive amounts of positive energy into the vegetation within range. A multitude of mosses and weeds spring into existence and coat available surfaces in this area, and shrubs, vines, trees, and other plants sprout and grow at a vastly accelerated rate. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. For every 10 minutes you maintain concentration on this spell, the equivalent of a decade of plant growth takes place.
New plants that sprout are chosen from ones suitable for or present in the current location, while existing plants experience further growth past their normal limits. This growth occurs as if in favorable conditions and is thus unimpeded by soil quality, moisture, or other factors that don't directly damage the plants. Existing stone or wooden structures in this area may be damaged or destroyed by roots and overgrowth.
When the spell ends, you experience a backwash of negative energy. You take 4d8 necrotic damage, which can't be reduced or avoided in any way, and your hit point maximum is reduced by an amount equal to the necrotic damage it took. This damage can't reduce you below 1 hit point. At the end of each long rest, the hit point maximum reduction decreases by 4d8 until it disappears. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Regeneration
Level: 6
School: Evocation
Classes: Cleric, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Choose one creature that you can see within range. For the duration of the spell, that creature is infused with positive energy, regaining 10 hit points at the start of each of its turns. If the creature takes acid or fire damage, it doesn't regain hit points until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of hit points the target regains at the start of each of its turns increases to 15 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Regrowth
Level: 1
School: Transmutation
Classes: Druid, Ranger
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You infuse a creature with natural magic, increasing its ability to recover from wounds. For the duration, in the beginning of each of its turns, the creature regains 1d4 hit points. This spell has no effect on undead or constructs.
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 |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reincarnate Skeleton
Level: 5
School: Necromancy
Classes: Druid
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: 250 lb of rare oils and unguents worth at least 1,000 gp, which the spell consumes
Description: Touch a dead humanoid skeleton or a piece of a dead humanoid skeleton, and provided that the creature has been dead no longer than 2 weeks, the spell forms a new adult body for it and then calls the soul to enter that body. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d20 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. If the target's soul isn't free or willing to do so, the spell fails.
d20
Race
1
Aarakocra
2
Dragonborn, chromatic - roll d6: 1.black, 2.blue, 3.green, 4.red, 5.white, 6.Paisley Dragonborn
3
Dragonborn, metalic - roll d6: 1.brass, 2.bronze, 3.copper, 4.gold, 5.silver, 6.Pseudodragonborn
4
Dwarf, grey (duergar)
5
Dwarf, hill
6
Dwarf, mountain
7
Dwarf, white
8
Elf, dark (drow)
9
Elf, high
10
Elf, wood
11
Gnome, deep (svirfneblin)
12
Gnome, forest
13
Gnome, rock
14
Half-elf
15
Half-orc
16
Halfling, lightfoot
17
Halfling, stout
18
Human
19
Lizardfolk genius (5+3d4 Intelligence)
20
Tiefling
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly, (and reincarnation as lizard folk will change intelligence). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reinforce
Level: 3
School: Transmutation
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 8 Hours
Components: V, S
Description: You touch an object, construct, structure, or section of a structure no larger than 20 feet in any dimension and weave reinforcing magic throughout it to strengthen its integrity. The target gains 10 temporary hit points which last up to 1 hour after the spell ends. While the target has these temporary hit points, it is reinforced in the following ways:
If the target is a structure or section of a structure, it becomes magically stabilized and cannot be breached or collapsed. If the target is a structure made up of multiple sections, each section benefits from its own temporary hit points.
If the target is an object or construct, it cannot gain levels of weardown or be destroyed. If it were to gain levels of weardown, it instead loses 10 of the temporary hit points granted to it by this spell for each level of weardown.
As an action while concentrating on this spell, you can touch the target again and renew the temporary hit points granted to it by the spell. If the target would be destroyed while you are touching it and concentrating on this spell, you can use your reaction to attempt a spellcasting ability check (DC 10, or half the damage dealt to the target). On a success, the target is not destroyed and instead drops to 1 hit point with the temporary hit points renewed.
At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.
The default 3rd-level Power Point allocation of this spell is Maximum Dimension 0, Temporary Hit Points 1, Lingering Duration 2, Retaliation 0.
—Power Point Cost—
0
1
2
3
4
5
6
7
8
9
Maximum Dimension 🔗
20 ft.
40 ft.
60 ft.
100 ft.
200 ft.
500 ft.
1000 ft.
2500 ft;
1 mile
10 miles
Temporary Hit Points 🔗
5
10
15
20
25
30
45
50
—
—
Lingering Duration 🔗
1 minute
10 minutes
1 hour
8 hours
24 hours
7 days
Until dispelled
—
—
—
Retaliation 🔗
✗
1d8
2d8
3d8
4d8
5d8
6d8
7d8
8d8
—
Retaliation. If power points are allocated into this attribute, the target gains the capacity to retaliate against damage. Every time the target receives damage, it deals 1d8 acid, cold, fire, lightning, or thunder damage (chosen when you cast this spell) back to the source of the damage. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reinforce Armament
Level: 0
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: mineral oil, a whetstone, and a simple melee weapon
Description: A metal melee weapon with the light and finesse property you are holding is imbued with arcane power. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or let go of the weapon.
At higher levels, the weapon’s damage die increases when you reach the 5th level (1d10), 11th level (1d12), and 17th level (2d6). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reinforce Arms
Level: 0
School: Transmutation
Classes: Artificer, Wizard
Casting time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: V, S, M
Material cost: A vial of mineral oil, a pinch of iron sand, and a weapon
Description: You touch a weapon. Until the spell ends, the weapon becomes magical, if it isn’t already. In addition, the first time each turn you roll a 1 on the weapon's damage roll, you can reroll the die and must use the new roll.
At Higher Levels. You may reroll a 1 or 2 on a weapon's damage roll at 11th level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reinforce Self
Level: 2
School: Transmutation
Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 10 Minutes
Components: V, S
Description: You infuse yourself with arcane energy, enhancing your physical and mental prowess. For the duration, you can add your spellcasting ability modifier to the next four rolls you make. The rolls can be attack rolls, damage rolls, or ability checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can apply this effect to one additional roll for each slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rejuvenate
Level: 2
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: You touch a willing creature that is missing hit points and has temporary hit points. The target's temporary hit points are reduced by the amount of hit points they are missing, and the target regains an amount of hit points equal to the temporary hit points lost. This spell has no effect on constructs or undead. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rejuvenation
Level: 3
School: Evocation
Classes: Bard, Druid
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a leaf, root, mushroom or twig
Description: Natural healing energies wash over a creature of your choice within range, taking the form of spectral raindrops and leaves. For the duration, the target regains 1d4 hit points at the start of each of its turns, and has advantage on saving throws against disease. The spell ends if the target falls unconscious. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Remorseless Winter
Level: 5
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (40-Foot Radius)
Duration: Concentration, Up To 10 Minutes
Components: V, M
Material cost: a glass sphere filled with water and flecks of silver worth at least 200gp
Description: An icy storm envelops your body, both dangerous and chilling. The area within range is considered heavily obscured for anyone but yourself. Creatures other than you which are within range or that end their turn there take 2d4 cold damage, and must succeed on a Strength saving throw or be pushed to the nearest unoccupied space outside of range.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 5 feet for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Remote Bomb
Level: 1
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Up To 10 Minutes
Components: S
Description: You magically create in your open palm either a bluish-white sphere or cube rigged to explode. As part of the action used to cast this spell, you can throw this bomb out to a range of up to 20 feet. The bomb is unusually lightweight, as if made of parchment, and can be pushed or carried on strong winds. The sphere version of the bomb will easily roll down slopes.
