D&D 5e 2024

Spells

Overall, I like where spells ended up. However, there are some specific things I take exception to. In the interests of giving it all a fair shake I'm willing to wait and see on most of it before making changes. But the following house rule addresses something that seems egregiously broken to me, and thus I'm clamping down on it.

Emanations

Emanations as written are superficially ok but are easily abusable for absurd amounts of damage. I think the intent of the designers is clear, but the implementation is so obviously subject to extreme exploitation that it defies explanation of how it got through play testing.

Currently, I'm using the below wording as a blanket rule for all Emanations which expresses what I think the intent was while closing the door on multi-procing on a creature in the same turn. It remains possible to juggle a creature in and out of an Emanation across multiple turns so there is still room for shenanigans but it does prevent grappling graters, push / pull / repeaters, mad streakers, and piggybackers from triggering the same Emanation multiple times on the same target in the same turn.

If loopholes are found in the wording or other abuses are puzzled out, I'll revise the language accordingly.

Emanation Timing

A creature is targeted by an Emanation when the Emanation enters their space, when they enter the Emanation, or when they end their turn in the Emanation, but no more than once per turn.

Custom Spells

The following are custom spells that can be discovered, earned, or awarded in my campaigns.

Legend

© Concentration, ® Ritual, 🗲 Reaction, 🎗 Bonus Action, ⏲ Long Casting Time

Cantrips

Projectile Screen

Cantrip Evocation (Artificer, Druid, Sorcerer, Wizard)

Casting Time: Action

Range: Self

Components: S

Duration: Concentration, up to 1 round

Source: Custom

When you cast this spell you must declare the facing of the screen relative to you as forward, left, right, or behind. You create a one-way curved screen of Force in a 90 degree arc around your space centered on the facing you declared.

This disk deflects non-magical arrows, bolts, and other ordinary projectiles launched from the other side of the screen, causing them to automatically miss anything behind the arc of protection (including you).

However, boulders hurled by giants or siege engines and similar large projectiles, and attacks that are able to go over or around the arc of protection, are unaffected. Disintegrate and similar effects destroy the screen instantly.

Cantrip Upgrade: The arc of protection is 180 degrees at 5th level, and 270 degrees at 11th level. At 17th level you no longer declare a facing as the screen provides a 360 degree globe of protection centered on you, and attacks are no longer able to go over or around the screen.

Proximity Alarm

Cantrip Divination (Artificer, Druid, Wizard)

Casting Time: Action

Range: 5-feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 1 hour

Source: Custom

You set a proximity alarm on a location you can see within 5 feet of yourself, or on yourself. Until the spell ends, a mental alarm that only you can sense alerts you whenever a Small or larger creature other than yourself that you cannot see moves into or out of the detection range of the spell, which is a 5-foot radius around its location.

The spell doesn't provide any information as to the identity or kind of a detected creature, but you do know their direction of travel when they enter or exit the area.

This spell ends when its duration elapses, or if you cast it again (whichever comes first). When you cast the spell, you can designate up to ten creatures that won't set off the alarm (such as your fellow party members).

Cantrip Upgrade: The range of detection improves to a 10-foot radius at 5th level, a 15-foot radius at 11th level, and 20-foot radius at 17th level.

Level 1

Ambush Rift [🎗]

Level 1 Evocation (Ranger, Wizard)

Casting Time: Bonus Action

Range: 120-feet

Components: V

Duration: Instantaneous

Source: Custom

A Tiny rift opens in front of you, and another Tiny rift opens in an unoccupied space you can see within range. The second rift can have any facing when you create it. The rifts are one way, passing from the one in front of you to the second rift.

Creatures adjacent to the first rift can perceive through the second rift in the direction it is facing. Living creatures moving through the space of either rift are not teleported and instead pass through the space normally as if the rifts are not there.

However, Tiny or smaller objects moving through the rift in front of you are teleported, emerging from the other rift.

You can also make ranged attacks and ranged spell attacks through the rift in front of you. Such attacks emerge from the other rift from the direction it is facing, and range and cover are calculated from the second rift instead of from yourself.

You must be adjacent to the first rift to toss items or attack through it. Both rifts close at the end of your turn.

Angelic Guardian [©]

Level 1 Conjuration (Cleric, Paladin)

Casting Time: Action

Range: 60-feet

Components: M (Holy Symbol)

Duration: Concentration, up to 1 hour

Source: Custom

You conjure a celestial manifestation to protect a visible creature other than yourself within range. For the duration, the target gains +2 AC. If the target fails a saving throw, the target instead succeeds on the saving throw and this spell ends immediately.

Cause Fear [©]

Level 1 Necromancy (Bard, Sorcerer, Warlock, Wizard)

Casting Time: Action

Range: 60-feet

Components: V

Duration: Concentration, up to 1 hour

Source: Xanathar's Guide to Everything

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become Frightened of you until the spell ends. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1. The creatures must be within 30 feet of each other when you target them.

Creature Bane

Level 1 Transmutation (Artificer, Ranger, Warlock, Wizard)

Casting Time: Action

Range: Touch

Components: V, S, M (a weapon that you must touch)

Duration: 1 hour

Source: Custom

When you prepare this spell you must choose a creature type, such as Humanoid or Beast.

