Expanded Paladin Spell List
Here are all new Spells found in the Paladin Spell List.
Level 1
Detect Red and Rot
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Mood Setter
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: The most important thing in the morning, or life in general, is choosing in which mood you wish to approach the day with, and the weather can be a massive factor in that decision. You target up to three creatures within range and either choose to summon a Rainy or Sunny Day, which have different effects.
Rainy Day. The chosen creature gains a raincloud above their head, which follows them and applies the soaked condition periodically.
Sunny Day. The chosen creature gains a tiny replica of the suns above their head, which follow them and give them resistance to cold damage. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Pop
Classes: Paladin, Sorcerer and Warlock
School: 1st level Necromancy
Casting Time: 1 Action
Range: 5ft. radius, self
Target: Creatures with blood
Components: S, M (a squeezeable object)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By concentration your will onto creatures around you, you make their blood vessels pop. Each creature within 5ft. of you, that can bleed, immediatly gains one level of bleed. Any creature further away than 5ft., can make a Constitution saving throw against this effect. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the level of bleed your inflict increases by 1 and your range increases by 10ft for each slot level above 1st.
Soap
Classes: Bard, Cleric, Paladin, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S, M(a bar of soap)
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Squeaky clean soap covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for the duration. When the soap appears, each creature standing in its area must succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. This Spell instantly dispells the Spell grease.
Stalwart Spirit
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 1st level Enchantment
Casting Time: 1 Action
Range: Self, Touch at higher levels
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You pull magical spirits with an unwavering resolve from the Veil between worlds to aid you. You are immune to the prone condition, immediatly stand up as part of casting this Spell, your movement speed can't be reduced and you can't be pulled or pushed in any direction. In addition, you can move toward a creature you are frightened off, but still have disadvantage on attacks if you can perceive it. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature within touch range for each Spell slot above 1st.
Torturing Smite
Classes: Paladin, Warlock
School: 1st level Evocation
Casting Time: 1 Bonus Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to one minue
Output: Spellcard
Description: The next time you hit a creature with a melee weapon attack during the Spell's duration, your weapon crackles with violent electricity, and the attack deals an extra 1d6 lightning damage to the target. If the creature was and still is concentrating on a Spell or similiar effect, it has to make a Constitution saving throw against your Spellcasting DC or loose concentration, as the aftershock of the electricity settles in. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the initial extra lightning damage dealt by the attack increases by 1d6 for each slot level above 1st.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places. A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Warrior's Remnant
Classes: Cleric, Eldritch Knight, Hexblade Warlock, Paladin, Ranger, War Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(a weapon)
Concentration: No
Duration: Until the end of your next turn
Output: Spellcard
Description: You magically enhance a melee weapon you touch, enhancing its effective range and damage. The next time you attack with the weapon, it targets each creature in its respective range, based on its damage type.
Bludgeoning. You attack each creature within a 5ft. radius around you. Dealing bludgeoning damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Piercing. You attack each creature within a 30ft. long, 5ft. wide. line infront of you. Dealing piercing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Slashing. You attack each creature within a 15ft. cone infront of you. Dealing slashing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier. 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.
Level 2 Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
Aura of Fitness
Classes: Paladin
School: 2nd level Abjuration
Casting Time: 1 Action
Range: Self, 15ft. radius centered on you
Target: -
Components: V
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: Your physique and athletism can be passed on to your allies, even for a short time, by conjuring an Aura of Fitness around you. You and each chosen creature within the radius can use the Dash Action as a bonus action, and any Levels of Exhaustion are suspended during the duration of this Spell.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
Executioner's Mark
Classes: Paladin, Ranger, Warlock
School: 2nd level Divination
Casting Time: 1 Bonus Action
Range: 60ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour.
Output: Spellcard
Description: By the name of Aldeath, you mark a creature within range for execution, using a bonus action. Whenever you deal damage to the marked creature and you are missing an amount of damage equal to your proficiency modifier to the next number cleanly divisible by 10, you add that amount to the damage done. In addition, if a marked creature's current hit points are within the same range of your proficiency modifier after you dealt damage to it, it is reduced to 0 instead. Once a marked creature has died, you can use a bonus action to move the mark to another creature within range. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the amount of creatures you can target increases by 1 for every slot level above 2nd.