As a reaction, you can cause the bomb to detonate with a concussive burst. Any creature within 10 feet of of the bomb when it detonates must make a Dexterity saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from the bomb. On a success, a creature takes half damage and isn't pushed. Any unattended object within 10 feet of the bomb takes double the full damage and is pushed 10 feet away.
If it doesn't detonate beforehand, the remote bomb will instead detonate at the end of this spell's duration, or if you cast this spell again before the end of the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Remove Breath
Level: 2
School: Necromancy
Classes: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: S
Description: You pull the wind right out of the lungs of a creature within range, causing them to choke. It must make a Constitution saving throw. On a failure, it fails to hold its breath and begins to suffocate, taking 2d6 necrotic damage.
Unless interrupted by some means of intervention, such as by casting the remove breath spell again or choking the creature, the target will be able to breathe again at the start of its next turn.
This spell has no effect on creatures that do not need to breathe, such as most undead or constructs; It also has no effect on creatures that do not breathe air, such as fish. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rend
Level: 4
School: Enchantment
Classes: Sorcerer, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Minute
Components: S
Description: You weaken the mind of a creature you can see within range, leaving them vulnerable for a time. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 psychic damage and becomes mentally exposed; for the duration, the target takes an additional 1d6 psychic damage the first time it takes psychic damage on a turn. On a successful save, the target takes half as much damage and isn't mentally exposed.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the psychic damage (both initial and from taking psychic damage) increases by 1d6 for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Renew Life spell)
Level: 4
School: Transmutation
Classes: Cleric
Casting time: 1 Action
Range: Self (30 Foot Cube)
Duration: Concentration, Up To 1 Minute
Components: V, M
Material cost: a holy symbol worth at least 10 gp
Description: Imbue yourself with the power of your deity to sustain yourself and your allies around you. While this spell is active, you levitate 5 feet above the ground, but cannot be used to pass large declines (such as a cliff) and your body glows dim light in a 5 foot radius of a color depending on your alignment: white if good aligned, black if neutral or evil.
When you activate this spell, all creatures of your choice within range gain 1d8 + spellcasting modifier hit points. On further turns, you can use your action to activate this heal again. If you use your action for anything other than Renew Life while it is active, the spell immediately ends, losing the connection to your deity.
When you cast this spell using a spell slot of 5th level or higher the amount healed increases by 1d8 for each slot level cast above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Renewed Servitude
Level: 4
School: Enchantment
Classes: Bard, Paladin, Warlock, Wizard
Casting time: 1 Minute
Range: Touch
Duration: 1 Hour
Components: V, S, M
Material cost: adamantine bindings of some sort
Description: When you cast this spell, choose one creature you currently have charmed or are otherwise controlling, like through the suggestion or dominate person spells. It's duration is replaced with this spells duration, and the current duration resets.
At Higher Levels. When you cast this spell using a spell slot of 6th level, the duration becomes 8 hours. When cast at 8th level or higher, it becomes 24 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reorientate
Level: 1
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet (2-Foot-Radius Sphere)
Duration: Instantaneous
Components: V, S, M
Material cost: a ball bearing or navigational instrument
Description: You twist space itself, rotating all matter, objects, and creatures in a region within range that does not exceed a 2-foot-radius sphere up to 180 degrees in any direction. An object or creature must be contained entirely within the region to be affected. Material that is not a part of a particular object or creature, such as terrain or exposed liquid, is always affected. Anything in motion that is affected has its direction of velocity rotated accordingly.
If attempting to move an object held by a creature that is unaffected by the spell, the creature must make a Dexterity save against your spell save DC. On a successful save, the creature holds the object in place. The GM may allow a creature to instead make a Strength saving throw in certain cases, such as a creature pushing against an object.
At Higher Levels. When you cast this spell using a spell slot of second level or higher, the maximum radius increases by 2 feet and the range increases by 15 ft. per level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Repair
Level: 1
School: Transmutation (Ritual)
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: some adhesive or tools, a minimum of 1 sp's worth of pertinent materials if no metal or rarities are required, or at least 1 gp's worth otherwise (consumed)
Description: You touch a damaged object or construct and attempt to restore it to a functional state. Up to 5 feet of the object or construct is affected at a time, and it regains hit points equal to 1d10 + your spellcasting modifier. This spell can repair magical objects, but cannot restore magic to an object.
Depending on the composition of the object or construct you are repairing, the DM may decide to increase the cost of the materials consumed for the spell to function.
At Higher Levels. The hit points recovered increases by 1d10 for each slot level above first, and each second slot level above first increases the affected area of the object by 5 additional feet. Casting this spell at 2nd level also removes one level of wear and tear from the target, and an additional level for each slot level above second.
Variant Spellcasters[edit]
The DM may allow this spell to be taken by the following subclasses: forge cleric and creation bard. Otherwise, those classes do not get access to this spell.
See Also[edit]
Reinforce (5e Spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Repair/Raze
Level: 5
School: Transmutation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Minute
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: A rusted piece of iron
Description: Choose a 10-foot square within range. Objects in the area are subjected to one of the following effects.
Repair. Every object in the area regains 50 hitpoints, as time is reversed for all objects inside, returning them to a better state. If objects inside were affected by Raze, they are no longer dust, and instead just take their previous form.
Raze. Every object in the area takes 50 force damage, as time is rapidly advanced for objects inside. An object reduced to 0 hitpoints by this immediately becomes nothing more than dust and shards of it’s former self. Nothing except the wish spell, divine intervention, or the Repair effect can reverse this.
At Higher Levels. When cast at 6th level or higher, the square’s size increases by 10 feet for every level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Repairs
Level: 3
School: Transmutation
Classes: Cleric, Wizard
Casting time: 1 Min
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a metal file, a bit of string, and a few drops of glue
Description: Magically restores damage to objects and constructs
Repairs a damaged object as per the mending spell, but has no limit on the number of tears or breaks in the object. The spell can also be used to restore hit points to a damaged construct. If used in this fashion, it will repair 2d6 hp + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher it will restore an additional 1d6 hit points to damaged constructs for each slot level above 3rd |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Repartition Spell
Level: 2
School: Evocation
Classes: Druid, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S
Description: If you have a spell slot of a higher level, you can transfer it down into three lower level spells.
Divide a higher level spell slot of at least level 3 into three lower level spell slots in which the numbers of the lower level spell slots sum to the higher level one.
The higher level spell slot is used up, and the new spell slots created must be used within 1 minute, or they are lost.
Example: Say you have a level 5 spell slot, you can use it, to give yourself 2 1st level spell slots and one 3rd level spell slot. As long as the sum of the spell slots are the same, you can transfer them. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Repel
Level: 1
School: Abjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: When you cast this spell, target one Large or smaller creature or object that you can see within range. The target must succeed on a Strength save or suffer an effect based on its size, as shown in the list below.
Tiny. The object or creature is thrown through air in a direction directly away from you. It travels 60 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
Small. The object or creature is thrown through air in a direction directly away from you. It travels 45 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
Medium. The object or creature is thrown through air in a direction directly away from you, and never gets more than 15 feet above the ground. It travels 30 feet, and upon impact, it takes 1d6 damage for every 10 feet it was flung before impact.
