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Forgotten 1st Level Spells

Revising Spells
Following on my previous "Forgotten Feats" and
"Forgotten Spells", today we are revising subpar
1st level spells to make them worth taking!

Art Credit : Wizards of the Coast


Revised 1st-Level Spells
Ceremony, Chaos Bolt, Color Spray
Atonement. You touch one willing creature whose alignment
Divine Favor, Hex, hunter's Mark has changed, and you make a DC 20 Wisdom (Insight) check.
Ice Knife, Jump, Long Strider On a successful check, you restore the target to its original
alignment. On fail, you can't use atonement on that target
Searing Smite, Sleep, Snare until you finish a long rest, unless you expend 25 gp
Tenser's Floating Disc, Thunderous Smite worth of silver powder.
Witch Bolt, Wrathful Smite Bless Water. You touch one vial of water and cause it to
become holy water. The vial of water used as component
Ceremony becomes a vial of holy water for the next 24 hours. You
1st level Evocation can make the water to be permanently turned into holy
Casting Time: 1 action 10 minutes water by expending 25 gp worth of silver powder.
Range: Touch Coming of Age. You touch one humanoid who is a young
Components: V, S, M (25 gp worth of powdered silver, which adult. For the next 24 hours, whenever the target makes an
the spell consumes A vial of water that worth at least 1 ability check, it can roll a d4 and add the number rolled to the
gp. The spell consumes the water contained in the vial.) ability check. The target can permanently increase one of
Duration: Instantaneous its ability scores by 1 (to a maximum of 18). If it does so,
You perform one of several religious ceremonies. When you it should also permanently decrease an other of its ability
cast the spell, choose one of the following ceremonies, the score by 1 (it can't be its current lowest ability score), as
target of which must be within 10 feet of you throughout the it lets behind him its childish behaviors to gain in
casting. maturity and become a complete member of the society. A
creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes up to 6 If you roll the same number on both d8s an even number
humanoids who wish to be dedicated to your god’s service. on the attack roll, the chaotic energy leaps from the target to
For the next 24 hours, whenever one of the targets makes a a different creature of your choice within 30 feet of it. Make a
saving throw, it can roll a d4 and add the number rolled to the new attack roll against the new target, and make a new
save, as it is under the protection of your god. The spell damage roll, which could cause the chaotic energy to leap
then ends for that creature. A creature can benefit from this again. A creature can be targeted only once by each casting of
rite only once. this spell.
Funeral Rite. You touch one corpse, and for the next 7 days, NEW : Using metamagic with this spell costs 1 less
the target can’t become undead by any means short of a Wish sorcery point (to a minimum of 0). You can use the twin
spell. spell metamagic on this spell.
Investiture. You touch one willing humanoid. Choose one At Higher Levels. When you cast this spell using a spell slot
1st-level spell you have prepared and expend a spell slot and of 2nd level or higher, each target takes 1d6 1d8 extra
any material components as if you were casting that spell. damage of the type rolled for each slot level above 1st.
The spell has no effect. Instead, the target can cast this spell
once without having to expend a spell slot or use material Color Spray
components. If the target doesn’t cast the spell within 1 8 1st level Illusion
hours, the invested spell is lost. Casting Time: 1 action 1 bonus action
Wedding. You touch 2 adult humanoids willing to be bonded Range: Self (15-foot cone)
together in marriage. For the next 7 days, each target gains a Components: V, S, M (A pinch of powder or sand that is
+2 bonus to AC while they are within 30 feet of each other. colored red, yellow, and blue)
Until death do them part, when one of the targets use the Duration: 1 round
help action to help the other, it can roll a d4 and add it to A dazzling array of flashing, colored light springs from your
the result of the attack roll or ability check. It must then hand. Roll 6d10, the total is how many hit points of creatures
finish a short or a long rest before it can use this bonus this spell can effect. Creatures in a 15-foot cone originating
again. from you are affected in ascending order of their current hit
Moreover, once per day if one of the targets is 1 mile or points (ignoring unconscious creatures and creatures that
farther away from the other, it can roll a d6 and add the can’t see), must succeed a dexterity saving throw or be
result to any die it rolls, as it remembers its loved one, blinded until the spell ends.
and that thought strengthen its will to succeed.
A creature can benefit from this rite again only if widowed. At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, roll an additional 2d10 the size of the
Chaos Bolt cone affected by that spell increases by 5 feet for each slot
1st level Evocation level above 1st.
