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Weapon Spells (5e)
Weapon Spells (5e)
At Higher Levels. W hen you cast this spell You wreathe your hands in chaotic flaming
using a spell slot of 6th level or higher, the force, forming a pair of fiery gauntlets. The
damage increases by 1d6 for every two slot gauntlets last for the duration. You can
levels above 4th. choose to dismiss the gauntlets as a free
action, and evoke them again as a bonus
FIENDISH TRIDENT action so long as you maintain
5th-level evocation concentration.
The gauntlets count as melee weapons
Time: 1 bonus action with which you are proficient. They deal 3d6
Range: Self fire damage on a hit and have the light and
Components: V, S, M (a pinch of finesse properties. In addition, any objects
brimstone) you hold while wearing these gauntlets
Duration: Concentration, up to 1 minute ignite.
You evoke a fiery trident in your hand, At Higher Levels. When you cast this spell
brimming with fiendish energy. The trident using a spell slot of 6th level or higher, the
lasts for the duration. It counts as a melee damage increases by 1d6 for every two slot
weapon with which you are proficient. It levels above 4th.
deals 4d6 fire damage on a hit and has the
thrown (range 20/60) property. In addition, FORCE QUARTERSTAFF
you make attack rolls with this trident with 2nd-level evocation
advantage against celestial and otherwise
holy targets. Time: 1 bonus action
If you drop the weapon or throw it, it Range: Self
dissipates at the end of the turn. Thereafter, Components: V, S
while the spell persists, you can use a Duration: Concentration, up to 10 minutes
bonus action to cause the trident to
reappear in your hand. You fashion a quarterstaff of magical force
in your hands. The quarterstaff lasts for the
At Higher Levels. W hen you cast this spell duration. It counts as a simple melee
using a spell slot of 7th level or higher, the weapon with which you are proficient. It has
damage increases by 2d6. deals 2d6 force damage on a hit and has
the versatile (2d8) property.
Additionally, the quarterstaff is made of
solid magic. As a reaction, when made the
target of a spell attack roll, you can use your At Higher Levels. When you cast this spell
reaction to twirl the quarterstaff and grant using a spell slot of 8th level or higher, the
disadvantage to the attack. Doing so damage increases by 1d10.
dissipates the quarterstaff and ends the
spell immediately. MELF’S CAUSTIC CROSSBOW
If you drop the weapon or are disarmed of 5th-level evocation
it, it dissipates at the end of the turn.
Thereafter, while the spell persists, you can Time: 1 bonus action
use a bonus action to cause the staff to Range: Self
reappear in your hand. Components: V, S, M (a fistful of rhubarb
leaf in an adder’s stomach)
At Higher Levels. W hen you cast this spell Duration: Concentration, up to 10 minutes
using a spell slot of 4th level or higher, the
damage increases by 1d6 (and 1d8 when You create a mystical green crossbow that
wielded with two hands) for every two slot drips with shimmering acid in your hands.
levels above 2nd. The crossbow lasts for the duration. It
counts as a simple ranged weapon with
LIGHTNING SPEAR which you are proficient. If you let go of the
6th-level evocation crossbow, it disappears, but you can evoke
the crossbow again as a bonus action.
Time: 1 bonus action While holding the crossbow, you can use
Range: Self your action to fire an acid arrow at a
Components: V, S, M (a small copper rod) creature within 90 feet of you. Make a spell
Duration: Concentration, up to 1 minute attack roll against the target. On a hit, the
target takes 6d4 acid damage immediately
You evoke a spear of crackling electricity in and 3d4 acid damage at the end of its next
your hand, which arcs and bends as if trying turn. On a miss, the target takes half as
to escape your grasp. The spear lasts for much of the initial damage and no damage
the duration. It counts as a simple melee at the end of its next turn.
weapon with which you are proficient. It
deals 4d10 lightning damage on a hit and At Higher Levels. When you cast this spell
has the thrown (range 20/60) property. In using a spell slot of 6th level or higher, the
addition, you have advantage on attack rolls damage (both initial and later) increases by
made with this spear against targets 1d4 for every slot level above 5th.
wearing metal armor.
If you drop the weapon or throw it, it OTILUKE’S MYSTIC SHIELD
dissipates at the end of the turn. Thereafter, 3rd-level evocation
while the spell persists, you can use a
bonus action to cause the spear to reappear Time: 1 bonus action
in your hand. Range: Self
Components: V, S, M (a polished pearl)
Duration: Concentration, up to 10 minutes
You mold a circular plane of force in the Additionally, the blade sheds bright light in
shape of a shield. The shield lasts for the a 10-foot radius and dim light for an
duration. It does not count as armor for you, additional 10 feet.
but still provides you with a +2 bonus to AC
while held. At Higher Levels. When you cast this spell
If you drop the shield or are disarmed of it, using a spell slot of 8th level or higher, the
it dissipates at the end of the turn. damage increases by 1d8.
Thereafter, while the spell persists, you can
use a bonus action to cause the shield to
PSIONIC DAGGERS
reappear in your hand. 1st-level illusion
WINTER’S PIKE
5th-level evocation