Large. The object of creature is thrown through air, in a direction directly away from you, and never gets more than 10 feet above the ground. It travels 15 feet, and upon impact, it takes 1d6 damage for every 15 feet it was flung before impact.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance a creature flung is increased by the number of feet the creature can be flung by 10 feet per spell level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Replication
Level: 9
School: Evocation
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: V, S
Description: When you cast this spell, choose one spell of 8th-level or lower. You may duplicate the effect of that spell as if you had just cast that spell. The effects of the spell take effect immediately.
In addition, you may attempt to replicate the effects of a 9th-level spell as well. Make a DC 19 Constitution saving throw. On a successful save, you may replicate the effects of any 9th-level spell other than wish or true resurrection. On a failure, you take 10d6 force damage, as the effects of trying to replicate the force of a 9th-level spell backfires and damages your body. Regardless of whether you succeed on the saving throw or not, you may not cast another spell of 5th level or higher during your next turn, as the force of replicating such a powerful spell drains you magically. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reprisal Blitz
Level: 2
School: Abjuration
Classes: Artificer, Paladin, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Reaction, Which You Take When You Take Damage From An Attack.
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V
Description: When you take damage from an attack, you can absorb the power of that attack and retort back against the target. When you cast this spell, record the damage you have taken. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra damage equal to the recorded number. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rerange
Level: 1
School: Enchantment
Classes: Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: When you use your action to cast a first level spell with a range type of such as cone, sphere, line, pillar, or etc. use your bonus action to cast this spell.
You can distribute the range of the spell you cast as an action in any way you desire with the minimum value of 5x5ft cube. Still the base range does not change.
For example, the spell Fireball has a 150ft range and 20ft radius sphere, which means it has 124 5x5ft cube which you can use as you fit. But the spell's center(or some thing like that) still need do it inside the range of 150ft. (This part will be determine with the DM's permission)
At Higher Levels. When you want to Rerange a higher level spell you have to up cast this spell to the same or higher level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reshape Terrain
Level: 4
School: Transmutation (Ritual)
Classes: Druid, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Hour
Components: V, S
Description: You reshape the terrain to your will. You can alter the terrain of a 50 foot cube centered on a point you can see within range. You can subtract or reshape the present terrain as you choose within the cube, but you can only add material that is present within the cube when you first cast the spell.
The spell takes the entire hour that you spend concentrating on it to change into the shape that you chose when you first cast the spell. If you break concentration part way through, the change halts and the terrain will only be partly shifted depending on how long the spell was concentrated on for. The DM will decide what this looks like.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the area affected by 50ft for each level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resist Annihilation
Level: 6
School: Abjuration
Classes: Cleric, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Until Dispelled
Components: V, S, M
Material cost: a palm-sized disc of adamantine worth at least 300gp, which the spell consumes
Description: You prevent one creature or corpse that you touch from turning to dust. For the duration, if the target would be disintegrated, atomized, or turned to dust because of spells or other magical effects, it doesn't. If the spell was cast on a creature, it lasts even after the creature's death.
This spell is vulnerable to dispel magic and antimagic field. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resistance, Variant
Level: 1
School: Abjuration
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: 1 Minute
Components: V, S
Description: You touch one willing creature. On each of their turns until the spell ends, when they take damage, they may reduce the damage dealt by 1d4 + 1. Once they use this feature a number of times equal to your spellcasting ability modifier, the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resonant Shockwave
Level: 5
School: Evocation
Classes: Bard
Casting time: 1 Action
Range: 150 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: The next time you make a ranged weapon attack during the spell's duration, lyrics of frustration and dissonance transform the fired projectile, or the weapon itself if it's a thrown weapon, as it travels faster than the speed of sound, releasing an explosive cacophony of deafening sounds. Make the attack roll with advantage. The target takes 5d10 thunder damage on a hit, or half as much damage on a miss, instead of the normal damage. If the attack hits, the target must succeed on a Constitution saving throw or be pushed 20 feet back, knocked prone, deafened for 1 minute, and stunned until the end of your next turn.
Whether you hit or miss, each creature within 15 feet of the target must make a Constitution saving throw. Each of these creatures takes 2d10 thunder damage and is pushed 10 feet away from where the creature was and is deafened for 1 minute, or half as much damage on a successful save.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for both effects of the spell increases by 1d10 for each slot level above 5th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resonating Mind
Level: 0
School: Evocation
Classes: Bard, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: As an action you cause a creature within range to make a intelligence saving throw or take 1d4 psychic damage and any creature within 5 feet of them must also make the saving throw or take the same damage.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The range of creatures affected increases by 5 feet at level 11 (10 feet |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Respirance
Level: 2
School: Transmutation (Ritual)
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 8 Hours
Components: S
Description: You draw directly from the elemental plane of air to supply your lungs with much-needed oxygen. For the duration of this spell, you no longer need to breathe and are immune to suffocation.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can extend the benefits of this spell to other creatures. For every level of the spell slot used above 2nd, you can target one additional creature within 30 feet of you to receive its effects.
Elemental Discipline. A Way of the Four Elements monk may use 3 ki points to cast this spell if they know the Fist of Unbroken Air discipline. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Restorative 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 restorative energy for 1 minute. The next time you would grant temporary hit points to any number of creatures while under this effect instead heals the targets for a number of hit points equal to the number of temporary hit points you would have granted. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Restore
Level: 1
School: Transmutation
Classes: Bard, Paladin, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a tool for repairing, such as a wrench
Description: You touch one small broken item no larger than a candle or object affected by a spell that has been by some device drained of magic. An item is immediately restored such as in the Mending cantrip. An object affected by a drained spell has the spell's effects restored. This spell must be of first level or a cantrip and may not be a concentration spell unless it has an indefinite concentration time or one longer than 12 hours that has not yet expired time-wise. If the spell has a material component that is consumed, you must have the material, which is consumed upon casting this spell.
At Higher Levels. When cast at 4th level on a non-magically-affected item, this spell instead can immediately repair an item the size of which is found in the Greater Mending 3rd level spell. When cast at a higher level than 1st on a magically-affected item, you can restore a spell's power that is equal to the level you cast this spell at. This spell cannot be cast at a power level above 7th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Restore Time
Level: 4
School: Evocation
Classes: Bard, Cleric, Warlock
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S
Description: Uttering the Astral words for Fate and Heal you slam your Astral Weapon into the ground and a light-blue aura radiates from the ground.
