User:Guy/5p Spells

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  • 5-Point Spells. Each of these spells costs 5 spell points to cast (DMG'14 p288), and has power comparable to a 3rd-level spell.
  • Demanding. As your level increases, spells that were once exhausting become easier to use. When you cast a spell with a point cost equal to your level, you must finish a break before you can cast another spell with a cost equal to your level.
  • Once Cast per Turn. You can only use the Cast action once per turn. This is particularly notable with spells with a cast time of 1 bonus action.
  • Materials Required. If a material component (M) is listed, it is required. There is no effect that lets you broadly ignore material components within this system.


Compel Violence

5-point enchantment (hypnotism, infernal)
CAST TIME Action
RANGE 60 feet
DURATION Round
COMPONENTS V, S

You gesture towards a creature in range that you can see, which must make a Charisma saving throw.
  On a failed save, the target is compelled to Attack another creature you designate, excluding itself. The target makes only one Attack using the most effective option available to it, but it can't move as part of this attack. If all else fails, a possibility includes picking up a rock or a disposable option on its person and throwing it as an improvised weapon as far as it can towards the creature you designate; and even that isn't an option, a bark or shouted insult would suffice. This consumes the target's reaction if it hasn't yet been used this round. The creature can tell it was unnaturally compelled for this attack.
  On a successful save, the target suffers disadvantage on the first attack it makes against any creature other than the one you designated before the end of your next turn.


Haste

5-point transmutation (time)
CAST TIME Action
RANGE 30 feet
DURATION Concentration, up to a minute
COMPONENTS V, S

A creature in range that you can see moves through time at an accelerated rate. Until this spell ends, the target is Fast, has Half Cover against all attacks, has advantage on all Dexterity saves, and can take an extra action on each of its turns.
  When the spell ends, a wave of lethargy washes over the target; the target becomes Incapacitated and has its speed reduced to 0 until the end of its next turn.

Inspired by haste.


Lightning Bolts

5-point evocation (jotun, lightning, storm)
CAST TIME Action
RANGE Self
DURATION Instant
COMPONENTS V, S

A bolt of lightning cleaves out from you to tear through a line 100 feet long and 5 feet wide.
  When you cast this spell, if you have two hands free you can instead throw out lightning bolts tearing through two lines each 50 feet long and 5 feet wide.
  Any creature in one of these lines must succeed on Dexterity save or take 5d10 lightning damage. Any creature wearing or made of metal has disadvantage on this save.
Upcast. You can expend extra magic points when you cast this spell, up to an amount not exceeding your level. For each point expended beyond 5, increase the damage by 1d10.

Inspired by lightning bolt.


Prismatic Protection

5-point abjuration (dragon, glamour, prismatic, protection)
CAST TIME Action
RANGE 30 feet
DURATION Concentration, up to a shift (or 4 hours)
COMPONENTS V, S

A creature you can see in veiled in a transparent crystal-like shell with a color matching an element or type of energy. For the duration the creature has resistance to one of the following damage types, as decided by you when you cast this spell: acid, cold, fire, lightning, thunder, necrotic, or radiant.
Upcast. You can expend more than 5 magic points on this spell when you cast it, up to an amount not exceeding your level. For each point expended beyond 5, you can target one more creature, or select one more damage type for one of the affected creatures.

Inspired by protection from energy.


Slow

5-point transmutation (swamp, time)
CAST TIME Action
RANGE 120 feet
DURATION Concentration, up to a minute
COMPONENTS V, S

You alter time around up to six creatures of your choice in a 40-foot cube centered on a point within range. Each target must succeed on a Charisma save or be affected by this spell for the duration.
  An affected creature is Slowed, is Exposed to all attacks, has disadvantage on all Dexterity saves, and can't take reactions or bonus actions.
  If an affected target uses the Cast action or makes a spell attack roll, the spell difficulty increases by 5.
  An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Inspired by slow.





  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [1].
  • Both this work and the SRD 5.1 are licensed under the Creative Commons Attribution 4.0 International License available at [2].
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