Below are new or changed spells for Dungeons & Dragons, crafted at Dungeoneer.com. Each is listed by the classes and subclasses that may learn it, followed by its full description. Several of these spells also serve as components of workings in the Library of Advanced Rituals.
3rd-level enchantment
You touch a creature and enchant it with an indescribable allure increasing all Charisma-based skills and spellcasting. For the duration, the target has a +4 to its Charisma score adding +2 to its Charisma-based skill checks. In addition it has advantage on all Charisma-based checks and Charisma-based DC saving throws it imposes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the target's Charisma by an additional +2 for each slot level above 3rd.
2nd-level transmutation
You are able to animate and puppet a specially prepared doll. The doll must be between 10–14" tall and of at least 200 gp value. Any equipment the doll possesses must be included in its preparation. The animated doll is exceptionally nimble and fast. When animated, it springs to life and obeys your commands and uses the animated doll stat block.
The doll is an ally to you and your companions. It is a creature and may take actions. In combat, the doll shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
When the doll is reduced to 0 hit points it falls inert and the spell ends. When this happens it must be repaired before being animated again. This may be done during a short or long rest. A mending spell will restore it completely.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may animate one additional doll for every level.
Construct
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 16 (+3) | 6 (-2) | 6 (-2) | 14 (+2) |
Nimble Jaunt. The doll does not provoke opportunity attacks when it moves into or out of an enemy's reach.
Built for Performance. The doll has an Acrobatics skill of 12 and a Performance skill of 14.
Breathing. The animated doll does not require air and is unaffected by gas or choking attacks.
Actions
Multiattack. The animated doll may make two piercing poke attacks against a target.
Poke. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spell proficiency modifier piercing damage.
5th-level enchantment
You awaken the true spirit within a tree. The tree must be at least 50 years of age and huge or greater in size. The animated tree is an ally to you and your companions. In combat, it shares your initiative count, but takes its turn immediately after yours. Over the course of one round it visibly animates and will take its first action after your next turn. It obeys your verbal commands (no action required by you). If you don't issue any, it takes its Dodge action but may use its move to avoid danger. The awakened tree has a trunk and root system which occupy a 10x10 area. Two of its attacks have a reach of 15 ft.
The animated tree uses the Awakened Tree stat block. The awakened tree falls to the ground when it drops to 0 hit points. When the spell ends it initially appears frozen but within a round it appears to be a normal inanimate tree.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the awakened tree is extended. When casting this as a 6th level spell the duration is one hour. When casting this as a 7th level spell the duration is eight hours. When casting this as a 8th level spell the duration is one day. When casting this as a 9th level spell, the duration is one week.
Plant
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
Actions
Multiattack (offensive). The awakened tree may make two attacks a round:
Steadfast (defensive). The awakened tree may take root and increases its resilience. Its armor class increases by an additional 4 and it is immobile and not susceptible to any non-willing physical or magical movement.
2nd-level transmutation
You cause a plant of from the tiniest size to the largest tree to temporarily grow to support an immense limb and swing out at a target in range. The plant must be in spell range and has a reach of 10'. Make a melee spell attack against the target. If the attack hits, the target takes 4d6 bludgeoning damage. If the target is a creature of large size or smaller you may also attempt to push that creature 15 feet in any direction subject to a Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
1st-level evocation
As you extend your hands in an arc with thumbs touching and fingers spread, ten small cyclones of chilling frost lance out from your outstretched fingertips. Every creature in a 15-foot cone must make a Dexterity saving throw. Creatures take 3d6 cold damage on failed saves and have their speed reduced by 10 feet until the start of your next turn. On successful saves the creatures take half as much damage and their speed is not reduced.
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.
1st-level transmutation
When casting this spell upon yourself you lose any benefit to wearing armor. You rapidly develop hundreds of tough, small, mineralized scales arrayed in overlapping shell plates over your torso, arms, and legs. These plates are the same color as your skin. You may wear loose clothing over them. The scales are highly flexible and protective natural armor. Your base AC becomes 14 + your Dexterity modifier (max of 2). The spell ends after the duration, upon a successful dispel, if you don other armor, or if you dismiss the spell as an action.
4th-level abjuration
As a reaction, the caster calls forth the protective aid from a divinity. At the selected location, the air shimmers with a golden hue. A large unmoving 10' radius protective dome immediately manifests itself. All creatures within the blessed area have advantage on saving throws of any form and receive a bonus +6 to their armor class while in the area for the duration.
The blessed area persists for one full round.
3rd-level necromancy
In a demonic booming voice you call forth a roaring vortex of fiendish distorted spirits. These tortured spirits of the dead whip around the affected area for the spell's duration. The spirits are ghostly white, intangible, and invulnerable. The affected area is a vortex-like cylinder 15' radius and 40' tall.
Creatures within the affected area must make a Wisdom saving throw. On a failed save, the swiping spirits inflict 3d8 necrotic damage and cause the creature to become frightened of you until the end of their next turn. On a successful save, the creature takes half as much damage and is not frightened.