The Astral Energy within the sphere flies to the open wounds of any friendly creatures nearby. Each target regains hit points equal to 2d8 + your spellcasting ability modifier |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Restore/Bind Soul
Level: 7
School: Necromancy
Classes: Cleric, Wizard
Casting time: 1 Reaction
Range: 60 Feet
Duration: 1 Hour
Components: V, S, M
Material cost: a diamond worth a least 1000 gp
Description: You wretch the soul from a creature that has one, and that you see, the soul is then bound to the diamond as long as the spell persists. It can be freed by successfully dispelling the binds of this spell, such as Dispel Magic. While it is within the gem, the dead creature cannot be brought back to life. Additionally as an action you can touch the gem to the body of the dead humanoid, then you must make a successful DC 15 wisdom check. On a success you force the soul of the creature back into its body, bringing it back to life. On a failure the soul escapes the gem and attempts to attack you(the soul has the statistics of a ghost). In either case, if the soul is hostile or not, it disappears after one minute to the afterlife |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resurrect Skeleton
Level: 7
School: Necromancy
Classes: Bard, Cleric
Casting time: 1 Hour
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a diamond worth at least 1,000 gp, which the spell consumes
Description: You touch the full skeleton of a dead creature that has been dead for no more than a century, that didn't die of old age. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds, restores any missing body parts and returns all flesh to the skeleton.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Resurrection From Beyond
Level: 9
School: Necromancy
Classes: Cleric, Druid, Wizard
Casting time: 1 Minute
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: A sprinkle of holy water and blue diamonds worth at least 25,000 GP, which the spell consumes
Description: Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Necromancy and Evocation magic at the same time. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
(Hold Value 5)
This spell is identical to True Resurrection except for the following differences:
You can bring a creature back that died of any reason, regardless of how long ago they died (Even if they died of old age). If the creature was at least an adult, if a new body is made to accomedate the spell it appears to be aged to the first year of adulthood for the creature's race. If the creature was younger and a new body is made, it matches the creature's age.
A creature does not have to be willing, only free, to be brought to life by the spell. A deity can protect any creature from this when the spell is cast, and automatically knows if the spell is being cast on any of their followers, friends, or family.
A creature that has never been alive but has a soul can be brought to life by this spell, becoming a 10 year old humanoid of the caster's choosing from the humanoid races they have seen often. The body of such a creature can grow up as normal, but appears genderless. A creature brought to life this way always appears genderless if brought into new bodies by spells like Reincarnation, unless if done so by a deity |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Retributive Shock
Level: 2
School: Enchantment
Classes: Bard, Warlock, Wizard
Casting time: 1 Reaction, To Having Your Concentration Interrupted
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a fine, powdery substance
Description: Commonly used by rivaling spellcasters, believed to be the cause of wizards carrying any other form of weapon.
As the energy used in concentrating begins to fade, it surges right back towards it's cause. The creature in range who interrupted your concentration takes 2d6 psychic damage, and must make a Charisma saving throw. On a failure, they cannot concentrate on spells until the start of their next turn |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Retrocognition
Level: 3
School: Divination
Classes: Bard, Cleric, Ranger, Wizard
Casting time: 1 Minute
Range: Self
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Description: This spell, once cast, allows the user to view up to 1 minute's worth of events that occured in the past week at that location. You may choose a point in time within the last week to view when you cast this spell. The caster may then can use their action on the following turns to choose another point in the future or past from that point to view, up until the present. If there was any effects that occured during that time that cause protection from scrying, that period of time will be blotted out |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reverb
Level: 3
School: Evocation
Classes: Bard, Sorcerer, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: You touch a creature and words appear along the appendage you touched, causing the target to be bombarded with sound. As an action, you touch a creature and think of a word or sound. The creature must then make a Wisdom saving throw against your spell save DC. The creature must make this saving throw at the start of each of its turns until the spell ends. If the creature fails, it must suffer one of the the following effects:
-You think of a sound, such as thunk, whap, or bam. This sound then loudly bombards the creature's ears, causing them to be stunned and deals 1d6 + 2 psychic damage at the end of each of it's turns. The sound stops if the creature succeeds the saving throw.
-You think of a word or phrase, such as "Believe me!" or "I hate you!". This sound then plays in your voice, repeatedly playing in the creature's ears. If the creature fails the saving throw, it believes the words it hears and is convinced they are true. If the creature succeeds, the creature does not believe the words it hears, causing the spell to end and the creature to gain resistance to the spell for 1d4 hours. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reversal
Level: 2
School: Transmutation (Ritual)
Classes: Bard, Cleric, Druid, Paladin, Wizard
Casting time: 1 Reaction (A Creature Other Than Yourself Is Targeted By A Spell)
Range: 30Ft
Duration: Instantaneous
Components: V, S, M
Material cost: a clear quartz worth at least 25 gp
Description: You target one willing creature or object that is being targeted by a spell. If the spell is a cantrip or 1st level spell, it is automatically negated.
If the spell's effect causes the target creature to make a saving throw, it gains advantage on any saving throws it makes.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it will negate any spell whose level is lower than its current spell level |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reverse Flow Control
Level: 1
School: Enchantment
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: 1 Round
Components: V, S
Description: Choose one creature or object within range. If the target is a creature it must succeed on a Wisdom saving throw or be paralyzed for the duration. If the target is an object, it cannot be moved from it's position for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature/object for each slot level above 2nd. The targets 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: Reverse Morality
Level: 5
School: Enchantment
Classes: Bard, Cleric, Warlock
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: One creature of your choice within range must succeed on a Wisdom saving throw or change to the alignment opposite their own (for example, changing from lawful good to chaotic evil). This spell has no effect on creatures with a neutral alignment on both the good/evil and law/chaos axes, or who are unaligned. A remove curse spell cast at 5th level or similar magic reverts this effect. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Reverse Time
Level: 8
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Round
Components: S, M
Material cost: A broken pocket watch
Description: Target 1 creature or object. After the spell ends, everything involving that target, including hit points, ability scores, equipment, spell slots, experience, etc. will all be returned to as it was when the spell was first cast, with one exception; if they had been in the process of any sort of action, such as casting a spell, attacking, moving, etc., it is canceled. The spell slot used to cast this spell is not restored.
At Higher Levels: When cast with a spell slot of 9th level, the amount of creatures you can target increases to 2 (you can choose two targets to be affected, as long as they are both within range) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Revert Time
Level: 1
School: Evocation (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S
Description: A creature you touch has its wounds revert back in time.
That creature gains hit-points equal to 1d6 + your spellcasting ability modifier, and 1d4 temporary hit points. In addition, roll 1d2. On a 1, you suffer fatigue from casting this spell and must spend your next turn recovering from its casting.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it imparts an additional 1d6 hit points and 1d4 temporary hit points for every level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Revitalize
Level: 2
School: Necromancy
Classes: Bard, Cleric, Paladin
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: diamond dust worth at least 100 gp, which the spell consumes
Description: You touch a creature that has died within the last round. That creature returns to life with 1 hit point, and suffer 1 level of exhaustion. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rewind
Level: 1
School: Conjuration
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Bonus Action
Range: 5 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: You draw a sigil on an unoccupied space on the ground within range of this spell, which stays for the duration. During the duration of this spell, you can use a bonus action on your turn to teleport back to where the sigil was placed. In order to do so, you must be on the same plane of existence as the sigil and be within 60 feet of it.
After teleporting to the sigil, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of times you can teleport to the sigil increases by one and range to which you can teleport back to the sigil is increased by 30 feet for each slot above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rewind Death
Level: 3
School: Necromancy
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Description: You point your finger at up to 3 creatures within 20 ft of each other. They see their entire past and possible future up to this point.
The creature must roll a Wisdom saving throw and take 2d10 necrotic and 3d6 psychic damage. On a successful save, they take half. On a failed save, they take full damage and are frightened of you for 10 minutes. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rewind, Variant
Level: 8
School: Transmutation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet (Or 300 Foot Sight)
Duration: Instantaneous
Components: V, S, M
Material cost: a stopwatch
Description: By your command, an aura of time magic condenses in the air around either a target you can see within range, or an area affected by an item, spell, or class ability that you saw was cast within a separate range of 300 feet.
