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Roro's Guide to Blade spells

S
ome Practitioners of the Art have developed As part of the action used to cast this spell, you must make
spells for the sword fighting grounded in a a melee attack with a weapon against one creature within the
tradition of arcane magic. These spells are aimed spell's range, otherwise the spell fails. On a hit, the target
for those who favor casting spells in melee. War suffers the attack's normal effects, and wave comes crashing
Wizards, Eldritch knights, bladesingers, and down the target which makes any creature in a 10 feet cone
warlocks of the Pact of the Blade are especially in front of you take 1d6 bludgeoning damage if it is prone.
fond of these spells.
These spells and cantrips are This spell's damage increases when you reach higher
on the sorcerer, warlock, and wizard spell lists. levels. At 5th level, the melee attack deals an extra 1d8
bludgeoning damage to the target, and the damage the wave
Cantrips for sorcerers, warlocks, inflicts increases to 2d6. Both damage rolls increase by one
and wizards damage die at 11th level and 17th level.
Distracting Strike
Blood Blade Enchantment cantrip
Necromancy cantrip Casting Time: 1 action
Casting Time: 1 action Range: 5 feet
Range: 5 feet Components: V, M (a weapon)
Components: S, M (a weapon) Duration: 1 round
Duration: 1 round As part of the action used to cast this spell, you must make
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the
a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
spell's range, otherwise the spell fails. On a hit, the target On a hit, the target suffers the attack's normal effects, ad is
suffers the attack's normal effects, and you can choose to distracted from a dizzying array of bizarre swirling and
deal up to 1d8 + your spellcasting ability
modifier of necrotic flashing light. It rolls 1d4 and subtracts the number rolled
damage, and you take 1d8 necrotic damage. This damage from the next weapon attack roll it makes before the end of
can’t be reduced or negated in any way. its next turn.
This spell's damage increases when you reach higher This spell's damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d8 levels. At 5th level, the melee attack deals an extra 1d8
necrotic damage to the target, which you suffer as well. Both psychic damage to the target. The damage increases by 1d8
damage rolls increase by 1d8 at 11th level and 17th level. at 11th level (2d8) and 17th level (3d8).
Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell,

you must
make a melee attack with a weapon

against one creature


within the spell's range,

otherwise the spell fails.


On a hit, the target suffers

the attack's normal effects,


and it becomes sheathed in
booming energy until the
start of your next turn. If the target
willingly moves before
then, it immediately takes 1d8 thunder
damage, and
the spell ends.
This spell's damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d8
thunder damage to the target, and the damage the target
takes for moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Crashing Wave Strike
Conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon) Credit: Jackeyblob101 - Deviantart
Duration: 1 round
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Credit: unknow

Frostfang Blade
Evocation cantrip This spell's damage increases when you reach higher levels.
Casting Time: 1 action At 5th level, the melee attack deals an extra 1d8 cold damage
Range: 5 feet to the target, and the target suffers another 1d8 cold damage
Components: V, M (a weapon) on a second attack. At 11th level the melee attack damage
Duration: 1 round increases by 1d8 and the target suffers another 1d8 cold
As part of the action used to cast this spell, you must make damage on a third attack, at 17th level the melee attack
a melee attack with a weapon against one creature within the damage increases by 1d8 and the target suffers another 1d8
spell's range, otherwise the spell fails. cold damage on a fourth attack.
On a hit, the target suffers the attack's normal effects, and Green-Flame Blade
its moviments are slowed. Its speed is reduced by 10 feet Evocation cantrip
until the start of your next turn.
This spell's damage increases when you reach higher Casting Time: 1 action
levels. At 5th level, the melee attack deals an extra 1d8 cold Range: 5 feet
damage to the target. The extra damage roll increase by 1d8 Components: V, M (a weapon)
at 11th level and 17th level. Duration: Instantaneous
As part of the action used to cast this spell, you must
make
Glacier Blade a melee attack with a weapon against one creature
within the
Enchantment cantrip spell's range, otherwise the spell fails.
Casting Time: 1 action On a hit, the target suffers the attack's normal effects,
and
Range: 5 feet green fire leaps from the target to a different creature
of your
Components: V, M (a weapon) choice that you can see within 5 feet of it.
The second
Duration: 1 round creature takes fire damage equal to your
spellcasting ability
As part of the action used to cast this spell, you must make modifier.
a melee attack with a weapon against one creature within the This spell's damage increases when you reach higher
spell's range, otherwise the spell fails. levels. At 5th level, the melee attack deals an extra 1d8
fire
On a hit, the target suffers the attack's normal effects, and damage to the target, and the fire damage to the second
its articulations become sheathed in brittling cold until the creature increases to 1d8 + your spellcasting ability
modifier.
start of your next turn. If the target willingly attacks before Both damage rolls increase by 1d8 at 11th
level and 17th
then, it immediately takes 1d8 cold damage, and the spell level.
ends.