Vicky's Flourishing Flash
Classes: All
School: 2nd Level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S, M (a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: In love and war, all tactics, be it deviousness or brilliant, can be a great strategy, especially if you know how to use the element of surprise to your advantage. Whenever you are the target of an attack, using your reaction, you can make all of your clothing see-through, appearing naked in the space and halting the attack for a brief moment, allowing you to make your own melee weapon attack with advantage as part of the Spell. If you hit with this attack, you deal an additional 1d10 force damage and the creature has disadvantage on the attack it made against you, as you slowed down its assault on you, or make the attack go to waste if it dies. Hit or miss, your clothing becomes visible again after the opposing creature's attack. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Level 3 Collect
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock, Wizard
School: 3rd level Abjuration
Casting Time: 8 Hours
Range: Self, Touch
Target: A non-consumable magical object of at least Common rarity.
Components: S, M(a golden key worth 5 gold, which the Spell consumed)
Concentration: No
Duration: Until object is found and removed from its hiding place.
Output: Spellcard
Description: By the name of Kulm, it shall never be found again. Over the course of 8 hours, you attempt to magically hide away a magical object that only you possess and have ownership of. If there is any dispute over who owns it, as long as these creatures have branded, cursed, marked or simply seen and found it wanting, then the dispute must be dealt with first, before it can be target of this Spell. If there is no dispute, you magically seal the object away in such a way, that you have access too, like a vault behind a waterfall, a hidden trap door in an abandoned village, and so on. Once hidden, you gain benefits equal to the objects rarity, as seen below, but if at any point someone discovers the object and undoes your Spell, you loose the benefits, but are made aware of what object has been discovered. Common. After you finish a long rest, you gain temporary hit points equal to each Common object hidden away.
Uncommon. After you finish a short or long rest, you add an amount equal to each Uncommon object hidden away to the first Skill check you make.
Rare. You increase your maximum hit points by an amount equal to each Rare object hidden away.
Very Rare. You increase your AC by an amount equal to each Very Rare object hidden away, as long as you are not wearing any armor or a shield.
Legendary. You gain a +1 to each of your saving throws for each Legendary object hidden away.
Artifact. You gain a unique effect depending on the kind of Artifact object that has been hidden away.
Unique. You gain a unique effect depending on the kind of Unique object that has been hidden away.
Daybreak
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 3rd level Evocation
Casting Time: 1 Action
Range: 30ft. radius centered on Self
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You close your eyes, imagining the brightest light known to Venhum, the giant sun known Seraph, becoming a catalyst for its light. Light erupts from you in a 30ft. radius, forcing each creature that can see the light to make a Dexterity saving throw. On a failure the creature is blinded until the end of your next turn and takes 2d8 fire and 2d8 radiant damage. At Higher Levels. When you cast this spell using a Spell slot of 4th level or higher, the fire and radiant damage increase by 1d8 each for each slot level above 3rd.
Short Circuit
Classes: All Spellcasting Classes
School: 3rd level Evocation
Casting Time: 1 Action
Range: Self, Touch, 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: An electrical current that surges through towards other creatures within range. You make a simultaneous touch attack for each of your hands to every creature within range, dealing 4d10 lightning damage on a hit. If they are connected to another creature with metal, mist, water or through touch, this lightning damage continues to these creatures aswell, as long as the original target is no further than 120ft. away from these additional creatures.
Strike Balance
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock
School: 3rd level Divination
Casting Time: 1 Action
Range: Self-Centered, 30ft.-Radius
Target: -
Components: V
Concentration: No
Duration: Until there is only one creature under the Spell, or only allied creatures remain
Output: Spellcard
Description: By the name of Lawriana, no fortune will be twisted. Using an action, you and any willing creature can become target of this Spell. You and any creature that became a willing target of the Spell, now magically forces a hostile group to choose someone to forcefully become a target of the Spell. This repeats until you and every willing creature has resolved their choice. A creature under the effect of this Spell can't benefit from advantage or disadvantage in any way, including effects that reroll dice, which includes DM inspiration. Once there is only one creature with this Spell remaining or there are no more hostilities between the affected creatures, the Spell ends.