For a creature or object target, you may rewind their current status up to 6 seconds in the past. This may include their current hit points, temporary hit points, consumed hit dice, status effects (poisoned, invisible, incapacitated, etc), anything they are/were holding concentration on, any spells or class abilities or other personal (non-area of effect) effects active on them, or if they are/were dead/destroyed. If the target object or creature died/was destroyed in a way that left negligible remains (e.g. the spell Disintegrate), you must have either seen the death/destruction or must have a visual on residual traces of the creature or object (e.g. the grey dust pile left behind by Disintegrate) at the time of casting Rewind. This spell may, for example, rewind the duration of any personal (non-area of effect) spells, item effects, or class abilities active on the target, and undo the effects of any instantaneous items usages, class abilities, and spells of any kind which affected the target (so long as they are not a higher level than the casting level of Rewind, see below). This spell cannot rewind any usage points of items, ability uses of class abilities, or expended spell slots, nor will it move targets back to the area they had previously occupied. It will not change the memories of a target, unless a memory modifying spell is being reversed by this spell.
For an area, you may rewind the total effect of any item use, spell, or class ability back by up to 6 seconds. The creatures or environment affected by the item, spell, or class ability may expand beyond the 300 foot sight range, so long as you saw it used/cast within the 300 foot sight range. This spell will not rewind any usage points of items, ability uses of class abilities, or expended spell slots.
This spell can only rewind any effects, spells, or class abilities that are cast at 8th level (such as with an 8th level spell slot) or below. All items (except at the DM's discretion) can be rewound. For the purposes of this spell, class abilities can be treated as spells cast at the level they were acquired or most recently augmented at, divided by 2 (rounded up).
At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, this spell gains the ability to rewind the effects of any spell or effect equivalent to the expended spell slot or lower. Additionally, you gain another minute that you can rewind a target or area for each slot level above 8th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Ribbit
Level: 1
School: Enchantment
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Concentration, Up To 1 Minute
Components: S
Description: A creature in range that you can see must succeed on a Charisma saving throw or become unable to speak in anything but frog-like croaks and ribbits for the duration. While affected the target cannot provide the verbal components of cantrips nor 1st-level spells, and cannot use abilities requiring it to be heard and understood (such as a knight's Leadership). However, the target can communicate with those able to speak with frog and toad beasts, such as a bullywug or anyone affected by the speak with animals spell. The target can also breathe both air and water for the duration.
The target can use an action to repeat the saving throw by massaging its vocal chords or practicing vocalization. A successful save ends the effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target is rendered unable to provide verbal components of any spell up to and including the level of the spell slot you use. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle
Level: 5
School: Conjuration
Classes: Wizard, Sorcerer, Warlock, Bard
Casting time: 1 Action
Range: Self (40-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle.
Creatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language. Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, a creature takes 2d6 psychic damage from the brush of the vast otherworldly intellect.
On a failed save, the creature becomes stunned for the duration. At the start of each of the creature’s turns before the spell ends, the creature takes 4d10 psychic damage, and can make another saving throw. On a successful save, the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle spell)
Level: 1
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: Self (40-Foot Radius)
Duration: Concentration, Up To 1 Minute
Components: V
Description: You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle.
Creatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language. Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, a creature takes 2d6 psychic damage from the brush of the vast otherworldly intellect. On a failed save, the creature becomes stunned for the duration. At the start of each of the creature’s turns before the spell ends, the creature takes 4d10 psychic damage, and can make another saving throw. On a successful save, the spell ends |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle's Rapid Retreat
Level: 3
School: Evocation
Classes: Wizard
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a ferrous stone
Description: Palming the stone used as the material component, you briefly create a powerful repulsive force between yourself and a target you can see within 10 feet. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage and you are pushed up to 10 feet away from the target. You do not provoke opportunity attacks when you move in this way.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 per slot level over 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle's Rumble
Level: 2
School: Transmutation
Classes: Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: small iron anchor pendant
Description: You enable a creature you touch to perform powerful jumps, that release a shockwave upon landing. The affected creature's jump height and distance equals their movement speed, and the creature no longer takes damage from falling from a height equal to its movement speed for the duration of the spell. In addition, the target is immune to forced movement.
Using an Action, the affected creature can make a jump, causing all creatures within a 10-foot radius of the landing spot to make a Strength saving throw. A creature takes 1d10 thunder damage on a failed save and is pushed 10 feet back and knocked prone. On a success the creature takes half damage and is not pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 per spell slot level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle’s Reenactment
Level: 4
School: Divination (Ritual)
Classes: Artificer, Bard, Wizard
Casting time: 1 Minute
Range: Touch, Self (10-Foot Cube)
Duration: Concentration, Up To 10 Minutes
Components: V, M
Material cost: puppets, dolls, effigies, tiny props, rocks
Description: You animate puppets and props to reenact an event that happened in the past to the best of their ability. You can choose two puppets and designate one prop that they can interact with. To the best of their ability they silently retell an event in the past specified by you. You must designate at least one puppet as someone you know who was at the event, the other puppet takes on the roll of another creature at the event and who it is is up to the DM. If no one else was present at the event it remains inert.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher you can animate one additional puppet and prop for the reenactment. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle’s Repulsion
Level: 2
School: Transmutation
Classes: Artificer, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: two magnetic rocks
Description: For the duration, you exude an aura of repulsion of 10-foot radius. The aura has the following effets.
Any creature that attempts to enter the aura must succeed on a Strength saving throw, or it can't move through it until the start of its next turn.
A creature that start its turn inside the aura must make a Strength check, or is pushed up to 10 feet, towards an unoccupied space within 5 feet of the aura's area.
If you move the aura towards a creature, that creature must succeed on a Strength save, or is moved along with you (without provoking opportunity attacks). Ending the turn being moved in such a manner.
A creature that makes a ranged attack against the aura must succeed on a Dexterity saving throw against your spell save DC, or the attack misses.
Unheld objects smaller than you or of same size are pushed by the aura, not entering it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Riddle’s Ridiculous Routine
Level: 5
School: Transmutation
Classes: Wizard
Casting time: Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: a gold ring with thread tied to it
Description: You attempt to turn a creature you can see within range into your puppet. The target must succeed a Strength saving throw, or have spectral threads latch onto their limbs, allowing you to control their movements. As a reaction or bonus action on your turn you can perform one of the following effects:
You can pull on the target’s leg causing them to fall prone.
You tug on their limbs to disrupt their attacks giving them disadvantage on their attacks until your next turn.
If the target has unusual limbs such as wings, a tail, or a trunk, you can cause them to be unusable until your next turn.
You can force the target up to 15 feet away from where they currently are.
Once you cause an effect you cannot cause another until your next turn. The target can reattempt the saving throw at the start of their next turn, ending the spell on a success. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rift Balance
Level: 1
School: Abjuration (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: S
Description: Chronomancers are tasked with keeping balance in the Astral Plane, whenever you remove something, something must take its place.
You raise your hand at a target within range as their Astral energy flows towards your hand, you then raise your other hand at another target and the energy flows through both your hands and the Astral energy passes from your second hand into the second target. The first target must make a Constitution save or take Necrotic 2d8 damage, you can then heal another target by the same amount of damage of your choice, you cannot choose yourself |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Righteous Might
Level: 5
School: Transmutation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Minute.
Components: V, S, M
Material cost: divine focus
Description: Your size doubles in all dimensions and your weight is multiplied by 8. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the spell ends, Strength skill checks (Athletics) and Strength saving throws that you make are equal to your Strength score (max 20). Your weapons and armor also grow to match your new size. While these weapons are enlarged, the weapon deals an additional damage die on the weapon but not any magical damage dealt by the weapon.