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Silencing Blade Venomous Blade
Enchantment cantrip Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 5 feet
Components: V, M (a weapon) Components: S, M (a weapon)
Duration: 1 round Duration: 1 round
As part of the action used to cast this spell, you must make As part of the action used to cast this spell, you must make
a melee attack with a weapon against one creature within the a melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and On a hit, the target suffers the attack's normal effects, and
its mouth is covered by a violet veil until the start of your next if you were hidden from it, it takes an additional 1d6 poison
turn. If the target willingly speaks before then, it immediately damage.
takes 1d8 psychic damage, and the spell ends. This spell's damage increases when you reach higher
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 poison
levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, and the damage the target takes when
psychic damage to the target, and the damage the target you are hidden from it increases to 2d6. Both damage rolls
takes for speaking increases to 1d8 + your spellcasting ability increase by 1d6 at 11th level and 17th level.
modifier. Both damage rolls increase by 1d8 at 11th level and
17th level. Voltaic Blade
Evocation cantrip
Slimy Blade Casting Time: 1 action
Transmutation cantrip Range: 5 feet
Casting Time: 1 action Components: S, M (a weapon)
Range: 5 feet Duration: 1 round
Components: S, M (a weapon) As part of the action used to cast this spell, you must make
Duration: 1 round a melee attack with a weapon against one creature within the
As part of the action used to cast this spell, you
spell's range, otherwise the spell fails. On a hit, the target
must make a melee attack with a weapon against one suffers the attack's normal effects, and it becomes sheathed
creature within the spell's range, otherwise the spell fails. in crackling energy until the start of your next turn. If the
On a hit, the target suffers the attack's normal effects, and target willingly takes a reaction before then, it immediately
it becomes sheathed in a thick acidic slime until the start of takes 1d8 lighting damage, and the spell ends.
your next turn. It has disadvantage on all attacks and ability This spell's damage increases when you reach higher
checks that involve grappling until the duration of the spell. If levels. At 5th level, the melee attack deals an extra 1d8
the target succeeds in grappling or maintaining a grapple thunder damage to the target, and the damage the target
before then, the slime is pressed onto its body absorbing it, takes for taking reactions increases to 2d8. Both damage
then it immediately takes 1d8 acid damage, and the spell rolls increase by 1d8 at 11th level and 17th level.
ends.
This spell's damage increases when you reach higher Vicious Thorns Strike
levels. At 5th level, the melee attack deals an extra 1d8 acid Conjuration cantrip
damage to the target, and the damage the target takes for Casting Time: 1 action
taking grappling or maintaining a grapple increases to 2d8. Range: 5 feet
Both damage rolls increase by 1d8 at 11th level and 17th Components: S, M (a weapon)
level. Duration: 1 round
Sunlight Blade As part of the action used to cast this spell, you must make
Evocation cantrip a melee attack with a weapon against one creature within the
Casting Time: 1 action spell's range, otherwise the spell fails.
Range: 5 feet On a hit, the target suffers the attack's normal effects, and
it becomes wrapped in a vine full of thorns until the start of
Components: S, M (a weapon) your next turn. If the target fails a strength, dexterity or
Duration: 1 round constitution saving throw before then, the thorns take
As part of the action used to cast this spell, you must make advantage of the momentary weakness from which the target
a melee attack with a weapon against one creature within the takes 1d6 piercing damage, and the spell ends.
spell's range, otherwise the spell fails. This spell's damage increases when you reach higher
On a hit, the target suffers the attack's normal effects, and levels. At 5th level, the melee attack deals an extra 1d8
gains the sunlight sensitivity trait during the spell’s duration. piercing damage to the target, and the damage the target
If a creature possesses the sunlight sensitivity trait, the takes for taking reactions increases to 2d6. Both damage
melee attack deals an extra 1d12 radiant
damage. rolls increase by one damage die at 11th level and 17th level.