Until the spell ends, the affected area remains in place. Any creatures who move into or end their turn within the area must make a Wisdom saving throw and are subject to its effects.
The material component of the spell is consumed in the process.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every spell slot level above 3rd.
2nd-level evocation
You capture sharp rays of light to forge a sword or dagger of brilliant golden light in your hand. This magic weapon lasts until the spell ends. It has the weapon properties associated with its weapon type. It deals a searing 2d8 radiant damage regardless of its weapon type. You are immediately proficient with it. The weapon illuminates the area around you with full light to 30' radius and an additional 30' radius to dim light if less illuminated.
If you drop the weapon or throw it, it dissipates at the end of your turn. You may cause the sword to disappear as a free action. While the spell persists, you can use a bonus action to cause the blade to reappear in your hand. When casting the spell or causing it to reappear in your hand you determine the weapon type (sword or dagger).
For the purpose of any weapon-related cantrips, the light blade is a melee weapon worth at least 1 sp.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
3rd-level enchantment
As an action, you exert comical control of a humanoid's movements and/or actions. If the target succeeds on an initial Wisdom save there is no effect. On a failed save the target is charmed by you for the duration. A successful DC10 perception check from an observer will reveal that the target is being manipulated.
On the target person's turn you may use your reaction to either exert control over their movement or action. Each such controlled movement or action is subject to a new Wisdom saving throw. If the movement or action would involve self-harm then the saving throw is done with advantage. If the target succeeds on this saving throw, nothing happens to them in this round but the condition is still in effect for the duration. As long as the spell is in effect and charm remains present, you may attempt to control them on subsequent rounds using your reaction even if they succeeded on a secondary saving throw.
You cannot cause the target to cast spells, use consumable or on-use magic items, or vocalize. The target person is able to use their movement, action, bonus action, and reaction as normal as long as it is not directed by you.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. For every two levels you cast this spell, you may exert control over one additional target. Successfully affected targets will be charmed for the duration but you will still only have one reaction to apply against one target per round.
3rd-level enchantment (ritual)
This spell allows one touched creature to perform tasks of a single profession five times as fast. The profession is tied to a tool or skill proficiency. Observers of the individual will marvel at the extreme coordination of the individual. While they are not moving with unnatural speed, they are operating with unnatural efficiency without any wasted movement or delay.
The enchanted creature may choose to benefit from this spell for one round or up to eight hours. Each increment of time is considered five times as beneficial so one eight hour day would be considered forty hours of work.
2nd-level illusion
A creature of your choice that you can see within range suddenly is overwhelmed by incapacitating pain, if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone and becomes incapacitated for the duration. A creature with an Intelligence score of 4 or less isn't affected. The most common phantasmal pain in humanoids is a blinding white back pain where movement makes the pain even worse.
If the creature takes a movement action while affected (e.g., crawling or standing) the target takes 2d8 psychic damage.
At the end of each of its turns, the target creature makes another Wisdom saving throw. On a failure, they are left incapacitated and fall prone. On a success, the spell ends and the manifested pain completely fades.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage when the creature moves increases by 1d8 for each slot level above 3rd.
1st-level transmutation
You make yourself or a target creature unquestionably repulsive to an extreme. The creature becomes foul in appearance and their putrid odor overwhelms. Humanoids within 10' of the affected creature must make a Constitution saving throw at the start of their turn or when they come within 10' of the creature. On a failed Constitution save they fall to their knees and are fully nauseated with watering eyes and a heaving stomach. They are considered prone. On a successful Constitution saving throw they are unaffected and will not be affected for this spell duration.
You may cast this on yourself or another creature within 30'. When casting this upon an unwilling creature, the target receives an initial Charisma saving throw. On a successful Charisma saving throw the target is unaffected. On a failed saving throw, the target is affected for the duration. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends. The affected creature's skill proficiencies based on Charisma are at disadvantage. (Spellcasting and saving throws are unaffected.) Unwilling creatures are initially oblivious to their appearance and odor.
1st-level abjuration
The spell dissipates some of the incoming energy, lessening its effect on you. You have resistance to the triggering damage type until the end of your next turn.
1st-level conjuration
Briefly surrounded by a shimmering mist, you teleport up to 10 feet to an unoccupied space that you can see.
1st-level divination
You choose a creature you can see within range and open the awareness of the world to that quarry. For the spell duration, all things inform you of the direction and general distance of the creature. You cannot be surprised by the creature. You can mentally see the creature and are not affected by blindness, darkness, or invisibility in relation to the creature for the duration. If the creature leaves the current plane of existence the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 24 hours.
1st-level enchantment
You unleash a barrage of taunting insults laced with potent enchantments at all enemy creatures around you. All creatures you designate within range must succeed on a Wisdom saving throw or have disadvantage on their next melee, ranged, or spell attack against anyone other than you.
This effect lasts until the creature makes one attack or one minute, whichever occurs first. Targets are subject to this effect if they can hear you — they do not need to understand your language.