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Optional Spells

This list contains modified spells, with rules based on the 2024 Player's Handbook or its preceding playtest materials. Some spells are modified to reflect the LaserLlama adjustments from this document. Other spells have been added from the LaserLlama spell list, to better support the Alternate Bard, Magus, and Vessel classes. All of these spells and changes are considered optional, but are encouraged since they primarily are focused on buffing spells.  

1st Level Spells

  Arcane Lance
1st-level evocation
Classes: Artificer, Magus
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a clear 1-inch crystal)
Duration: Instantaneous   You conjure a lance of pure arcane energy in your hand and make a ranged spell attack against a creature you can see within range. On hit, the target takes 5d4 force damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 2d4 for each slot level above 1st.  
Cure Wounds
1st-Level Abjuration Spell
Classes: Artificer, Bard, Paladin, Ranger
Casting Time: Action
Range: Touch
Component: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. This spell has no effect on Constructs and Undead.   At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1.
Ensnaring Strike
1st-Level Conjuration Spell
Classes: Artificer, Ranger
Casting Time: Activated on a hit
Range: Self
Component: V
Duration: Concentration, up to 1 minute
When you hit a creature with a weapon attack, you can cause the point of impact to explode with a writhing mass of thorny vines. The target must succeed on a Strength saving throw or be restrained by the vines until the spell ends. Creatures that are Large or larger have advantage on this saving throw.

The restrained creature takes 1d6 piercing damage at the start of each of its turns. The restrained creature, or another creature within 5 feet, can use its action to make a Strength check against your Spell save DC, freeing it on a success.   At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.  
Ethereal Anchor
1st-level evocation
Classes: Paladin, Vessel
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silver nail)
Duration: Concentration, up to 1 minute   You hurl a bolt of pure spirit at a creature within range. Make a ranged spell attack against your target. On hit, it takes 3d6 radiant damage and for the duration, its speed is reduced to 0 as it is pinned in place by the spiritual bolt. As an action on its turn, the creature can make a Strength ability check against your Spell save DC, ending the spell on a success.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d6 for each slot level above 1st.  
Inspiring Melody
1st-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (10 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute   You play a tune that inspires those who hear it to stand and fight. Creatures of your choice within range that can hear you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1 temporary hit point).   As a bonus action on each subsequent turn, you can use an instrument to play this tune again and grant another creature that can hear you within range these temporary hit points.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the range increases by 5 feet and you can grant one additional target temporary hit points each time you play, for each slot level above 1st.  
Hail of Thorns
1st-Level Conjuration Spell
Classes: Ranger
Casting Time: Activated on a hit
Range: Self
Component: V
Duration: Instantaneous
When you hit a creature with a ranged weapon attack, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.   At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).  
Healing Word
1st-Level Abjuration Spell
Classes: Bard
Casting Time: Bonus Action
Range: 60 feet
Component: V
Duration: Instantaneous
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.   At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d4 for each slot level above 1.  
Searing Smite
1st-level evocation
Classes: Paladin
Casting Time: Activated on a hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous   When you hit with a melee weapon attack you can cause the weapon to ignite with white-hot intensity. This attack deals 1d8 additional fire damage and the target bursts into flames. At the start of each of its turns, it must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage, but on a success, the flames are extinguished. Another creature can use an action to extinguish these magical flames.   If your target is a plant, both the initial fire damage and the fire damage dealt on a failed saving throw increase by 1d8.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, both the initial fire damage dealt by the attack and the fire damage dealt to the creature on a failed saving throw increase by 1d8 for each slot.  
Thunderous Smite
1st-level evocation
Classes: Bard, Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous   When you hit with a melee weapon attack, you can cause the weapon to explode with a thunderous shockwave audible out to 300 feet. This attack deals 1d8 additional thunder damage, and the target must succeed on a Strength saving throw or be pushed 10 feet away from you in a line and fall prone. Huge and larger targets have advantage on this saving throw.   If your target is a construct or an earth elemental the bonus thunder damage increases by 1d8 and it has disadvantage on the Strength saving throw.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8, and the target is pushed an additional 10 feet away from you in a straight line for each spell slot level above 1st.  
Torrent
1st-level evocation
Classes: Magus, Ranger
Casting Time: 1 action
Range: Self (30 foot line)
Components: V, S, M (a mirror)
Duration: Instantaneous   A burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you choose, forcing any creature in that area to make a Strength saving throw. On a failure, it takes 1d12 cold damage and is knocked back 10 feet in a straight line and falls prone. On a success, it takes half as much damage and is not moved or knocked prone. A Huge or larger creature has advantage on its saving throw.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d12 and it knocks back 10 additional feet for each slot level above 1st.  
Witch Bolt
1st-level conjuration
Classes: Artificer, Magus
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of wood struck by lightning)
Duration: Concentration, up to 1 minute   A beam of crackling energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and neither you nor the target can move more than 30 feet away from each other while this spell lasts.   You can use an action on each subsequent turn to deal an additional 1d12 lighting damage to the creature. A creature can attempt to move beyond the range of the spell by using its action to make a Strength check against your Spell save DC. If another creature attempts to move the target of this spell beyond the range of this spell it can use its action to make a Strength check against your Spell save DC. Any attempts by the target or another creature (magical or mundane) to move the target beyond this range automatically fail.   The spell immediately ends if you are forced to move more than 30 feet away from the target of this spell.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the initial and subsequent damage increases by 1d12 for each slot level above 1st.  
Wrathful Smite
1st-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute   When you hit with a melee weapon attack you can cause the weapon to strike at both body and mind. This attack deals an additional 1d8 psychic damage, and the target must succeed on a Wisdom saving throw, or it is frightened of you until the spell ends. As an action, the creature can repeat this Wisdom saving throw, ending the effects of the spell on a success.   If your target is an aberration or it can speak telepathically this bonus psychic damage increases by 1d8.   At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the psychic damage increases by 1d8 for each spell slot level above 1st.