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Spells for artificer, faerie, ranger,
sorcerer, warlock, wizard

Sizzling strike
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
Classes: Artificer, Faerie, Ranger, Sorcerer, Warlock, Wizard
As part of the action used to cast this spell, you must make
a melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and lightning strikes forth
from the weapon causing an additional 2d6 lightning damage
which weakens it. Until the start of your next turn the target
deals half damage on it's next melee attack that hits.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
Arcane Strike
1st-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a weapon)
Duration: Instantaneous
Classes: Artificer, Faerie, Ranger, Sorcerer, Warlock, Wizard
You lunge at a creature, striking them with arcane force.
As
part of the action used to cast this spell, you must
make a
melee attack with a weapon against one creature
within the
spell’s range, otherwise the spell fails. On a
hit, the target
suffers the attack’s normal effects, and up
to two of the
following effects of your choice:
The target takes an additional 1d8 force damage.
You force a Large or smaller target make a Strength
saving throw. If they fail, they are pushed 10 feet away
from you.
The target can’t take reactions until the start of its next
turn.
At Higher Levels. When you cast this spell using a
spell
slot of 2nd level or higher, the additional force
damage
increases by 1d8 and the distance the creature
is pushed
increases by 5 feet for each slot level above
1st.
Chromatic Blade
2nd-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a melee weapon made of metal worth at
least 10 gp)
Duration: Instantaneous
Classes: Artificer, Faerie, Sorcerer, Wizard
Your weapon gleams with incandescent light. You choose
acid, cold, fire, lightning, poison, or thunder for the type of
glow you create.
Credit: Takeda11 - DeviantArt
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As part of the action used to cast this spell, you must make Any secondary effect of the attack (such as damage and
a melee attack with a weapon against one creature within the effects of a cantrip, extra damage from paladin’s smite or
spell's range, otherwise the spell fails. On a hit, the target sneak attack, martial maneuvers) are applicable to only one
suffers the attack's normal effects, and elemental energy of eligible target.
that type bursts forth from your weapon in a 5-foot cone At Higher Levels. When you cast this spell using a
spell
directed at the point of attack. Creatures within the cone's slot of 3rd level or higher, the damage increases by
1d6 for
area of effect take 2d6 damage of the chosen elemental type. each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for Raven Queen's whip
each slot level above 2nd. 2nd-level evocation
Blade of Resonance
Casting Time: 1 action
2nd-level evocation Range: 30 feet
Components: S, M (a melee weapon made of metal worth at
Casting Time: 1 action least 10 gp)
Range: 30 feet Duration: Instantaneous
Components: S, M (a melee weapon made of metal worth at Classes: Warlock
least 10 gp) As Blade of Resonance, but the additional damage is 3d4
Duration: Instantaneous psychic instead 3d6 thunder damage, and the spell not emits
Classes: Artificer, Faerie, Sorcerer, Wizard a boom.
You clang your weapon on a nearby surface, causing it to
vibrate, and swing it with blinding speed, releasing a Arcane Razor
thundering shockwave in its wake. As part of the action
used 3rd-level evocation
to cast this spell, you must make a melee attack
with a Casting Time: 1 action
weapon, otherwise the spell fails. All creatures in
a line 30 Range: Self (15-foot radius)
feet long and 5 feet wide whose AC is less than
your attack Components: V, S, M (a melee weapon made of metal worth
roll suffer the attack’s normal damage, and
take an additional at least 10 gp that deals slashing damage)
3d6 thunder damage. Additionally, the
spell emits a Duration: Instantaneous
thunderous boom audible out to 300 feet. Classes: Artificer, Faerie, Sorcerer, Wizard

