User:ZarHakkar/Fiendish Infusion (5e Spell)
3rd-level Transmutation | |
Casting time: | 1 bonus action |
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Range: | Self |
Components: | V, S, M (an ounce of blood or ichor from a fiend, consumed by the caster as part of casting this spell) |
Duration: | 10 minutes |
You consume the material component used for this spell and must immediately make a DC 15 Constitution saving throw. On a failure the spell fails, wasting the slot used, and you take 30 poison damage and have the poisoned condition until you finish a long rest. While poisoned in this way, you can't cast this spell again. A creature with fiendish ancestry such as a tiefling has advantage on the saving throw and has resistance to the poison damage.
On a success, your body transforms, temporarily adopting aspects of a fiendish nature. Roll 2d8 and choose one of the results corresponding to the options below.
1. Fiendish Resilience. You have immunity to poison damage and the poisoned condition. Choose two damage types between acid, cold, fire, and lightning to become resistant to. If this option is picked more than once, choose another resistance from the list each time.
2. Burning Blood. Choose fire or acid. You gain resistance to that damage type, or immunity if you already had it. Whenever a creature within 5 feet of you deals piercing or slashing damage to you, it takes takes 1d6 damage of the chosen type. If this option is picked more than once, the damage dealt increases by 1 each time.
3. Fiend's Wings. You sprout membranous wings that give you a flying speed of 40 feet. The wings turn to ash when the spell ends. If this option is picked more than once, the speed of the wings increases by 10 feet each time.
4. Devil's Sight. You can see normally in dim light and darkness—both magical and nonmagical—within 60 feet of yourself. If this option is picked more than once, the range of this sight increases by 30 feet each time.
5. Regeneration. If you have at least 1 hit point remaining and haven't taken radiant damage or damage from a silvered weapon since the start of your previous turn, you regain an amount of hit points equal to your spellcasting ability modifier at the start of each of your turns. If this option is picked more than once, the hit points regained increases by 1 each time.
6. Magic Resistance. You have advantage on saving throws against spells and other magical effects.
7. Natural Weapons. You develop fiendish natural weapons, such as wicked claws, an elongated maw full of teeth, or a barbed tail. You can use your spellcasting ability modifier in place of Strength for attacks made with these weapons, and they deal 1d6 slashing damage plus an additional 1d6 acid, poison, or fire damage (your choice when you first gain these weapons). If this option is picked more than once, the acid, poison, or fire damage increases by 1d6 each time.
8. Barbed Carapace. You develop a thick, spiny hide. While you aren't wearing armor, your AC equals 11 + your Dexterity modifier. You can wield a shield and still gain this benefit. Additionally, at the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. If this option is picked more than once, you gain a +1 bonus the AC provided each time.
Casting this spell again before it ends maintains your current transformation for another 10 minutes. Once the spell ends, you must repeat the Constitution saving throw. On a success, you take half as much poison damage and are only poisoned until you finish a short rest.
At Higher Levels. You can roll one additional d8 and choose one additional result for each slot level above 3rd.
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