Vicky's Tenderizing Tentacles
Classes: All
School: 3rd Level Conjuration
Casting Time: 1 Action
Range: Self, 15ft. Radius
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee Spell Attack
Description: Creatures from the Deep are usually denizens, that haven't seen the light of the two suns for quite a while, and can become quiet agitated when exposed to it or similar sources on different planes. From any location on your person that casts a shadow, an arm sleeve, the underside of the robes, etc., you summon three 15ft. long tentacles, that thrash around violently under your command. As part of casting the Spell and every turn after, using an action, you can attack three times with these tentacles, dealing bludgeoning damage equal to 1d10 + your Spellcasting modifier, or automatically grapple a creature using all three of the tentacles, or restrain it if you use six tentacles. A grappled or restrained creature can't concentrate on any Spells or similar magical effects, as it becomes hard to concentrate being wrapped in these tentacles. You have to use your action each turn to continue the grapple and the tentacles can't attack during that time. A grappled or restrained creature can use an Athletics skill check against your Spellcasting DC to escape the grasp. At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the amount of summoned tentacles increases by 3 for every two slot levels above 3rd.
Level 4 Advancing Smite
Classes: Paladin, Ranger
School: 4th level Evocation
Casting Time: 1 Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Whenever you make an attack against a creature at most 30ft. outside of your melee weapon range, you boost yourself with a powerful gust toward it into the melee range of your weapon. The next time you hit the creature with a melee weapon attack during this Spell's duration, your weapon attack deals an extra 4d10 weapon damage to the target.
Aura of Devotion
Classes: Bard, Cleric, Paladin, Warlock
School: 4th level Abjuration
Casting Time: 1 Action
Range: Self (30ft. radius)
Target: -
Components: V
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: A veil of devotion begins to envelop you and others within 30ft. around you. Depending on your kind of devotion, this aura emits different effects to either your allies or enemies within the aura itself.
Fanatism. Your fanatic devotion towards a cult, dead god, fetish or occult prophecy is so strong, that this aura takes on a red hue. You and all other creatures within the aura gain 1 level of bleed, whenever they take acid, bludgeoning, force, piercing, poison, psychic or slashing damage. In addition, all other effects that normally apply levels of bleed, apply twice as much.
Love. Your love to a certain someone or something is so strong, that this aura takes on a pink hue. You become immune to the charmed condition and chosen creatures have disadvantage on attacks against creatures other than you, as they can't take their eyes off of you, as long as they are within your aura.
Loyalty. Your loyalty to a certain code, god, oath or patron is so strong, that this aura takes on a purple hue. You and up to 10 chosen creatures become immune to the frightened condition, as you inspire loyalty yourself, as well as instill confidence in your allies. In addition, you and your allies gain 10 temporary hit points, when this Spell is cast and whenever they start their turn in the aura.
Mindless. Your mindless devotion is without rhyme or reason, you are just a cog in the machine. You and up to 10 chosen creatures can't be confused, become subjects to random unwanted outcomes, you also ignore difficult terrain and deal additional damage with Spell and Weapon attacks equal to you half your character level(rounded up).
Aura of Liberty
Classes: Paladin
School: 4th level Enchantment
Casting Time: 1 Minute
Range: Self, 30ft. radius centered on you
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: No one will be bound in your presence! Whenever you don the Aura of Liberty, chosen creatures can't have their movement speed reduced and whenever they are frozen, grappled, pinned or restrained, the duration of the condition lasts until the end of their next turn, or they can use a free action to break out of the restraints if they require any kind of Acrobatics or Athletics Skill check to do so. In addition, creatures are immune to the effects that would banish or imprison them, including Spells like banishment or maze.
Aura of Supremacy
Classes: Cleric(Conquest, Death, Despair, War), Paladin
School: 4th level Necromancy
Casting Time: 1 Action
Range: Self-Centered, 30ft.-Radius
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By the name of Warren, they will fall before you. Using an action, you create an aura of power that becomes stronger the more creatures die within it. For each creature that has been reduced to 0 hit points within the aura, you and all friendly creatures within the aura restore hit points equal to their proficiency modifier or gain the same amount as temporary hit points if they are at their maximum hit points. In addition, for every two creatures that have been reduced to 0 hit points, you and your allies within the aura gain a +1 to all damage rolls, and for every five creatures, you gain a +1 to your attacks and saving throws.