2nd Level Spells

  Aura of Frost
2nd-level conjuration
Classes: Magus
Casting Time: 1 action
Range: Self (10 foot radius)
Components: V
Duration: Concentration, up to 1 minute   Arcane frost, snow, and wind swirl about you in an aura with a 10-foot radius, and until the spell ends, the aura moves with you, centered on you. When a creature other than you, enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or it takes 2d8 cold damage and have its speed is reduced by 20 feet until the start of its next turn. On a successful save, it takes half as much cold damage and its speed isn't reduced.   At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, a creature that fails its save takes an additional 1d8 cold damage and has its speed reduced by an additional 10 feet for each spell level above 2nd.  
Branding Smite
2nd-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute   When you hit with a melee weapon attack you can cause the weapon to gleam with an otherworldly astral radiance. This attack deals 2d8 bonus radiant damage, and the target sheds dim light out to a 5-foot radius until the spell ends. The target also becomes visible if it was invisible and it cannot become invisible by magical or mundane means for the duration.   If your target is a fiend or undead, or if it has the sunlight sensitivity trait, the bonus radiant damage increases by 1d8.   At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the radiant damage increases by 1d8 for each spell slot level above 2nd.  
  Chromatic Blade
2nd-level evocation
Classes: Magus
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a charred wooden hilt)
Duration: Concentration, up to 10 minutes   You evoke an elemental blade in a free hand, choosing one of the following damage types: acid, cold, fire, lightning, poison, or thunder. The elemental blade appears as if it were made of the chosen element, and lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action without expending a spell slot.   Whenever you would make a melee attack, you can make a melee spell attack with the elemental blade against a target within your reach. On hit, it takes elemental damage of the chosen type equal to 2d6 + your spellcasting modifier.   While in your hand, the blade sheds bright light in a 10-foot radius and dim light an additional 10 feet beyond that.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.  
Find Steed
2nd-Level Conjuration Spell
Classes: Paladin
Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
You gain the service of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.   Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.   Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.   At Higher Levels. When you cast this spell using a Spell Slot of level 3 or higher, use the higher level wherever the spell’s level appears in the stat block.  
Otherworldly Steed
Large Celestia, Fey, or Fiend (Choose at Casting)
Armor Class: 10 1 per spell level (natural armor)
Hit Points: 5 + 10 per spell level (the steed has a number of Hit Dice [d10] equal to the spell's level)
Speed: 60 ft, Fly 60 feet (requires 4th-level spell or higher)
STRDEXCONINTWISCHA
18 (+4) 12 (+1) 14 (+2) 6 (−2) 12 (+1) 8 (-1)
Senses: Passive Perception 11
Languages: Telepathy 1 mile (only between you and the steed)
Challenge:
Proficiency Bonus (PB): equals your bonus
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell's level of Light damage (Celestial), Psychic damage (Fey), or Dark damage (Fiend)
Bonus Actions
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Fell Glare (Fiend Only; Recharges after a Long Rest). The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.
Healing Touch (Celestial Only; Recharges after a Long Rest). The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.