You alter the weapon used as the material component when you cast this spell to gain a +1 bonus to hit creatures of the chosen type, and to inflict 1d6 Force bonus damage to creatures of the selected type on a successful hit, for the duration of this spell. The spell ends early if you cast it again.

Repeatable. You can prepare this spell multiple times, choosing a different creature type each time. Each preparation is considered to be a seperate spell. For instance, Creature Bane (Dragon) and Creature Bane (Fiend) are considered to be different spells while prepared.

Using a Higher-Level Spell Slot: If cast with a level 2 spell slot the duration improves to 4 hours. If cast with a spell slot of level 3-4 the duration improves to 8 hours. If cast with a spell slot of level 5-6 the duration improves to 12 hours. If cast with a spell slot of level 7-8 the duration improves to 24 hours. If cast with a level 9 spell slot the bonus to hit improves to +2, the bonus damage improves to 2d6, and the spell lasts until it is dispelled, or you cast the spell again, or you decide to end it (no action required).

Gift of Alacrity

Level 1 Transmutation (Druid, Ranger)

Casting Time: Action

Range: 15-feet

Components: S, M (coffee bean or tea leaf)

Duration: 24 hours

Source: Custom

You grant yourself or a willing creature within range that you can see Advantage on Initiative checks until the spell ends.

Using a Higher-Level Spell Slot: You can target one additional willing creature within range that you can see for each spell slot level above 1.

Gird Essence [🗲]

Level 1 Abjuration (Cleric, Paladin)

Casting Time: Reaction

Range: 30-feet

Components: M (Holy Symbol)

Duration: 1 minute per character level

Source: Custom

When you or a creature within range that you can see would suffer ability score or maximum hit point reduction, you may cast this spell on that creature. For the duration of this spell, the target is immune to having their ability scores or maximum hit points reduced.

Using a Higher-Level Spell Slot: You can target one additional creature within range that you can see for each spell slot level above 1.

Provoke Duel [🎗]

Level 1 Enchantment (Paladin)

Casting Time: Bonus Action

Range: 30-feet

Components: V

Duration: 1 minute

Source: Custom

One creature that you can see within range must make a Charisma saving throw. On a successful save, the spell ends with no effect.

On a failed save, the target has disadvantage on attacks that don't target you, and all creatures (including you) have advantage on saving throws they are forced to make by the target. Additionally, the target must use available movement to move to or remain within 15 feet of you, if able.

At the end of their turn the target can repeat the save if they have not dealt damage to a creature other than you or forced a creature other than you to make a saving throw since the end of their last turn, ending the spell on a success. The spell also ends early if you or the target are Incapacitated or die.

Using a Higher-Level Spell Slot: The target has disadvantage on their initial saving throw against this spell if it is cast with a spell slot of level 2+. The target has disadvantage on all their saving throws against this spell if it is cast with a spell slot of level 4+.

Rebuking Smite [🎗]

Level 1 Abjuration (Paladin)

Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

Range: Self

Components: V

Duration: Instantaneous

Source: Custom

This attack deals no damage and has no other effect. Instead, the target creature must make a Charisma saving throw at Disadvantage. On failure, the creature becomes cursed. While cursed in this way, the creature takes 4d6 Psychic damage immediately after they deal damage to one or more other creatures with an attack, spell, or effect.

The target does not initially know the nature of the curse if they are not familiar with this spell, but gain understanding once they take damage from it. At the end of each of their turns the target can repeat the save if they took damage from this curse during their turn, ending the effect on themselves if they succeed. This curse can also be removed by Remove Curse, Greater Restoration and similar spells or abilities.

Using a Higher-Level Spell Slot: The damage inflicted by the curse increases by 2d6 for each spell slot level above 1.

Transfer Potency [®, ]

Level 1 Evocation (Artificer)

Casting Time: 1 minute or Ritual

Range: Touch

Components: M (magic item with 1 or more remaining charges)

Duration: Instantaneous

Source: Custom

You expend 1 or more remaining charges from a magical item you touch while casting the spell, gaining a spell slot of a level equal to the number of charges expended plus 1. You cannot gain a spell slot of a level higher than your highest level spell slot in this way.

For items that require attunement, you must be attuned to that item to transfer charges from it. If an item has its last charge transferred by this spell, it triggers any effect that item might have on use of its last charge.

The spell slot gained in this way vanishes once it is used, or after you finish a Long Rest.

Level 2

Feral Form [©]

Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard)

Casting Time: Action

Range: Touch

Components: S, M (the fang of a predatory beast)

Duration: Concentration, up to 1 hour

Source: Custom

You transmogrify a Humanoid that you touch (which can be yourself). This spell fails if cast on an Undead or Construct. An unwilling creature can succeed on a Constitution saving throw to be unaffected by the spell.

Until the spell ends the affected creature has a feral aspect, with increased lean muscle mass and magically sharpened teeth and claws, and their behavior becomes more instinctive and primal. The creature has Disadvantage on all d20 Tests based on Intelligence and Charisma except Intimidation. If the creature tries to cast a spell, they must first succeed on a Constitution saving throw or the casting fails.