Invigorate
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 4th level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You infuse a creature with vim and vigor, so it can continue on fighting! The creature you touch removes all levels of bleed, one level of exhaustion, as well as the dazed, frozen and stunned condition. In addition, if the creature lost or used its reaction prior, it regains its use of this reaction until the start of its next turn.
Make Do
Classes: All Spellcasting Classes
School: 4th level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: M (gold equal to the material cost of another Spell + 50%)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Sometimes you are rich, but have completely forgotten to buy the essential items you require, or you didn't reach the city yet to restock them. Worry not! With this Spell all is possible...if you pay some additional coin. You can create any material component of a Spell that is equal to or lower Spell level than the Spell level this one has been cast at, as long as you provide gold equal to 150% of the gold cost of the required material component. Once the gold has been accepted, the required component is summoned to to your side.
Share the Love
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 4th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No.
Duration: Varies.
Output: Spellcard
Description: By the name of Carabella, you share the beneficial boons and Spells with a creature within range. Using an action, you touch a willing creature within range and share all beneficial temporary effects, magical or not, that are of lower Power and Spell level than the level at which this Spell was cast. The duration for effects shared this way are the same as they are for you, and if one of these effects requires concentration, this concentration is still being upheld by the original caster, but this does not mean if your instance of the magic is dispelled, that it will be dispelled for the creature you shared it with.
Level 5 Sanguine Burst
Classes: Druid, Paladin, Ranger, Sorcerer, Warlock
School: 5th level Necromancy
Casting Time: 1 Action
Range: 30ft. radius, self
Target: Creatures with blood and bleeding
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By calling upon the blood and the name of Sanguine, you make creatures in the vicinity bleed out faster than they usually would. Any creature with any levels of bleed take their bleed damage immediatly, but instead of D4s in damage, they take D12s. At Higher Levels. When you cast this Spell using a Spell slot of 6th level or higher, your range increases by 30ft for each slot level above 5th.
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Mood Setter
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: The most important thing in the morning, or life in general, is choosing in which mood you wish to approach the day with, and the weather can be a massive factor in that decision. You target up to three creatures within range and either choose to summon a Rainy or Sunny Day, which have different effects.
Rainy Day. The chosen creature gains a raincloud above their head, which follows them and applies the soaked condition periodically.
Sunny Day. The chosen creature gains a tiny replica of the suns above their head, which follow them and give them resistance to cold damage. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Pop
Classes: Paladin, Sorcerer and Warlock
School: 1st level Necromancy
Casting Time: 1 Action
Range: 5ft. radius, self
Target: Creatures with blood
Components: S, M (a squeezeable object)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By concentration your will onto creatures around you, you make their blood vessels pop. Each creature within 5ft. of you, that can bleed, immediatly gains one level of bleed. Any creature further away than 5ft., can make a Constitution saving throw against this effect. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the level of bleed your inflict increases by 1 and your range increases by 10ft for each slot level above 1st.
Soap
Classes: Bard, Cleric, Paladin, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S, M(a bar of soap)
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Squeaky clean soap covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for the duration. When the soap appears, each creature standing in its area must succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. This Spell instantly dispells the Spell grease.
Stalwart Spirit
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 1st level Enchantment
Casting Time: 1 Action
Range: Self, Touch at higher levels
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You pull magical spirits with an unwavering resolve from the Veil between worlds to aid you. You are immune to the prone condition, immediatly stand up as part of casting this Spell, your movement speed can't be reduced and you can't be pulled or pushed in any direction. In addition, you can move toward a creature you are frightened off, but still have disadvantage on attacks if you can perceive it. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature within touch range for each Spell slot above 1st.