Flame Whip
2nd-level evocation
Classes: Vessel
Casting Time: 1 attack
Range: Self
Components: V, S, M (a charred wooden hilt)
Duration: Concentration, up to 10 minutes   In place of an attack, you can evoke a whip of pure flame in a free hand, that lasts for the duration. If you let go of the whip, it disappears, but you can evoke this Flame Whip again in place of another attack without expending a spell slot.   Whenever you could make an attack, you can instead make a melee spell attack with your Flame Whip against one target within 10 feet that you can see. On hit, it takes fire damage equal to 1d10 + your spellcasting modifier, and if the target is Large or smaller you can instantly grapple it with the Whip.   You cannot attack with the Whip while it is grappling a creature, but a grappled creature takes 1d10 fire damage at the start of its turn and can use its action to make a Strength check against your spell save DC, escaping on a success.   While in your hand, your Flame Whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both instances of fire damage dealt increase by 1d10 for every two slot levels above 2nd.  
Magic Weapon
2nd-level transmutation
Classes: Artificer, Bard, Magus, Paladin, Ranger, Vessel
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour   You touch a nonmagical weapon and imbue it with power and it becomes a magic weapon. Choose acid, cold, fire, lightning, poison, or thunder. Until the spell ends, the weapon has a +1 bonus to attack rolls, and deals the chosen type of damage in place of the weapon's normal damage type.   At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the effects increase as show below:  
Slot LevelAttack BonusBonus Damage
3rd +1 1d4
4th +2 1d4
5th +2 2d4

Song of Confidence
2nd-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (20 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute   You play a song that inspires those who hear it to live up to their full potential. Choose an ability score. Creatures of your choice within range that can hear you add your spellcasting modifier (minimum of +1) to ability checks or saving throws using the chosen ability score until the start of your next turn.   As a bonus action on each subsequent turn, you can use an instrument to play this tune again, choosing a new ability score and different creatures to gain this spell's benefits.   At Higher Levels. When cast with a slot of 3rd-level or higher, its range increases by 10 feet for each level above 2nd.  

3rd Level Spells

    Blinding Smite
3rd-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute   When you hit with a melee weapon attack you can cause the weapon to flare with an overwhelming blinding light. This attack deals 3d8 bonus radiant damage, and the target must succeed on a Constitution saving throw or become blinded until the spell ends. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.   If your target is a fiend or undead, or if it has the sunlight sensitivity trait, the bonus radiant damage increases by 1d8.   At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the radiant damage increases by 1d8 for each spell slot level above 2nd.  
Conjure Volley
3rd-level conjuration
Classes: Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M (a single piece of ammunition and a ranged weapon, or one thrown weapon)
Duration: Instantaneous   You fire one piece of nonmagical ammunition from a ranged weapon or throw a nonmagical thrown weapon into the air and choose a point within the normal range of the weapon.   The ammunition or weapon explodes into a multitude of exact copies of it, which fall in a 30-foot-radius, 20-foot-high cylinder centered on the point you chose. Creatures within that area must make a Dexterity saving throw. They take 6d8 damage of the weapon or ammunition's type on a failed save, and half as much damage on a successful save. ny pieces of ammunition or weapons created by this spell disintegrate once the effects of this spell are resolved.   At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage of this spell increases by 1d8, and the radius of the cylinder increases by 5 feet for each slot level above 3rd.  
Flame Arrow
3rd-level transmutation
Classes: Artificer, Magus, Ranger
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 hour   You touch a quiver containing ranged weapon ammunition. The first twelve pieces of ammunition drawn from the quiver deal fire damage in place of their normal damage type, plus an additional 1d6 fire damage on hit. If fired into a flammable object, it bursts into flame on hit. The magic of this spell ends for each piece of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition are fired.   At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can draw two additional pieces of ammunition from the quiver for each slot level above 3rd.  
Heroic Anthem
3rd-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (30 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute   You play an anthem that inspires heroic action. Creatures of your choice within range that can hear you can add your spellcasting modifier (minimum of +1) to any attack rolls they make before the beginning of your next turn.   As a bonus action on each subsequent turn, you can use an instrument to continue this anthem and repeat its effect.   At Higher Levels. When cast with a slot of 4th-level or higher, its range increases by 10 feet for each level above 3rd.  
Lightning Arrow
3rd-level transmutation
Classes: Artificer, Ranger
Casting Time: Activated on a hit
Range: Self
Components: V, S
Duration: Instantaneous   As part of a ranged weapon attack, you can transmute a piece of ammunition, or the thrown weapon, into a bolt of lightning. On hit, the target takes the normal damage of the attack, plus a bonus 4d8 lighting damage. On a miss, the target takes half as much lightning damage, and none of the normal damage.   Regardless if this attack hits or misses, all creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save, creatures take 2d8 lighting damage, and half as much lighting damage on a success. The piece of ammunition or thrown weapon then returns to its normal form.   Any creature that takes lighting damage from this spell cannot take reactions until the beginning of your next turn.   At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.  
Mass Healing Word
3rd-Level Abjuration Spell
Classes: Bard
Casting Time: Bonus Action
Range: 60 feet
Component: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.   At Higher Levels. When you cast this spell using a spell slot of level 4 or higher, the healing increases by 2d4 for each slot level above 3.  
Sonic Wave
3rd-level conjuration
Classes: Bard, Magus
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous   You forcefully clasp your hands and a shockwave of booming force shoots forth from you and emits a boom audible out to 500 feet. All creatures in a 30-foot cone must succeed on a Constitution saving throw or take 4d8 thunder damage, fall prone, and be deafened for 1 minute. On a success, creatures take half damage and are not knocked prone or deafened.   A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.   At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage increases by 1d8, and the cone increases by 5 feet for each slot level above 3rd.  