In addition, you are infused with supernatural hardiness. For the duration, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3 and your AC increases by 2.
Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Righteous Storm
Level: 5
School: Evocation
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
Casting time: 1 Action
Range: 360 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S
Description: Up to three pillars of fire erupt in locations you choose. Each pillar is a 10-foot-radius, 50-foot-high cylinder centered on a point on the ground within range; the pillars cannot be placed directly on top of one another, but can overlap. When you cast this spell and at the start of each of your turns for the duration, each creature in the area must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional pillar for each slot level above 5th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rigor Mortis
Level: 3
School: Necromancy
Classes: Bard, Cleric, Wizard
Casting time: 1 Action
Range: Touch
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: a vial of graveyard dust or a twig from a cemetery tree
Description: You touch an undead creature, which falls prone. For the duration, the target is incapacitated, can't move or speak, and automatically fails Strength and Dexterity saving throws. Each time the target takes damage, it makes a Wisdom saving throw against the spell; if this saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rimeward Strike
Level: 0
School: Evocation
Classes: Sorcerer, Druid, Warlock, Wizard
Casting time: 1 Action
Range: Self (5-Foot Radius)
Duration: 1 Round, Varies
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 then your weapon creates a miniature blizzard that whips around the target and buffets them cold fury. At the start of their turn, they will take 1d6 cold damage by being buffeted by ice and freezing wind. If there is at least 1 gallon of water within the square in which you struck with this spell, you deal an additional 1d6 of damage.
At Higher Levels. At 5th level, you deal an extra 1d6 cold damage on a hit, and the number of rounds this miniature blizzard lasts increases by one. The extra damage roll increases by 1d6 and the number of rounds the blizzard lasts increases by one again at 11th level (2d6 and 3 rounds) and 17th level (3d6 and 4 rounds). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rising Dragon Soars the Sky
Level: 4
School: Evocation
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a martial melee weapon worth at least 1 gp
Description: The weapon used to cast this spell pulses with otherworldly energy, as you lunge forward. You move up to 60 feet in a line any direction. This movement does not provoke opportunity attacks. You can move through a creature's space when doing this, so long as you don't end your turn in it's space.
After the massive surge forward, you release a colossal boom of energy. Every creature within 30 feet of you(barring yourself) must make a Constitution save, or take 6d10 thunder damage, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d10 for every level above 4th |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rite of The Elemental Blood
Level: 9
School: Transmutation
Classes: Druid, Wizard
Casting time: 12 Hours
Range: 100 Feet
Duration: Concentration (For The 12 Hours), Permanent
Components: V, S, M
Material cost: 8,000 GP of ruby dust, that's consumed on casting
Description: Chose one of fire, acid, cold, and lightning. one creature, who must remain within range through the whole casting, gains these effects:
Whenever a creature hits an enemy in melee they take 4d6 damage of the chosen damage type.
The target of this spell gains resistance to the chosen damage type, if the target already has resistance they instead gain immunity.
The target is immune to disease as well as ingested and injury triggered poisons not specifically made for elemental blood.
The target gains these effects based on their element:
If the caster chose cold, the target now loses an exhaustion level per day whenever they are in temperature of 0 Fahrenheit or lower, and regain 1 hp/minute in conditions of -40 or less, but are vulnerable to fire damage and have disadvantage to saving throws against hot weather.
If the caster chose fire, the target is now capable of going without water indefinitely with no adverse effects so long as they remain in conditions of 100 degrees Fahrenheit or higher, and may go without food in conditions of 110 degrees or higher, but they may only hold their breath for con-2 minutes(min 30 seconds) and automatically fail your first death saving throw from drowning and are vulnerable to cold damage
If the caster chose lightning, the target's speed is doubled for a turn whenever they would take lightning damage, and the target's next melee attack deals half the damage they would have taken. However, they take 5d6 force damage at the start of their turn if they are in water even if they are partially immersed.
If the caster chose acid, the target now may breathe in any liquid that contains oxygen(like almost all acids) and may choose to, when reduced to 0 hp, instantly die, but explode in gore dealing 5d6 acid damage to everyone in a 20-foot radius. You have disadvantage to all saves against contact poisons as your mildly acidic skin slowly absorbs all things in contact with i |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rock Pellets
Level: 0
School: Conjuration
Classes: Druid, Ranger, Wizard
Casting time: 1 Action
Range: 80 Feet
Duration: Instantaneous
Components: S
Description: You conjure bullet like projectiles out of solid rock pelting your target. Make a ranged spell attack. On hit target takes 2d4 piercing damage.
At Higher Levels. The spell's damage is increased by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rock Splash
Level: 1
School: Evocation
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 90 Feet (15 Foot Cone)
Duration: Instantaneous
Components: S, M
Material cost: A rock weighing at least 5 lbs, which the spell consumes
Description: You use your mighty magic powers to pick up a nearby rock and lob it at that group of nunchucks standing over there. It unceremoniously shatters on impact, showering all of them with many tiny sharp things.
Target a point within range. All creatures within a 15-foot cone originating from that point must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone's area of effect extends by 5 feet for every level above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rock Toss
Level: 0
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 90 Feet
Duration: Instantaneous
Components: V, S
Description: Make a ranged spell attack against a target within range. On a hit it takes 1d8 bludgeoning damage and is knocked 10 feet away from you.
At Higher Levels. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rock Wave
Level: 1
School: Evocation
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self (30-Foot Line)
Duration: Instantaneous
Components: V, S, M
Material cost: a piece of malachite
Description: You create a storm of razor-sharp stones that forms a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 4d4 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rockform
Level: 6
School: Abjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: Self
Duration: Concentration, Up To 1 Hour
Components: S, M
Material cost: an amount of dirt, sand, or stone equal to your own weight
Description: You move earth from within 5 feet of you around yourself like a body suit, giving you a thick layer of malleable protective earth. This protective suit grants you a number of effects for the duration of the spell:
You gain 2d6 + 30 temporary hit points.
You become resistant to bludgeoning, piercing, and slashing damage.
As long as you are standing on solid ground made from some kind of stone, dirt, or sand, you can't be pushed by external sources and you can't be knocked prone or stunned.
If you would take damage greater than your current temporary hit points, the rock armor shatters. You instead take no damage, lose all your temporary hit points, and the spell ends.
You cannot take the Dash or Dodge actions.
If you lose all of your temporary hit points before the end of the duration, the spell ends.
The earth surrounding you collapses to the ground when the spell ends. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rocks Fall
Level: 3
School: Conjuration
Classes: Druid, Sorcerer, Wizard
Casting time: 1 Action
Range: 150 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a bag of gravel
Description: With a loud rumble, large rocks rain down from the sky. Choose a point you can see within range. Each creature in a 20-foot radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes only half as much damage and is not knocked prone. Afterward, the ground in that area is littered with loose stone and becomes difficult terrain until cleared.
