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New / Extended Spells for 5e

E
ver wanted to add a theme to the spells that Brightlance
your player character, NPC, or villain has Evocation Cantrip
up their sleeves? I have created and/or
ported new spells for 5th edition Dungeons Casting Time: 1 action
and Dragons to help make your spellcasters Range: 30 feet
feel unique. You can either use these as a Components: V, S
player character (DM permission required Duration: Instant
obviously) or a DM can use these spells as either treasure Make a ranged spell attack against a target within 30 feet.
(scrolls) or have their NPCs or villains use them. Of course, On a hit, the target takes 1d6 Radiant damage, and the next
your mileage may vary, so feel free to tweak/modify these as attack roll that is made against the target has a +2 bonus to
you see fit. hit.
AT HIGHER LEVELS: The damage increases to 2d6 at
Regarding Classes
level 5, 3d6 at level 11, and 4d6 at level 17.
Note that I have not added any classes to any of Cascade of Light
these spells. As they are homebrew, you'll need DM
permission regardless, so it is up to them whether
Illusion Cantrip
they will allow your class / domain learn these Casting Time: 1 action
spells. if you are a DM who is using these spells for Range: 30 feet
their NPCs or bosses, then they can simply chooes Components: V, S
whatever spells suit them. Duration: 1 Round (Concentration)
Choose a target within 30 feet. It has disadvantage on the
next attack roll it makes before this spell ends.
AT HIGHER LEVELS: When you are level 11 or higher,
Cantrips this spell no longer requires concentration.
Below find the list of the 10 cantrips I have included.
Cleanse
Anvil's Flame Enchantment Cantrip
Evocation Cantrip Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 30 feet Components: V, S
Components: S Duration: Instant
Duration: Instant Touch a target within 5ft of you. It can make a saving throw
You send a burst of flame to a target within 30 feet of you. as a free action to attempt to end an effect that a save can
If they are wearing armour, they will definitely feel the heat! end. (Eg, blindness, confusion spell)
The target must succeed on a Constitution saving throw or
take 1d10 fire damage. If they are wearing metal armour, they Cloak of Shadows
have disadvantage on the saving throw. Illusion Cantrip
AT HIGHER LEVELS: The damage increases to 2d10 at Casting Time: 1 action
level 5, 3d10 at level 11, and 4d10 at level 17. Range: Self
Components: S
Arc Lightning Duration: 1 Round
Evocation Cantrip Your cloak’s shadow grows larger and surrounds you,
Casting Time: 1 action partially obstructing the view of anyone looking at you. Until
Range: 30 feet the start of your next turn, you count as if you have half cover,
Components: V, S if in the open. If you already have half cover, you have three-
Duration: Instant quarter cover instead.
You arc a jolt of lightning at a target close-by. Choose a
target within 30 feet of you, they must make a Constitution
saving throw. On a failure, they take 1d8 lightning damage. If
they pass, and if the target is concentrating, they must make a
concentration check at DC:10.
AT HIGHER LEVELS: Starting at level 5 you can select
more than one target with this cantrip. Each target must be
within 15ft of the initial target. At level 5, you can target up to
two targets. At level 11, up to three targets, and at level 17 up
to four targets.

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Death's Grip
Necromancy Cantrip Spells
Casting Time: 1 action Below find the list of the 18 spells I have included.
Range: 30 feet
Components: S Aftershock
Duration: 1 Round (Concentration) Level 1 Transmutation
You choose a target within 30 feet. A spectral undead hand Casting Time: 1 bonus action
reaches from the ground to grab the creature. The target Range: 60 feet
must pass a Dexterity saving throw or be restrained until the Components: V, S
start of your next turn. They may use their action to repeat Duration: Instant
the save. Choose one creature within 60 feet of you that has taken
AT HIGHER LEVELS: When your are level 11 or higher, thunder damage during your turn. They take a further 2d8
targets that fail the dexterity saving throw also take 2d6 Thunder Damage.
necrotic damage. AT HIGHER LEVELS: When you cast this spell using a
spell slot of 2nd level or higher, increase the maximum
Neurotic Lance number of targets by 2 for each level above first. All targets
Enchantment Cantrip must have taken thunder damage from you during your turn.
Casting Time: 1 action
Range: 30 feet Arcane Blast
Components: S Level 1 Evocation
Duration: Instant Casting Time: 1 action
You send a psionic discharge of energy at a target within 30 Range: 45 feet
feet. The target must make a Int saving throw. On a failure, Components: V, S
they take 1d6 Psychic damage and you are invisible to the Duration: Instant
target until the start of your next turn. Choose a target within 45 feet of you. The target takes
AT HIGHER LEVELS: The psychic damage increases to 2d10 force damage, and must pass a Strength saving throw
2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. or they are pushed up to 10 feet. A successful save halves
damage.