4th Level Spells

  Accursed Touch
4th-level transmutation
Classes: Magus
Casting Time: 1 action
Range: Touch
Components: V, S, M (a basilisk scale)
Duration: Concentration, up to 1 minute   You attempt to transmute a creature into stone. As an action, you touch a creature, forcing it to make a Constitution saving throw. On a failed save, the creature is restrained as its flesh begins to harden. On a successful save, it isn't affected.   A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails three saves, it is turned to stone and petrified. The successes and failures don't need to be consecutive; keep track of both until the creature fails or passes three saves.   If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.   If you maintain your concentration for the entire duration, the creature is turned to stone until the effect is removed.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of saves it must fail before it is petrified is reduced by 1 (to a minimum of 1) for each level above 4th.  
Revitalizing Hymn
4th-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (40 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute   You perform a hymn that inspires those who hear it to shake off potent effects. Creatures of your choice within range that can hear you can immediately repeat a saving throw to end one hostile effect or spell that is currently affecting it, adding your spellcasting modifier (minimum of +1) to their roll.   As a bonus action on each subsequent turn, you can use an instrument to continue the hymn and allow a creature of your choice that can hear you in range to gain these benefits again.   At Higher Levels. When you cast this spell with a 5th-level spell slot, the range of the spell increases by 10 feet.  
Staggering Smite
4th-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous   When you hit with a melee weapon attack you can cause the weapon to pierce both body and mind. This attack deals 4d6 additional psychic damage, and the target must succeed on a Wisdom saving throw or until the start of its next turn, it has disadvantage on attack rolls and ability checks and it cannot take reactions.   If your target is an aberration or it can speak telepathically this bonus psychic damage increases by 1d6.   At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the psychic damage increases by 1d6 for each spell slot level above 4th.  

5th Level Spells

    Banishing Smite
5th-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute   When you hit with a melee weapon attack you can cause the weapon to crackle with pure arcane force. This attack deals 5d10 bonus force damage, and if it reduces the target to 50 hit points or fewer, it is banished from the current plane.   If the target is native to a different plant of existence than the one you are currently on, it disappears, returning to its home plane. If the target is native to your current plane, it is banished to a harmless demiplane where it is incapacitated. When the spell ends, the target returns to the space it was banished from, or the nearest unoccupied space.   If the target is not native to your current plane of existence this bonus force damage increases by 1d10.   At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the bonus force damage increases by 1d10 for each spell slot level above 5th.  
Legendary Ballad
5th-level enchantment
Classes: Bard
Casting Time: 1 action
Range: Self (50 feet)
Components: V, M (a musical instrument that you are proficient with)
Duration: Concentration, up to 1 minute   You perform a ballad that inspires those who can hear it to legendary feats of heroism. A number of creatures of your choice equal to your spellcasting ability modifier (minimum of 1) that can hear you can instantly make a single weapon attack or cast a spell of 1st-level or lower.   As a bonus action on each subsequent turn, you can use an instrument to continue this ballad and grant allow a creature that can hear you within range to immediately make a single weapon attack or cast a spell of 1st-level or lower.  
Mass Cure Wounds
5th-Level Abjuration Spell
Classes: Bard
Casting Time: Action
Range: 60 feet
Component: V, S
Duration: Instantaneous
A wave of healing energy emanates from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.   At Higher Levels. When you cast this spell using a spell slot of level 6 or higher, the healing increases by 1d8 for each slot level above 5.  
Vorpal Blade
5th-level transmutation
Classes: Magus, Paladin
Casting Time: 1 attack
Range: Touch
Components: V, S, M (the finger bone of a necromancer)
Duration: Instantaneous   You conjure a blade of pure negative energy in your empty hand and make one melee weapon attack against a creature within your reach, attempting to behead it. On hit, it takes force damage equal to 6d8 + your spellcasting modifier.   If this damage reduces the creature to 50 hit points or fewer, you instantly cut off one of its heads of your choice   The creature instantly dies if it cannot survive without the lost head. The creature's head is not removed if it is immune to slashing damage, has legendary actions, or if it doesn't have or need a head.

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