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. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Roll the Bones
Level: 0
School: Necromancy
Classes: Bard, Warlock, Wizard
Casting time: 1 Action
Range: 10 Feet
Duration: 1 Minute
Components: S
Description: You control the results of the rolls of the same set of up to six dice made of bone. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Root Walk
Level: 1
School: Conjuration
Classes: Druid, Ranger
Casting time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: V, S, M
Material cost: the root of a plant
Description: You touch a plant and are teleported to another within range. You teleport to an open space within 5 feet of a Large or smaller plant or Plant creature that you can see within 30 feet. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Roriloch's Waveshredder
Level: 7
School: Evocation
Classes: Sorcerer, Wizard
Casting time: 2 Actions
Range: 300 Feet
Duration: Concentration, Up To Indefinitely
Components: V, S, M
Material cost: a shard of fulgurite
Description: You take a turn to gather the power to cast this spell, sparks of violet lightning discharging from your body, then unleash it as an action on your next turn. A massive and vicious arc of purple electricity erupts from you towards a target within range. The target takes 7d10+35 lightning damage.
As an action on each of your turns while you remain concentrating on this spell, you can expend a spell slot of 7th level or lower to deal additional lightning damage to the target equal to 35 + 1d10 for each expended spell slot level. You can also switch the target to another target within 30 feet as part of the same action.
The spell ceases to affect a target once they move out of range or they have cover from you. If there is not another valid target within 30 feet of the first, the spell ends. The spell also ends once if you spend a turn without expending a spell slot for this spell. Once the spell ends, you are incapacitated and can only move up to half your speed until after your next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d10 and the plus damage increases by 5 for each slot level above 7th. The highest spell slot level you can expend to fuel this spell also increases for each spell level. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rorim's Lingering Presence
Level: 4
School: Enchantment
Classes: Artificer, Bard, Cleric, Wizard
Casting time: 1 Hour
Range: Touch
Duration: Until Dispelled
Components: V, S
Material cost: powdered diamond worth 200 gp, which the spell consumes, or an item similar to a pearl of power or a ring of spell storing
Description: When you cast this spell, you manifest a psychic construct formed from a limited fragment of your will and bind it to the material component used in this spell. If the material component is powdered diamond, you bind it to a glyph that can be inscribed on a surface. This glyph follows the same rules for inscription and detection as a glyph of warding.
When you manifest this psychic construct, you choose how it appears and the extent of its capabilities. The psychic construct has your Intelligence, Wisdom, and Charisma scores, your proficiency bonus, and knows all languages of your choice that you knew when you cast this spell. As the psychic construct is manifested from your will, it retains your alignment and, unless you choose to withhold them, your personality traits and some of your memories. While you are within 60 feet of the psychic construct, you can issue mental commands to it (no action required) on your turn. In the absence of your presence, the psychic construct behaves according to the parts of your memory and personality it possesses and attempts to uphold the last command you gave it.
The psychic construct has an AC of 10, an amount of hit points equal to twice the spell's level, and cannot be affected by anything with the exception of attacks, effects, or spells that deal psychic damage. If the psychic construct reaches 0 hit points, it dissipates and cannot remanifest until 24 hours have passed. The psychic construct is aware of everything within 120 feet of the glyph or object it is bound to, and cannot manifest outside that radius. If the psychic construct attempts to leave this radius, it dissipates. In initiative order, the psychic construct acts on initiative count 20.
When you manifest the psychic construct, you may grant it your knowledge of spellcasting. The psychic construct knows and has prepared a number of spells (including cantrips) equal to this spell's level + your spellcasting ability modifier. These spells must be ones you know or have prepared when you cast this spell. The psychic construct has one spell slot which can be any level up to 4th level. Once expended, the psychic construct cannot regain this spell slot on its own. You or a willing creature within 60 feet of the construct must expend a spell slot of equivalent level to allow the construct to regain its.
If the psychic construct is bound to an item that stores, accumulates, or recharges magic power, such as a pearl of power or ring of spell storing, it can benefit from the properties of that item just as a normal creature would. A creature attuned to the bound item can end the spell as an action. If the glyph or object the psychic construct is bound to is destroyed, the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the maximum level spell slot the psychic construct can possess goes up by one level for each slot level above 4th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rotting Root Lord's Rot
Level: 3
School: Conjuration
Classes: Druid, Warlock
Casting time: 1 Action
Range: Self (20 Ft. Radius)
Duration: Instantaneous
Components: V, S
Description: You commune with a powerful, but uncontrollable, earth elemental. All creatures within a 20-foot radius of you must make a Dexterity saving throw. On a failed save, the target takes 8d6 necrotic damage. If this damage reduces the target to 0 hit points, it rots to nothing.
A rotted creature and everything it is wearing and carrying, except magic and metal 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and its range increases by 5 ft. for each slot level above 6th. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rumplestiltskin's Catch Missiles
Level: 4
School: Abjuration
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: V, S, M
Material cost: A golden straw
Description: Magical floating arms surround you to protect you. Until the spell ends, any non magical ranged attack from a Large or smaller creature that targets you is caught by the arms and causes the attack to miss regardless of the roll. As a reaction to having one of these attacks target you, you may make a ranged attack with the weapon or piece of ammunition, against the creature that targeted you. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile has a normal range of 20 feet and a long range of 60 feet.
Also, for the duration of this spell, ranged spell attacks are made at disadvantage against you. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rumplestiltskin´s Rainbow Blast
Level: 2
School: Evocation
Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 100 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a golden straw
Description: 2 rays of rainbow blast from you. Choose 2 creatures within range or just choose 1 creature that both will hit. The targets must make a CHA saving throw or take 2d6 radiant damage for each ray that hit them and if one creature got hit with 2 rays or more than the saving throws are made with disadvantage
At Higher Levels. When you cast this spell from a 3rd level spell slot or higher, an extra ray is created for each spell slot above 2nd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rune Blast
Level: 0
School: Evocation
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You draw a rune in the air and blast an object or creature in range with different types of damage. The target must succeed on a Dexterity saving throw or take 1d8 damage. The damage type is acid, cold, fire, lightning, poison, or thunder, as you decide when casting this spell.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rune of Bloodlust
Level: 3
School: Transmutation
Classes: Warlock, Wizard
Casting time: 1 Action
Range: 40 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: A sharp object
Description: You slash your hand open on the sharp object, as you begin to drive a target insane. Choose one creature within range. They must make a Wisdom saving throw, or be aflicted with bloodlust. They are forced to retry the saving throw at the start of their turn, ending the bloodlust on a success, but restarting it on a failure. The bloodlust ends when the spell ends regardless. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rune of Distraction
Level: 1
School: Enchantment
Classes: Artificer, Bard, Sorcerer, Wizard
Casting time: 1 Minute
Range: 5 Feet
Duration: Until Dispelled
Components: V, S, M
Material cost: a platinum piece, which the spell consumes
Description: You place a distracting, invisible rune on an object at least one inch in every dimension and smaller than eight feet in any dimension. The object cannot be a living creature or a magical item. A creature that comes within 10 feet of the object or starts its turn there must make a Wisdom saving throw; if it's actively looking for the item (and it's sure that the item in question is, indeed, the item it's looking for), it has advantage on this saving throw. On a failed save, the creature is compelled to ignore the item and anything around the item, or their attention is otherwise turned elsewhere.