Pounce AT HIGHER LEVELS: When you cast this spell using a
Enchantment Cantrip spell slot of 2nd level or higher, increase the damage by 1d10
Casting Time: 1 action for each level above first.
Range: Self
Components: V, S Arcane Pocket
uration: Instant Level 2 Conjuration
ounce (Enchantment Cantrip) Cast Time: 1 action Duration: Casting Time: 1 reaction, when a creature moves within 5ft
Instant Components: VS of you, or when you are forced to make a Dexterity saving
throw
Make a jump as a free action, as if you had a running start. Range: Self
You can add 5ft to the jump distance. Components: S
AT HIGHER LEVELS: The extra distance increases to Duration: Instant
10ft at level 5, 20ft at level 11, and 30ft at level 17. You teleport up to 15 ft to an unoccupied space you can
see. If the triggering target attacks you this turn, they have a
Shadow's Blight penalty to hit you equal to your spellcasting ability modifier. If
Necromancy Cantrip the trigger was a Dexterity saving throw, you take half
Casting Time: 1 action damage on a fail, and no damage on a success.
Range: Touch Blaze
Components: V, S Level 2 Evocation
Duration: Instant
Make a melee spell attack against an enemy within 5 feet. Casting Time: 1 action
If you hit, deal 1d10 necrotic damage. On a hit, any non- Range: 45 feet
magical light source the target is holding (eg. torch, lantern) Components: V, S
is snuffed out. Duration: Instant
AT HIGHER LEVELS: The damage increases to 2d10 at You create a blaze in a 45ft long cone with a 180 degree
level 5, 3d10 at level 11, and 4d10 at level 17. arc from you. All creature in the area must make a Dexterity
saving throw. Creatures take 3d6 fire damage on a failed
save, and half on a successful one.
AT HIGHER LEVELS: When you cast this spell using a
spell slot of 3rd level or higher, increase the length of the
cone by 15ft for each level above second.

2
Cone of Acid Focus
Level 3 Evocation Level 1 Abjuration
Casting Time: 1 action Casting Time: 1 reaction, when you fail a concentration
Range: 20 feet check
Components: V, S Range: Self
Duration: Instant Components: S
Duration: Instant
All creatures and objects in a 20ft cone area from you are
blasted with a torrent of burning acid. Targets take 5d10 acid You can cast this spell as an immediate reaction when you
damage. A successful Constitution saving throw halves fail a concentration check. You pass instead.
damage.
AT HIGHER LEVELS: When you cast this spell using a Forked Lightning
spell slot of 4th level or higher, increase the damage by 1d10 Level 2 Evocation
for each level above third. Casting Time: 1 action
Range: 30 feet
Death Coil Components: V, S
Level 1 Necromancy Duration: Instant
Casting Time: 1 action Choose a target within 30 feet of you. Choose a second
Range: 20 feet target within 10 feet of the first target. Both targets take 3d10
Components: V, S, M (A wilted flower, or a rotten vegetable) lightning damage, but a successful Dexterity saving throw
Duration: 1 Round (Concentration) halves damage.
You steal the essence of an enemy and then slowly claim it AT HIGHER LEVELS: When you cast this spell using a
for yourself. A target within 20ft takes 3d6 Necrotic damage. spell slot of 3rdlevel or higher, increase the damage by 1d10
A successful Con save halves damage. At the start of your for each level above 2nd.
next turn, if this spell hasn’t ended, you gain temporary hit
points equal to the damage you dealt. Healing Wave
AT HIGHER LEVELS: When you cast this spell using a Level 3 Evocation
spell slot of 2nd level or higher, increase the damage by a Casting Time: 1 action
further 1d6 for each level above first. Range: 15 feet
Components: V, S
Divine Glow Duration: Instant
Level 2 Evocation A target within 15 feet regains hit points equal to 3d8+
Casting Time: 1 action your spellcasting ability modifier. You can choose for a
Range: 60 feet second target, within 15ft of the first target, to regain hit
Components: V, S points equal to 2d8+ your spellcasting ability modifier. From
Duration: 1 Round here, you can continue choosing additional targets, provided
Target a 15ft by 15ft area that is no further than 60 feet that each target is within 15 feet of the previous target. Each
from you. All enemies in the area take 2d10 Radiant damage. target after the second regains hit points equal to 1d8+ your
A successful Wisdom saving throw halves damage. All allies spellcasting ability modifier. No creature can be targeted by
in the area are under the effects of the Bless spell until the this spell more than once. Once the healing wave heals three
start of your next turn. targets, the spell ends and it cannot bounce to any more
AT HIGHER LEVELS: When you cast this spell using a targets. AT HIGHER LEVELS: When you cast this spell
spell slot of 3rd level or higher, increase the damage by a using a spell slot of 4th level or higher, increase the
further 1d10 for each level above second. maximum number of bounce targets by 2 for each level over
third.