However, until the spell ends the creature has Advantage on d20 Tests based on Strength, Dexterity, and Wisdom except Medicine. Additionally, their Speed increases by 10 feet, they gain a Climb and Swim speed equal to their Speed, and their leaping distance is doubled (but cannot exceed maximum movement per round). Finally, as a Bonus Action on each of their turns the creature can make an Unarmed Strike that deals 1d6 Slashing damage, using their choice of Strength or Dexterity as the attack characteristic.

A creature affected by this spell for 10 minutes or more must succeed on a Constitution saving throw (DC 15) immediately after the spell ends, or suffer one level of Exhaustion.

Using a Higher-Level Spell Slot: When you cast this spell using a higher level spell slot, the duration doubles for every 2 levels above 1st level.

Primordial Hand [©, 🎗]

Level 2 Transmutation (Druid, Ranger, Sorcerer, Warlock, Wizard)

Casting Time: Bonus Action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

Source: Custom (Dragon's Breath equivalent)

You choose one of your own empty hands or touch an empty hand of one willing creature and choose Acid, Cold, Fire, or Lightning. The selected hand is temporarily transmogrified for the duration of the spell into a form that seethes with elemental energy of the chosen damage type. The creature cannot use the transformed hand to hold or manipulate anything for the duration of the spell.

Until the spell ends, if the creature makes an Unarmed Strike using the transmogrified hand, it deals an additional 3d6 damage of the chosen type on a successful hit.

Additionally, until the spell ends the creature can take a Magic action during their turn to project elemental energy from the transmogrified hand in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 2nd.

Silken Shroud []

Level 2 Transmutation (Druid, Ranger)

Casting Time: 1 minute

Range: Touch

Components: V, M (a piece of spider web)

Duration: 3 hours

Source: Custom

You may magically reenforce one ordinary set of clothing that you must touch while casting the spell. The clothing can be unattended, or it can be the clothing you or a willing target are wearing at the time of casting.

For the duration or until dispelled, the clothing takes on a subtle silky sheen, has a faint magical aura of transmutation, and will resize to fit any creature of Large size or smaller.

While the spell lasts, an unarmored creature wearing the clothing has a base AC of 14 + its Dexterity modifier.

Permanence: If this spell is cast on the same clothing at the same spell level every day for a year, it becomes permanent.

Using a Higher-Level Spell Slot: At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell gains another 3 hours of duration for every slot level above 2nd, and +1 base AC for every two slot levels above 2nd.

Level 3

Scryscrambler []

Level 3 Abjuration (Artificer, Wizard)

Casting Time: 10 minutes

Range: Touch

Components: V, M (mechanical parts for a device that weighs one pound and fits in one hand, worth at least 100 gc)

Duration: 10 minutes

Source: Custom

Casting this spell takes the form of you assembling the intricate parts of a complicated mechanical device (the material component of the spell) while reciting repeated mystical incantations.

Upon successfully casting the spell, the assembled mechanical device is magically empowered and can be used by yourself or any other creature in possession of it who knows how it works.

As an action, a creature that has the device in their hand and knows how it works can activate or deactivate it by manipulating its mechanisms using one hand. While the device is activated, the area within a 10-foot radius of the device cannot be perceived through magical scrying sensors and persons and objects within the area cannot be targeted by any divination magic that originates from outside of the area. Additionally, sounds originating from within the affected area cannot be heard from outside of the area.

The device can be activated for 60 total rounds, but the rounds do not have to be contiguous. The spell lasts while any rounds of activation remain, unless the mechanical device is broken or the spell is dispelled.

Any creature that knows this spell knows how a scryscrambler works. As an action, a creature that is holding the mechanical device but does not know how a scryscrambler works can succeed on an Intelligence (Arcana) check against DC 15 to learn how it works. If told how it works by someone who knows, the creature gains advantage on this check. If a creature rolls a '1' on their Intelligence (Arcana) check, they break the device and the spell ends.

Using a Higher-Level Spell Slot: The device gains another 60 rounds of activation time for every two slot levels above 3rd.

Level 6

Melting Sphere

Level 6 Evocation (Sorcerer, Wizard)

Casting Time: Action

Range: 300-feet

Components: V, S, M (a burnt piece of charcoal)

Duration: Instantaneous

Source: Custom

A globe of superheated energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere of intense heat. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, it takes half as much damage.

If the globe strikes a body of frozen water or other liquid that is principally water, it melts the frozen liquid to a depth of 6 inches over an area 30 feet square, evaporating the melted liquid as a harmless cloud of steam. This may cause things that were standing upon or supported by the melted liquid to fall or collapse. Additionally, unattended objects with a low melting point within the affected area are also melted or deformed, subject to the DM's discretion.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, warm to the touch, appears in your hand. At any time within the next 1 minute, you or a creature you give the globe to can throw the globe (to a range of 60 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it.

If the globe still exists after 1 minute, it explodes with the same effect as the normal casting of the spell, centered on its current location.

Using a Higher-Level Spell Slot: The Fire damage increases by 1d6 for each spell slot level above 6.