Torturing Smite
Classes: Paladin, Warlock
School: 1st level Evocation
Casting Time: 1 Bonus Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to one minue
Output: Spellcard
Description: The next time you hit a creature with a melee weapon attack during the Spell's duration, your weapon crackles with violent electricity, and the attack deals an extra 1d6 lightning damage to the target. If the creature was and still is concentrating on a Spell or similiar effect, it has to make a Constitution saving throw against your Spellcasting DC or loose concentration, as the aftershock of the electricity settles in. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the initial extra lightning damage dealt by the attack increases by 1d6 for each slot level above 1st.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places. A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn. At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Warrior's Remnant
Classes: Cleric, Eldritch Knight, Hexblade Warlock, Paladin, Ranger, War Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(a weapon)
Concentration: No
Duration: Until the end of your next turn
Output: Spellcard
Description: You magically enhance a melee weapon you touch, enhancing its effective range and damage. The next time you attack with the weapon, it targets each creature in its respective range, based on its damage type.
Bludgeoning. You attack each creature within a 5ft. radius around you. Dealing bludgeoning damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Piercing. You attack each creature within a 30ft. long, 5ft. wide. line infront of you. Dealing piercing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Slashing. You attack each creature within a 15ft. cone infront of you. Dealing slashing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier. 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.
Level 2 Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
Aura of Fitness
Classes: Paladin
School: 2nd level Abjuration
Casting Time: 1 Action
Range: Self, 15ft. radius centered on you
Target: -
Components: V
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: Your physique and athletism can be passed on to your allies, even for a short time, by conjuring an Aura of Fitness around you. You and each chosen creature within the radius can use the Dash Action as a bonus action, and any Levels of Exhaustion are suspended during the duration of this Spell.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
Executioner's Mark
Classes: Paladin, Ranger, Warlock
School: 2nd level Divination
Casting Time: 1 Bonus Action
Range: 60ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour.
Output: Spellcard
Description: By the name of Aldeath, you mark a creature within range for execution, using a bonus action. Whenever you deal damage to the marked creature and you are missing an amount of damage equal to your proficiency modifier to the next number cleanly divisible by 10, you add that amount to the damage done. In addition, if a marked creature's current hit points are within the same range of your proficiency modifier after you dealt damage to it, it is reduced to 0 instead. Once a marked creature has died, you can use a bonus action to move the mark to another creature within range. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the amount of creatures you can target increases by 1 for every slot level above 2nd.
Vicky's Flourishing Flash
Classes: All
School: 2nd Level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S, M (a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: In love and war, all tactics, be it deviousness or brilliant, can be a great strategy, especially if you know how to use the element of surprise to your advantage. Whenever you are the target of an attack, using your reaction, you can make all of your clothing see-through, appearing naked in the space and halting the attack for a brief moment, allowing you to make your own melee weapon attack with advantage as part of the Spell. If you hit with this attack, you deal an additional 1d10 force damage and the creature has disadvantage on the attack it made against you, as you slowed down its assault on you, or make the attack go to waste if it dies. Hit or miss, your clothing becomes visible again after the opposing creature's attack. At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Level 3 Collect
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock, Wizard
School: 3rd level Abjuration
Casting Time: 8 Hours
Range: Self, Touch
Target: A non-consumable magical object of at least Common rarity.
Components: S, M(a golden key worth 5 gold, which the Spell consumed)
Concentration: No
Duration: Until object is found and removed from its hiding place.
Output: Spellcard
Description: By the name of Kulm, it shall never be found again. Over the course of 8 hours, you attempt to magically hide away a magical object that only you possess and have ownership of. If there is any dispute over who owns it, as long as these creatures have branded, cursed, marked or simply seen and found it wanting, then the dispute must be dealt with first, before it can be target of this Spell. If there is no dispute, you magically seal the object away in such a way, that you have access too, like a vault behind a waterfall, a hidden trap door in an abandoned village, and so on. Once hidden, you gain benefits equal to the objects rarity, as seen below, but if at any point someone discovers the object and undoes your Spell, you loose the benefits, but are made aware of what object has been discovered. Common. After you finish a long rest, you gain temporary hit points equal to each Common object hidden away.
Uncommon. After you finish a short or long rest, you add an amount equal to each Uncommon object hidden away to the first Skill check you make.
Rare. You increase your maximum hit points by an amount equal to each Rare object hidden away.
Very Rare. You increase your AC by an amount equal to each Very Rare object hidden away, as long as you are not wearing any armor or a shield.
Legendary. You gain a +1 to each of your saving throws for each Legendary object hidden away.
