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The Shrouded Conquest

1st Level Supplications

Abjuration

Deep Magic Volume 2 (p.137)

Aegis of Honor

1-level Abjuration

Casting Time: 1 reaction which you take when a friendly creature you can see within 30 feet of you takes damage from an attack
Range/Area: 30ft.
Components: Verbal
Duration: Instant
You reach out toward the friendly target, placing a brief barrier between the target and the target’s attacker. The damage the target takes is reduced by 1d6 + your spellcasting ability modifier. If this effect reduces the damage to 0, you can turn the damage back on the attacker. Make a ranged spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you reduced.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes is reduced by an additional 1d6 for each slot level above 1st.
Available for: Cleric, Paladin

XGtE

Ceremony

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 25 gp worth of powdered silver, which the spell consumes
Duration: Instant
Damage/Effect: Buff
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.   Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.   Bless Water. You touch one vial of water and cause it to become holy water.   Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.   Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.   Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.   Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.154)

Concentration Smash

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Debuff
The next attack you make before the start of your next turn has advantage if the target of the attack is concentrating on a spell. If the attack hits, the target has disadvantage on the Constitution saving throw it makes to maintain concentration after being damaged by your attack. If the attack is a critical hit, the target automatically fails the saving throw to maintain its concentration.
Available for: Paladin, Ranger

Book of Ebon Tides

Emerald Goblet

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a powdered acorn, which the spell consumes, and a drinking vessel
Duration: 24 hours
You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day.   The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).
Available for: Cleric, Paladin, Wizard

Deep Magic Volume 1

Gird the Spirit

1-level Abjuration

Casting Time: 1 reaction, which you take when you or a creature within 30 ft. of you is hit by an attack from an undead creature
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain  This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.
Available for: Cleric, Druid, Paladin

Deep Magic Volume 2 (p.194)

Last Strike

1-level Abjuration

Casting Time: 1 reaction, which you take when you drop to 0 hit points as a result of taking damage
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
Available for: Cleric, Paladin, Wizard

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Conjuration

Obojima: Tales from the Tall Grass

Armament

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: metal powder
Duration: 8 hours
Damage/Effect: Buff
Up to five simple or martial weapons of your choice materialize in an unoccupied space you can see within range. The weapons are nonmagical, but they are well-made and stylistically look however you would like. The weapons vanish when the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can summon three additional simple or martial weapons of your choice for each slot level above 1st.
Available for: Bard, Cleric, Paladin, Ranger, Wizard

Divination

SRD

Detect Evil and Good

1-level Divination

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Paladin

SRD

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • Abjuration - a glowing nimbus of white
  • Conjuration - an ethereal cerulean fog
  • Divination - a translucent gray mist
  • Enchantment - a teasing, verdant tryst of fey hues (light green)
  • Evocation - an ebb and flow of opposing oranges and blues
  • Illusion - a basic brown with subtle hints of depth
  • Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
  • Transmutation - a lustrous golden sheen
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer

SRD

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a yew leaf
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

Deep Magic Volume 2 (p.164)

Detect Shapechanger

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
For the duration, you sense the presence of shapechangers within 30 feet of you and can pinpoint their locations in that area. You also learn whether the creature is in its true form or a different form. This spell detects only creatures whose bodies have been transformed in some way, such as a werewolf ’s Change Shape or the Alter Self spell. It doesn’t detect creatures disguised by illusions or other similar magic, such as a hag’s Illusory Appearance or the Disguise Self spell.    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Paladin, Ranger

Deep Magic Volume 1

Find Kin

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a freshly dug up tree root that is consumed by the spell
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Utility
You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.
Available for: Cleric, Paladin

Deep Magic Volume 1

Litany of Sure Hands

1-level Divination

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Utility
This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.
Available for: Paladin

Enchantment

SRD

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a sprinkling of holy water
Duration: Concentration, 1 minute
Damage/Effect: Buff
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Prone
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
    [lu]Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.154)