Casting Time: 1 action Divine Favor
Range: 120 feet 90 feet 1st level Evocation
Components: V, S Casting Time: 1 bonus action
Duration: Instantaneous Range: Self
You hurl an undulating, warbling mass of chaotic energy at Components: V, S
one creature in range. Make a ranged spell attack against the Duration: Concentration, up to 1 minute
target. On a hit, the target takes 2d8 + 1d6 damage. Choose Your prayer empowers you with divine radiance. Until the
one of the d8s. The number rolled on that die determines the spell ends, your weapon attacks deal an extra 1d4 radiant
attack's damage type, as shown below. damage on a hit. Once per turn until the spell ends, when
d8 Damage Type you hit a target with an attack, you can choose that the
1 Acid
target takes an extra 1d8 radiant damage.
2 Cold Hex
1st level Enchantment
3 Fire
Casting Time: 1 bonus action
4 Thunder Range: 90 feet
5 Lightning Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour (You can concentrate
6 Poison on an other warlock spell or an other warlock feature at
7 Force the same time you concentrate on Hex. Both
spells/features end if you loose your concentration.)
8 Psychic

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You place a curse on a creature that you can see within range. At Higher Levels. When you cast this spell using a spell slot
Until the spell ends, you deal an extra 1d6 necrotic damage of 2nd level or higher, the cold damage increases by 1d6 for
to the target whenever you hit it with an attack. Also, choose each slot level above 1st. When you cast this spell using a
one ability when you cast the spell. The target has spell slot of 3rd- or 4th-level, you can create and fling one
disadvantage on ability checks made with the chosen ability. more shard of ice. You can fling it at the same target, or
choose to throw it on an other creature within range.
If the target drops to 0 hit points before this spell ends, you When you cast this spell using a spell slot of 5th-level or
can use a bonus action on a subsequent turn of yours to curse higher, you can create and fling up to 3 shards of ice.
a new creature.
A Remove Curse cast on the target ends this spell early. Jump
1st level Transmutation
At Higher Levels. When you cast this spell using a spell slot Casting Time: 1 action
of 3rd or 4th level, you can maintain your concentration on Range: Touch
the spell for up to 8 hours. When you use a spell slot of 5th Components: V, S, M (a grasshopper’s hind leg)
level or higher, you can maintain your concentration on the Duration: 1 minute
spell for up to 24 hours.
You touch a creature. The creature’s jump distance is tripled
Hunter's Mark until the spell ends. When it jumps, the creature moves 3
1st level Divination feet for every 1 foot of movement it spends.
Casting Time: 1 bonus action NEW : At Higher Levels. When you cast this spell using a
Range: 90 feet spell slot of 2nd level or higher, you can target one additional
Components: V creature for each slot level above 1st.
Duration: Concentration, up to 1 hour (You can concentrate
on an other ranger spell or an other ranger feature at Long Strider
the same time you concentrate on Hunter's Mark. Both 1st level Transmutation
spells/features end if you loose your concentration.) Casting Time: 1 action
You choose a creature you can see within range and Range: Touch
mystically mark it as your quarry. Until the spell ends, you Components: V, S, M
deal an extra 1d6 damage to the target whenever you hit it Duration: 1 hour 8 hours
with a weapon attack, and you have advantage on any You touch a creature. The target’s speed increases by 10 feet
Wisdom (Perception) or Wisdom (Survival) check you make until the spell ends.
to find it.
At Higher Levels. When you cast this spell using a spell slot
If the target drops to 0 hit points before this spell ends, you of 2nd level or higher, you can target one additional creature
can use a bonus action on a subsequent turn of yours to mark for each slot level above 1st.
a new creature.
At Higher Levels. When you cast this spell using a spell slot Searing Smite
of 3rd or 4th level, you can maintain your concentration on 1st level Evocation
the spell for up to 8 hours. When you use a spell slot of 5th Casting Time: 1 bonus action
level or higher, you can maintain your concentration on the Range: Self
spell for up to 24 hours. Components: V
Duration: Concentration, up to 1 minute (You can
Ice Knife concentrate on an other paladin spell that doesn't have
1st level Conjuration the word "smite" in its name at the same time your
Casting Time: 1 action concentrate on that spell. Both spells end if you loose
Range: 60 feet your concentration.)
Components: S, M (a drop of water or piece of ice) The next time you hit a creature with a melee weapon attack
Duration: Instantaneous before the the spell ends, your weapon flares with white-hot
You create a shard of ice and fling it at one creature within intensity, and the attack deals an extra 1d6 fire damage to the
range. Make a ranged spell attack against the target. On a hit, target and causes the target to ignite in flames.
the target takes 1d10 piercing damage Hit or miss, and the At the start of each of its turns until the spell ends, the target
shard then explodes. The target and each creature within 5 must make a Constitution saving throw. On a failed save, it
feet of the point where the ice exploded must succeed on a takes 1d6 fire damage. On a successful save, the spells ends.