Artifact. You gain a unique effect depending on the kind of Artifact object that has been hidden away.
Unique. You gain a unique effect depending on the kind of Unique object that has been hidden away.
Daybreak
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 3rd level Evocation
Casting Time: 1 Action
Range: 30ft. radius centered on Self
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You close your eyes, imagining the brightest light known to Venhum, the giant sun known Seraph, becoming a catalyst for its light. Light erupts from you in a 30ft. radius, forcing each creature that can see the light to make a Dexterity saving throw. On a failure the creature is blinded until the end of your next turn and takes 2d8 fire and 2d8 radiant damage. At Higher Levels. When you cast this spell using a Spell slot of 4th level or higher, the fire and radiant damage increase by 1d8 each for each slot level above 3rd.
Short Circuit
Classes: All Spellcasting Classes
School: 3rd level Evocation
Casting Time: 1 Action
Range: Self, Touch, 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: An electrical current that surges through towards other creatures within range. You make a simultaneous touch attack for each of your hands to every creature within range, dealing 4d10 lightning damage on a hit. If they are connected to another creature with metal, mist, water or through touch, this lightning damage continues to these creatures aswell, as long as the original target is no further than 120ft. away from these additional creatures.
Strike Balance
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock
School: 3rd level Divination
Casting Time: 1 Action
Range: Self-Centered, 30ft.-Radius
Target: -
Components: V
Concentration: No
Duration: Until there is only one creature under the Spell, or only allied creatures remain
Output: Spellcard
Description: By the name of Lawriana, no fortune will be twisted. Using an action, you and any willing creature can become target of this Spell. You and any creature that became a willing target of the Spell, now magically forces a hostile group to choose someone to forcefully become a target of the Spell. This repeats until you and every willing creature has resolved their choice. A creature under the effect of this Spell can't benefit from advantage or disadvantage in any way, including effects that reroll dice, which includes DM inspiration. Once there is only one creature with this Spell remaining or there are no more hostilities between the affected creatures, the Spell ends.
Vicky's Tenderizing Tentacles
Classes: All
School: 3rd Level Conjuration
Casting Time: 1 Action
Range: Self, 15ft. Radius
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee Spell Attack
Description: Creatures from the Deep are usually denizens, that haven't seen the light of the two suns for quite a while, and can become quiet agitated when exposed to it or similar sources on different planes. From any location on your person that casts a shadow, an arm sleeve, the underside of the robes, etc., you summon three 15ft. long tentacles, that thrash around violently under your command. As part of casting the Spell and every turn after, using an action, you can attack three times with these tentacles, dealing bludgeoning damage equal to 1d10 + your Spellcasting modifier, or automatically grapple a creature using all three of the tentacles, or restrain it if you use six tentacles. A grappled or restrained creature can't concentrate on any Spells or similar magical effects, as it becomes hard to concentrate being wrapped in these tentacles. You have to use your action each turn to continue the grapple and the tentacles can't attack during that time. A grappled or restrained creature can use an Athletics skill check against your Spellcasting DC to escape the grasp. At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the amount of summoned tentacles increases by 3 for every two slot levels above 3rd.
Level 4 Advancing Smite
Classes: Paladin, Ranger
School: 4th level Evocation
Casting Time: 1 Action
Range: Self
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Whenever you make an attack against a creature at most 30ft. outside of your melee weapon range, you boost yourself with a powerful gust toward it into the melee range of your weapon. The next time you hit the creature with a melee weapon attack during this Spell's duration, your weapon attack deals an extra 4d10 weapon damage to the target.
Aura of Devotion
Classes: Bard, Cleric, Paladin, Warlock
School: 4th level Abjuration
Casting Time: 1 Action
Range: Self (30ft. radius)
Target: -
Components: V
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: A veil of devotion begins to envelop you and others within 30ft. around you. Depending on your kind of devotion, this aura emits different effects to either your allies or enemies within the aura itself.
Fanatism. Your fanatic devotion towards a cult, dead god, fetish or occult prophecy is so strong, that this aura takes on a red hue. You and all other creatures within the aura gain 1 level of bleed, whenever they take acid, bludgeoning, force, piercing, poison, psychic or slashing damage. In addition, all other effects that normally apply levels of bleed, apply twice as much.