Credit: Juan Richard Feliz - Artstation

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You infuse your weapon with arcane energy and whirl it
in If you choose not to, until the
start of your next turn, you can
a circle, unleashing a wave of razor-thin magic out in
all use your reaction to do so
instead. If the space you were in
directions. Make a melee weapon attack roll. All
creatures in when you cast the spell
is occupied, you teleport to the
a 15-foot radius, 5-foot high cylinder with an
AC is less than nearest unoccupied space
instead.
your attack roll suffer the attack’s normal
damage plus an At Higher Levels. When you cast this spell using a
spell
additional 3d10 slashing damage. The
spell also damages slot of 3rd level or higher, the additional damage
from
any objects in the area that aren’t
being worn or carried. projectiles increases by 1d6 for each slot level
above 3rd.
Any secondary effect of the attack (such as damage and
effects of a cantrip, extra damage from paladin’s smite or Sandstorm Blade
sneak attack, martial maneuvers) are applicable to only one 4th-level transmutation
eligible target. Casting Time: 1 bonus action
At Higher Levels. When you cast this spell using a
spell Range: Self
slot of 4th level or higher, the damage increases by
1d10 for Components: S, M (a container of metallic sand worth 20
each slot level above 3rd. gp)
Misty Slash
Duration: Concentration, up to 1 minute
3rd-level conjuration Classes: Faerie, Sorcerer, Wizard
Casting Time: 1 bonus action You form a shimmering blade of metallic sand in your hand.
Range: Self This magic sword lasts until the spell ends. It counts as a
Components: V, S, M (a melee weapon made of metal worth magical melee weapon with which you are proficient. It deals
at least 10 gp that deals slashing damage) 3d8 slashing damage on a hit and has the finesse and light
Duration: 1 round properties.
Classes: Faerie, Sorcerer, Warlock, Wizard If you drop the weapon or throw it, it dissipates at the end
of the turn. Thereafter, while the spell persists, you can use a
Briefly surrounded by silvery mist, you teleport up to 30 bonus action to cause the sword to reappear in your hand.
feet to an unoccupied space that you can see. Until the
end of Additionally, on your turn when you strike a creature, you
your turn, the weapon is magical if it is not
already, and when can use your bonus action to change the sword to cause one
you hit a creature with a melee
weapon attack, it deals an of the following effects:
additional 2d6 damage. At the
end of your turn, you can
return to the space you were in
when you cast this spell. Whirlwind. Your strike explodes the sword into a whirling
cloud that surrounds you. Ranged attacks made against
you have disadvantage until your next turn. The sword is
lost until reformed.
Piercing Strike. The blow strikes your target and
onwards. If there is a creature directly behind your target,
you may strike them for 1d8 damage. The sword is lost
until reformed.
Shredding Edge. You send the sand coursing deep into
the creature, tearing through its insides. Your blow causes
your sword to explode, dealing an additional 1d8 damage.
The sword is lost until reformed.
While you are wielding the sandstorm blade, you may
spend your reaction to shape it to shield you from attacks,
increasing your AC by 3 until your next turn. The sword is
lost until reformed.
At Higher Levels. When you cast this spell using a 5th- or
6th-level spell slot, the damage increases to 4d8. When you
cast it using a 7th- or 8th-level spell slot, the damage
increases to 5d8. When you cast it using a spell slot of 9th
level or higher, the damage increases to 6d8.

Credit: Bogdan-MRK PART 2 | SPELLS


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