Dexterity saving throw or take 2d6 cold damage. If the target or a creature within 5 feet of it uses an action to
put out the flames, or if some other effect douses the flames
(such as the target being submerged in water), the spell ends.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell slot The restrained creature can make a Dexterity saving throw
of 2nd level or higher, the initial extra damage dealt by the with disadvantage at the end of each of its turns and ends the
attack increases by 1d6 for each slot. restrained effect on a success. Alternatively, another creature
that can reach the restrained creature can use an action to
Sleep make an Intelligence (Arcana) check against your spell save
1st level Enchantment DC. On a success, the restrained effect also ends.
Casting Time: 1 action You can choose to end the spell early as an action. When
Range: 90 feet the spell ends, the rope or cord you used for the material
Components: V, S, M component reapears on the ground where the spell was
Duration: 1 minute set up.
This spell sends creatures into a magical slumber. Roll 5d8,
the total is how many hit points of creatures this spell can Thunderous Smite
affect. Creatures within 20 feet of a point you choose within 1st level Evocation
range are affected in ascending order of their current hit Casting Time: 1 bonus action
points (ignoring unconscious creatures). Starting with the Range: Self
creature that has the lowest current hit points, each creature Components: V
affected by this spell Each creature within 20 feet of a Duration: Concentration, up to 1 minute (You can
point you choose within range must succeed a concentrate on an other paladin spell that doesn't have
Constitution saving throw with a DC of 11 or it falls the word "smite" in its name at the same time your
unconscious until the spell ends, the sleeper takes damage, concentrate on that spell. Both spells end if you loose
or someone uses an action to shake or slap the sleeper your concentration.)
awake.
Subtract each creature’s hit points from the total
before moving on to the creature with the next lowest hit The first time you hit with a melee weapon attack during this
points. A creature’s hit points must be equal to or less than spell’s duration, your weapon rings with thunder that is
the remaining total for that creature to be affected. Undead audible within 300 feet of you, and the attack deals an extra
and creatures immune to being charmed aren’t affected by 2d6 thunder damage to the target. Additionally, if the target is
this spell. Charmed creatures make the constitution a creature, it must succeed on a Strength saving throw or be
saving throw with disadvantage, and creatures that are pushed 10 feet away from you and knocked prone.
currently fighting make the constitution saving throw NEW : At Higher Levels. When you cast this spell using a
with advantage. spell slot of 2nd level or higher, the extra damage dealt by the
At Higher Levels. When you cast this spell using a spell slot attack increases by 1d6 for each slot.
of 2nd level or higher, roll an additional 2d8 for each slot level Tenser's Floating Disc
above 1st. The DC of the constitution saving throw 1st level Conjuration
increases by 1 for each spell level above 1st.
Casting Time: 1 action (ritual)
Snare Range: 30 feet
1st level Abjuration Components: V, S, M (a drop of mercury)
Casting Time: 1 minute (ritual) Duration: 1 hour 8 hours
Range: Touch This spell creates a circular, horizontal plane of force, 3 feet
Components: V, S, M (30 feet of cord or rope, which is in diameter and 1 inch thick, that floats 3 feet above the
temporarily consumed by the spell. See below.) ground in an unoccupied space of your choice that you can
Duration: Until dispelled or triggered see within range. The disk remains for the duration, and can
While you cast this spell, you use the cord or rope to create a hold up to 500 pounds. If more weight is placed on it, the
circle with a 5-foot radius on a flat surface within your reach. spell ends, and everything on the disk falls to the ground.
When you finish casting, the cord or rope disappears to The disk is immobile while you are within 20 feet of it. If you
become a magical trap. move more than 20 feet away from it, the disk follows you so
The trap is nearly invisible and requires a successful that it remains within 20 feet of you. It can move across
Intelligence (Investigation) check against your spell save DC uneven terrain, up or down stairs, slopes, and the like, but it
to be found. can’t cross an elevation change of 10 feet or more. For
example, the disk can’t move across a 10-foot-deep pit, nor
The trap triggers when a Small creature or larger moves into could it leave such a pit if it were created at the bottom.
the area protected by the spell. The triggering creature must
succeed on a Dexterity saving throw or fall prone and be If you move more than 100 feet from the disk (typically
hoisted into the air until it hangs upside down 3 feet above because it can’t move around an obstacle to follow you), the
the protected surface, where it is restrained. spell ends. Moreover, you can choose to end the spell early
as an action.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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