Love. Your love to a certain someone or something is so strong, that this aura takes on a pink hue. You become immune to the charmed condition and chosen creatures have disadvantage on attacks against creatures other than you, as they can't take their eyes off of you, as long as they are within your aura.
Loyalty. Your loyalty to a certain code, god, oath or patron is so strong, that this aura takes on a purple hue. You and up to 10 chosen creatures become immune to the frightened condition, as you inspire loyalty yourself, as well as instill confidence in your allies. In addition, you and your allies gain 10 temporary hit points, when this Spell is cast and whenever they start their turn in the aura.
Mindless. Your mindless devotion is without rhyme or reason, you are just a cog in the machine. You and up to 10 chosen creatures can't be confused, become subjects to random unwanted outcomes, you also ignore difficult terrain and deal additional damage with Spell and Weapon attacks equal to you half your character level(rounded up).
Aura of Liberty
Classes: Paladin
School: 4th level Enchantment
Casting Time: 1 Minute
Range: Self, 30ft. radius centered on you
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: No one will be bound in your presence! Whenever you don the Aura of Liberty, chosen creatures can't have their movement speed reduced and whenever they are frozen, grappled, pinned or restrained, the duration of the condition lasts until the end of their next turn, or they can use a free action to break out of the restraints if they require any kind of Acrobatics or Athletics Skill check to do so. In addition, creatures are immune to the effects that would banish or imprison them, including Spells like banishment or maze.
Aura of Supremacy
Classes: Cleric(Conquest, Death, Despair, War), Paladin
School: 4th level Necromancy
Casting Time: 1 Action
Range: Self-Centered, 30ft.-Radius
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By the name of Warren, they will fall before you. Using an action, you create an aura of power that becomes stronger the more creatures die within it. For each creature that has been reduced to 0 hit points within the aura, you and all friendly creatures within the aura restore hit points equal to their proficiency modifier or gain the same amount as temporary hit points if they are at their maximum hit points. In addition, for every two creatures that have been reduced to 0 hit points, you and your allies within the aura gain a +1 to all damage rolls, and for every five creatures, you gain a +1 to your attacks and saving throws.
Invigorate
Classes: Bard, Cleric, Druid, Paladin, Ranger
School: 4th level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You infuse a creature with vim and vigor, so it can continue on fighting! The creature you touch removes all levels of bleed, one level of exhaustion, as well as the dazed, frozen and stunned condition. In addition, if the creature lost or used its reaction prior, it regains its use of this reaction until the start of its next turn.
Make Do
Classes: All Spellcasting Classes
School: 4th level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: M (gold equal to the material cost of another Spell + 50%)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Sometimes you are rich, but have completely forgotten to buy the essential items you require, or you didn't reach the city yet to restock them. Worry not! With this Spell all is possible...if you pay some additional coin. You can create any material component of a Spell that is equal to or lower Spell level than the Spell level this one has been cast at, as long as you provide gold equal to 150% of the gold cost of the required material component. Once the gold has been accepted, the required component is summoned to to your side.
Share the Love
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 4th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No.
Duration: Varies.
Output: Spellcard
Description: By the name of Carabella, you share the beneficial boons and Spells with a creature within range. Using an action, you touch a willing creature within range and share all beneficial temporary effects, magical or not, that are of lower Power and Spell level than the level at which this Spell was cast. The duration for effects shared this way are the same as they are for you, and if one of these effects requires concentration, this concentration is still being upheld by the original caster, but this does not mean if your instance of the magic is dispelled, that it will be dispelled for the creature you shared it with.
Level 5 Sanguine Burst
Classes: Druid, Paladin, Ranger, Sorcerer, Warlock
School: 5th level Necromancy
Casting Time: 1 Action
Range: 30ft. radius, self
Target: Creatures with blood and bleeding
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By calling upon the blood and the name of Sanguine, you make creatures in the vicinity bleed out faster than they usually would. Any creature with any levels of bleed take their bleed damage immediatly, but instead of D4s in damage, they take D12s. At Higher Levels. When you cast this Spell using a Spell slot of 6th level or higher, your range increases by 30ft for each slot level above 5th.
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