A creature can detect the rune's presence with a successful Intelligence (Arcana) check against your spell save DC and the rune is disrupted (dispelled) when any spell of 3rd level or higher is cast within 10 feet of it. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rune Strike
Level: 1
School: Abjuration
Classes: Paladin
Casting time: 1 Reaction, Which You Take When A Creature Within Your Reach Deals Damage To You
Range: Touch
Duration: Instantaneous
Components: V
Description: Make a melee attack against the creature that dealt damage to you. Add your charisma modifier to the attack roll and the damage of that attack.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d12 for every level above 1st. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rune Teleport
Level: 2
School: Conjuration
Classes: Artificer, Warlock, Wizard
Casting time: 1 Action
Range: Wherever The Runes Are Placed, Can Even Be In Other Planes
Duration: Indefinite/Until Used
Components: V, S, M
Material cost: runes, which the spell consumes
Description: You can create 1D6+ your spellcasting modifier runes. When used, the runes light up and are inscribed with the creature's name. These runes can be placed in a safe location where you can teleport yourself and your allies to your runes. These runes are destroyed after a use.
At Higher Levels. When you cast this spell at 3rd level or higher, you can create an extra D6 amount of runes. The number of added D6's are increases by 1 for every spell slot higher than 3rd. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Runic Blink
Level: 2
School: Conjuration
Classes: Wizard
Casting time: 1 Bonus Action
Range: 60 Feet
Duration: Instantainious
Components: V, S
Description: You Instantly blink from one location to another, teleporting to the location of an, already placed, Arcane Runes (5e Spell) within 60ft. You do not need to see the location only know where it is. This also uses up the arcane rune and it is destroyed as you arrive at the new location. If that location does not have at least 5 feet of space for you to appear in the teleport fails and you remain where you are.
You can also choose to send another friendly willing creature to the location of an Arcane Runes (5e Spell) by channelling you energy through them instead of yourself. You need to be touching the creature for a full turn. If at the beginning of your next turn you are still touching the creature it teleports to the desired location and your turn then commences, otherwise if you are not touching them the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 5th level. You can expend your additional arcane energy to forcefully make a small space available in the location making the teleport a guaranteed success. The space created is not destructive and therefore can not cause damage but instead creates an artificial pocket that only stretches the area. After you leave the pocket it collapses.
Also see spell Arcane Runes (5e Spell |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rusting Grasp
Level: 4
School: Transmutation
Classes: Druid
Casting time: 1 Action
Range: Touch
Duration: Instantaneous
Components: V, S, M
Material cost: a pinch of rust
Description: You touch a creature or a nonmagical object no more than 5 feet in any dimension composed primarily of metal and cause it to become rusted and pitted, effectively destroying it. If the target is an object that isn't being worn or carried, it is destroyed. If the target is a creature or is being worn or carried by one, that creature must make a Dexterity saving throw. On a failed save, a target creature takes 9d10 necrotic damage; an object being worn or carried is destroyed if it isn't armor or a shield or weapon; a piece of armor or a shield takes a permanent and cumulative −1 penalty to the AC it offers, and is destroyed if reduced to an AC of 10 (if armor) or a +0 bonus (if a shield); and a weapon takes a permanent and cumulative −1 penalty to damage rolls, and is destroyed if this penalty drops to -5. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Rusting Sands
Level: 3
School: Transmutation
Classes: Druid, Ranger, Sorcerer, Wizard
Casting time: 1 Action
Range: 60 Feet
Duration: Concentration, Up To 1 Minute
Components: V, S, M
Material cost: any item that contains sand
Description: Brilliant green sand springs from the caster and quickly devours any objects in its path. Choose one creature or object within range. They must make a Dexterity saving throw. On a successful save, nothing happens. On a failed save, they are covered in the green sand. Every nonmagical object made of iron or wood not being worn or wielded by the target becomes rusted or rotted. Nonmagical armor made of iron or wood gains a -1 penalty to armor class, and nonmagical weapons made of iron or wood gain a -1 penalty to attack rolls and damage rolls. At the start of each of your turns, the penalty increases by -1, to a maximum of -5. If the armor or weapon ever gains a -5 penalty, it is completely destroyed, as it simply falls apart from being too corroded.
As an action, a creature can make a Dexterity check to brush off the sand. If they succeed on the check, the effect ends against them, and their armor and weaponry stops corroding.
As an action, you can move the sands to a new target. The effect ends against the original target of the spell, and a new creature must make the Dexterity saving throw or suffer the effects of the sands. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sacred Blade
Level: 0
School: Evocation
Classes: Cleric
Casting time: 1 Action
Range: Self
Duration: Instantaneous
Components: S, M
Material cost: a melee weapon worth at least 1 sp
Description: You imbue your weapon with radiant energy, glowing with radiant flames and striking your foes with the power of your will or faith.
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within the weapon's reach. On a hit, you deal the weapon's normal damage and you add your spellcasting modifier to the damage roll. If the creature is an undead or fiend, it takes an extra 1d6 radiant damage.
At Higher Levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the extra damage dealt to undead and fiends increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sacred Hunting
Level: 0
School: Necromancy
Classes: Cleric
Casting time: 1 Action
Range: 60 Feet
Duration: Instantaneous
Components: V, S, M
Material cost: a fang from a predatory animal
Description: The primal side of your faith bares its fangs against evil.
You hurl a magical fang, made of divine energy, against a creature. Make a ranged spell attack against a single target. On a hit, that target takes 1d6 necrotic damage, and you gain temporary hit points equal to your Charisma modifier (minimum 1) in response to that damage. Those temporary hit points last until the target they were gained from is defeated or you attack a different enemy by any means.
The damage of spell increases by 1d6 when you reach 5th level, 11th level, and again 17th level.
This is one of several Deeper Connection spells that can be granted by the patron Voltron, The 5 Faced King, once any one of the five Trials of Lions is completed. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sacrifice Sanity
Level: 0
School: Enchantment
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Components: V, S
Description: You rip away a portion of the fabric of your mind, and use it to harm another. Choose a target that you can see in range. They immediately take 1d6 psychic damage. However, you have disadvantage on all saving throws until the start of your next turn, as it takes some time to fully recooperate.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6) |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sacrificial Strike
Level: 0
School: Evocation
Classes: Artificer, Bard, Cleric, Druid, Wizard
Casting time: 1 Action
Range: 120 Feet
Duration: Instantaneous
Components: V, S
Description: You channel all of your energy into a singular burst. You are reduced to 1 hit point and you roll an attack against all creatures you intend to attack if you miss they take only half damage then deal damage a total of X times 2 where X is the amounts of hp sacrificed. You cannot target any creature with this spell that has a CR over your level. You may not be healed of the lost hp before you take a long rest nor may you again cast this spell for one week. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Sacrificial Summon
Level: 3
School: Necromancy (Ritual)
Classes: Sorcerer, Warlock, Wizard
Casting time: 1 Action
Range: 20 Feet
Duration: Concentration
Components: V, S, M
Material cost: a drop of blood
Description: Take nd8 damage to spontaneously summon n skeleton or zombie surrounding you. At the start of each turn, each controlled unit drains your soul and take n damage (n is reduced if units are destroyed). If concentration is broken, commands will continue to execute but no new commands can be issued until the the spell is cast again. Uncontrolled summons do not require maintenance damage. The spell can be cast again to take control of already summoned units at 2n instead of nd8 casting cost damage.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, instead summons 2n soldiers. |
Write a spell for the 5th edition of the Dungeons & Dragons game. | Name: Salamander Communion
Level: 0
School: Evocation
Classes: Artificer, Druid
Casting time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Components: V, S
Description: By communing with the salamanders around you, you understand the will of fire for a short time. The attacks of 1 creature within range deal fire damage until the end of their next turn. |
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