Compel Mercy

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you hits another creature with a weapon attack
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
You force the attacking target to be merciful. The target must succeed on a Wisdom saving throw or the damage from the triggering attack is halved. If the damage would still reduce the attacker’s target to 0 hit points, that creature is knocked but stable instead.
Available for: Cleric, Paladin

PHB

Compelled Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control, Social, Debuff
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.   The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Available for: Paladin

SRD

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Paladin

Evocation

SRD

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

SRD

Divine Favor

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Radiant
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

Obojima: Tales from the Tall Grass

Gift

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature you can see within range. You take 1d20 necrotic damage, and the target regains hit points equal to the amount of damage you took.
Available for: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard

PHB

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Damage
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin

PHB

Thunderous Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Thunder
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Available for: Paladin

PHB

Wrathful Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Available for: Paladin

Illusion

Deep Magic Volume 2 (p.233)

Uniting Sigil

1-level Illusion

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You project a symbol of your faith, your organization, your cause, or some other symbol with significance to you and your allies. The symbol appears on the armor, shield, or helmet or above the head of each friendly creature of your choice within 10 feet of you, including you, and sheds dim light in a 5-foot radius. Until the spell ends, each target can use its reaction to cause one of the following effects. The symbol then disappears from the target, ending the spell on that creature.
  • Resolve. When it fails a saving throw, the target can use its reaction to reroll the saving throw and must use the new roll.
  • Retreat. When it is targeted by a melee attack, the target can use its reaction to move up to half its speed without provoking opportunity attacks.
  • Revenge. When it takes damage from an attack or spell, the target can use its reaction to cause the attacker or caster of the triggering spell to take radiant damage equal to your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every two slot levels above 1st.
Available for: Bard, Cleric, Paladin

Necromancy

Book of Ebon Tides

Blade of Blood and Bone

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dagger or short sword, which is not consumed in the casting
Duration: 24 hours
Attack/Save: Melee
Damage/Effect: Slashing
When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.
Available for: Paladin, Ranger, Warlock

Book of Ebon Tides

Doom of Poor Fortune

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dead clover
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Psychic
You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above.   If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a Charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a Charisma saving throw prior to making the attack. On a failed save, the attack fails. If you cast this spell with an 8th level slot, this spell persists for the duration without requiring concentration.
Available for: Bard, Cleric, Paladin, Sorcerer, Wizard

Deep Magic Volume 1

Heart to Heart

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of your blood
Duration: 1 hour
Damage/Effect: Buff
For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal.    If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.
Available for: Bard, Paladin, Sorcerer, Wizard

Transmutation

Deep Magic Volume 1

Ancestor's Strength

1-level Transmutation

Casting Time: 1 actrion
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 8 hours
Damage/Effect: Buff
Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.
Available for: Cleric, Druid, Paladin

SRD

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft. (5 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Cleric, Druid, Paladin, Artificer

Deep Magic Volume 2 (p.222)

Shapechanger-Bane Weapon

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls against shapechangers. You can use a bonus action and reduce the duration by 10 minutes to have advantage on attack rolls with the weapon against shapechangers until the start of your next turn.    For the purpose of this spell, “shapechanger” refers to any creature with the Change Shape bonus action or the Shapechanger trait or any creature that isn’t in its true form, such as from the Polymorph spell.
Available for: Paladin, Ranger

Deep Magic Volume 2 (p.227)

Steady

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You imbue yourself with magical balance and surety of foot. For the duration, you have advantage on ability checks and saving throws against being knocked prone and on ability checks and saving throws made to escape a grapple. In addition, you spend only 5 feet of movement to stand up from being prone.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.240)

Zip

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.
Available for: Bard, Paladin, Ranger, Warlock

Specialized

Angelic Magic

Deep Magic Volume 1

Angelic Guardian

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC. Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Dragon Magic

Deep Magic Volume 1

Draconic Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.
Available for: Druid, Paladin with Dragon Specialization

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