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The Grail's Apotheosis

5th Level Supplications

Abjuration

PHB

Banishing Smite

5-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Force
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.   Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Available for: Paladin

PHB

Circle of Power

5-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Buff, Warding
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.   Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
Available for: Paladin

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

Casting Time: 1 minute
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a glass orb, which is consumed when the spell detonates
Duration: 8 hr.
Attack/Save: DEX Save
Damage/Effect: Damage
You infuse yourself with devastating energy to be unleashed upon your death. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. When you die, your body detonates, releasing an explosion of energy in a 30-foot-radius sphere centered on your body. Alternatively, you can use your reaction when you are reduced to 0 hit points to trigger this spell, detonating your body and dying immediately.    Each hostile creature within that explosion must make a Dexterity saving throw, taking 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The creature that inflicted the fatal damage to you has disadvantage on the saving throw, and all 1s on the damage dice are treated as 2s when determining the amount of damage that creature takes. Your body and all nonmagical objects you are wearing and carrying are destroyed when you detonate. If this spell destroys your body, you can be restored to life only by means of a True Resurrection or Wish spell.    You can use only one death’s retribution spell at a time. If you cast this spell again, the previous effect ends and is replaced by the new casting.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

SRD

Dispel Evil and Good

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control or Debuff
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.   You can end the spell early by using either of the following special functions.   Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.   Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Available for: Cleric, Paladin

Deep Magic Volume 1

Surprise Blessing

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Buff
You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.
  • blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.
  • charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.
  • frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.
  • paralyzed: The target can use one extra bonus action or reaction per round.
  • petrified: The target gains a +2 bonus to AC.
  • poisoned: The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.
  • stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.240)

Zone of Radiance

5-level Abjuration

Casting Time: 1 reaction, which you take when you or a friendly creature you can see within 30 feet of you is targeted by an attack, spell, or other effect that causes a disease or deals necrotic damage
Range/Area: Self (30 ft. radius sphere)
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
Your radiant magic blankets you and your allies, preventing corruption and rot. Each friendly creature of your choice within 30 feet of you has resistance to necrotic damage and is immune to disease until the end of your next turn. You gain temporary hit points equal to 10 plus twice the number of creatures affected by this spell. The temporary hit points last until you finish a short rest.
Available for: Cleric, Paladin

Conjuration

Deep Magic Volume 1

Rain of Blades

5-level Conjuration

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a shard of metal from a weapon
Duration: 4 rounds
Attack/Save: DEX Save
Damage/Effect: Slashing
You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw.    An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw.   Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.
Available for: Cleric, Paladin

Tasha's Cauldron of Everything

Summon Celestial

5-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a golden reliquary worth at least 500 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature 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.

Tasha's Cauldron of Everything

Celestial Spirit CR: PB

Large celestial, summoner's alignments
Armor Class: 11 + spell level (natural armor) +2 (defender only)
Hit Points: 40 +10 for each spell level above 5th
Speed: 30 ft , fly: 40 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

16 +3

Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60ft., Passive Perception 12
Languages: Celestial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).   Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.   Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.   Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Cleric, Paladin

Divination

Deep Magic Volume 1

Battle Mind

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of spiderweb or a small crystal orb
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
  • One ally gains advantage on its next attack roll, saving throw, or ability check.
  • An enemy has disadvantage on the next attack roll it makes against you or an ally.
  • You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
  • Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.
Available for: Bard, Paladin, Sorcerer, Wizard

Enchantment

SRD

Geas

5-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 30 days
Attack/Save: WIS Save
Damage/Effect: Charmed
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Available for: Bard, Cleric, Druid, Paladin, Wizard

Book of Ebon Tides

Hero of Fable

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a crown of laurel leaves
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Fey
You make a creature capable of great deeds, like a storybook champion, and at the same time empower that creature’s foes to become worthy of a hero’s attention. A creature of your choice within range gains advantage on all ability checks, attack rolls, and saving throws for the duration. At the same time, creatures that attack your target, or that make a saving throw against a spell or effect originating from your target, have advantage on their roll. If your target is unwilling, it must succeed on a Charisma saving throw to avoid the effects.
At higher levels: You can target one additional creature for every slot level above 6th if you cast this spell using a 7th level or higher spell slot.
Available for: Bard, Cleric, Paladin

Evocation

Deep Magic Volume 2 (p.161)

Dash of the Sentinel

5-level Evocation

Casting Time: 1 action
Range/Area: Self (100 ft. line)
Components: Verbal, Somatic, Material
Materials: a jagged twig
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You magically launch yourself forward. You move up to 100 feet in a straight line and can move through the space of any creature. This movement doesn’t provoke opportunity attacks.    The first time you enter a creature’s space during this move, that creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage and is knocked prone if it is your size or smaller. On a successful save, a creature takes half the damage and isn’t knocked prone. When you move through a creature’s space, you can choose to not affect it.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Available for: Bard, Paladin, Sorcerer, Warlock, Wizard

PHB

Destructive Wave

5-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Available for: Paladin

Deep Magic Volume 1

Holy Ground

5-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of holy water that is consumed in the casting
Duration: Concentration, 10 minutes
Damage/Effect: Protection
You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.
Available for: Cleric, Paladin

XGtE

Holy Weapon

5-level Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: CON Save
Damage/Effect: Radiant
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.   As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Available for: Cleric, Paladin

Deep Magic Volume 1

Lay to Rest

5-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.
Available for: Cleric, Paladin

Necromancy

SRD

Raise Dead

5-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.   This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.   This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.   Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Available for: Bard, Cleric, Paladin

Specialized

Angelic Magic

Deep Magic Volume 1

Blazing Chariot

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small golden wheel worth 250 gp
Duration: 1 hour
Damage/Effect: Creation
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot-square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage.    The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.    On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

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