Feedback Bolt
Level 1 Abjuration Ice Lance
Casting Time: 1 reaction, when a creature you can see casts Level 4 Evocation
a spell Casting Time: 1 action
Range: 120 feet Range: 20 feet
Components: None Components: V, S
Duration: Instant Duration: 1 Round
You can cast this spell as a reaction after another creature Line 20ft, 5ft wide. Creature in the spell’s area must pass a
casts a spell. You must be able to see this creature, and it Dexterity saving throw or are restrained until the start of your
must be within 120ft of you. After the triggering creature’s next turn. Targets take 5d8 cold damage on a failed save, and
spell has been resolved, deal 2d6 psychic damage to the half on a successful one.
target, plus an extra 1 psychic damage for each level the AT HIGHER LEVELS: When you cast this spell using a
triggering spell was. spell slot of 5th level or higher, increase the damage by 1d8
AT HIGHER LEVELS: When you cast this spell using a for each level above fourth.
spell slot of 2nd level or higher, increase the damage by 1d6
for each level above first.
3
Mitigate Searing Ray
Level 1 Abjuration Level 1 Evocation
Casting Time: 1 reaction, when you are to take an instance Casting Time: 1 action
of damage Range: 15 feet
Range: Self Components: V, S
Components: V, S Duration: Instant
Duration: Instant Line 15ft long, 5ft wide. Creatures in the area take 2d10
You can cast this spell when you are to take an instance of radiant damage. A successful Con save halves damage. This
damage. Reduce that instance of damage by 2d10 + your deals an extra 1d10 damage to fiends and undead.
spellcasting ability modifier. AT HIGHER LEVELS: When you cast this spell using a
AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the radiant damage
spell slot of 2nd level or higher, the damage reduction by 1d10 for each level above third.
increases by 1d10 for each level above first.
Skeletal Expulsion
Phantasm Blast Level 3 Necromancy
Level 3 Illusion Casting Time: 1 action
Casting Time: 1 action Range: 45 feet
Range: 25 feet Components: V, S, M (The dust of a crushed human skull)
Components: V, S, M (A small handful of sand) Duration: 1 minute (Concentration)
Duration: Instant You choose a living creature within 45ft who you can see,
You create an illusionary cone 25 feet long from your and attempt to rip their skeleton out of their body. The target
position. This illusionary cone is one that represents a takes 3d8 Necrotic damage. A successful Constitution saving
spectral charging horde of a creature you decide (ghosts, throw halves damage. At the start of each of your next turns,
stampeding elks, etc) All targets in the vicinity of the cone you may use your bonus action to deal a further 1d8 Necrotic
must pass an Intelligence save or take 3d10 psychic damage damage to the target (no save). If the target drops to 0 hit
and fall prone. points while under the effect of this spell, their body is ripped
AT HIGHER LEVELS: When you cast this spell using a open and their skeleton leaps out. If the creature is a
spell slot of 4th level or higher, increase the psychic damage humanoid, this skeleton is under your control for the next 10
by a further 1d10 for each level above third. turns (1 minute) as a basic skeleton (CR 1/4), after which it
crumbles to dust. It acts on your initiative, but must first wait
Pillar of Radiance until the start of your next turn to act. If the creature is not a
Level 4 Evocation humanoid, the skeleton is not animated, and instead
Casting Time: 1 action crumples to the floor.
Range: Touch AT HIGHER LEVELS: When you cast this spell using a
Components: V, S spell slot of 4th level or higher, increase the initial damage by
Duration: 1 Minute (Concentration) 1d8.
A pillar of searing radiance is channelled into a cylindrical Timeshift
area with a 10ft radius and a height of 120ft, centred on a Level 1 Enchantment
position you can see within 60ft. Creatures in the area must Casting Time: 1 action
take a Wisdom saving throw, they take 5d8 radiant damage Range: Self
on a failed save, and half damage on a successful one. They Components: V, S
also have disadvantage on attack rolls while in this area. On Duration: 1 Round
your subsequent turns, you can use your bonus action to deal
a further 2d8 radiant damage to all creatures in the pillar’s You get one extra reaction this round. If you do not use it by
area. Affected creatures who succeed on a Wisdom saving the start of your next turn, it is lost.
throw halve damage.
AT HIGHER LEVELS: When you cast this spell using a
spell slot of 5th level or higher, increase the radius of the
cylinder by 5ft, for each level above fourth.

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