Orcallia world illustration - Fantasy theme
Fantasy

Orcallia

Z
Zarathustra

During the war between Lavanskar and New Harmonia, metorites fell and began the era of stars.


Author's Note: Heavy WIP: Done: -7 playable custom classes all of which are spell casters so they can have special abilities -100+ custom spells: each class gets its own unique spell list -Major areas: most major areas exist within the world but are incomplete. To do: -more classes (Next up is another full caster) -update classes and spells to be more balanced around each other -add more POI's and NPC's to flesh out the world -at some point do a complete overhaul of the world map to fit future ideas -update custom instructions and lore to better fit what I want to make -so much more Homebrew notes: -it is intended for you to create your own character none of the NPC's currently created are designed with being played in mind -It is intended to start at level 3 -it is very much intended for you and all other NPC's to be overpowered -the classes are designed to be played without the one leveled spell per turn restriction. -all half caster should receive extra attack at level 5, extra attack (2) at 11th, and extra attack (3) at 17th
Played10 times
Cloned0 times
Created
98 days ago
Last Updated
16 days ago
VisibilityPublic
Fighting the horde
5

Fighting the horde

As an action you may select any number of creatures of your choice within range. Make a melee spell attack against each one on hit you deal 6d12 slashing damage.

Ending of a duel
5

Ending of a duel

As an action you target a creature under the effects of the duel spell make a melee spell attack on hit you deal 20d12 slashing damage if the target was affected by a spell with the word counter in it within the last turn this attack becomes a critical hit.

Perfect form
5

Perfect form

As a bonus action you transcend your limits for 1 minute. For the duration you have blind sight out to 60 feet, you gain wings and have a fly speed equal to your walking speed, and you may take any number of reactions per round.

Crossing the line
4

Crossing the line

When facing a creature under the effects of the duel spell you may create a 40 foot area within range that encapsulates both you and the creature for 1 minute neither you nor the creature may leave the are nor may any other creature enter the area, all other creatures within the area are harmlessly shunted out. All attacks from the outside targeting a creature within the are are nullified.

Blink slash
4

Blink slash

As an action you teleport within 5ft of a target within range make a melee spell attack on hit you deal 8d6 slashing damage. The damage increases by 2d6 for each spell slot level above 4.

Quick cuts
4

Quick cuts

As an action in an 20 foot radius centered on yourself you begin to cut up everyone within range all creatures within the area must make a dexterity saving throw taking 6d12 slashing damage on a successful save taking half as much.

Honor
3

Honor

As an bonus action when you are facing a creature under the effects of the duel spell you may increase your movement speed by 30 feet, increase all attack rolls by +1, and you gain 2d12 temporary hit points.

Power riposte
3

Power riposte

As an action you may target a creature who was recently been hit by any spell with the word counter in it within the past turn. Make a melee spell attack against them on hit you deal 10d6 piercing damage and regain 6d6 hit points. The damage increases by 2d6 for each spell slot level above 3.

Area counter
3

Area counter

As a reaction when caught in an area of effect you can slice through the attack nullifying all damage to you. When you do so you may move up to 60 feet towards the caster without provoking attacks of opportunity if you get within 5 feet of them you may make a melee spell attack on hit dealing 6d6 slashing damage. The damage increases by 2d6 for each spell slot level above 3.

Foul play
2

Foul play

As an action you may target a creature under the effect of the duel spell. The next time they make an attack roll against you they automatically miss and you counter make a melee spell attack dealing 2d6 slashing damage. The damage increases by 1d6 for each spell slot level above 2.

Ranged counter
2

Ranged counter

As a reaction when hit with a ranged attack roll you may add +5 to your AC if you avoid the attack you may deflect the attack back at the creature who attacked you make a ranged spell attack on hit dealing 4d6 piercing damage. The damage increases by 1d6 for each spell slot level above 2.

Double slash
2

Double slash

As an action make two melee spell attacks against a creature in range. On hit the attacks deal 2d12 slashing damage, if both attacks hit you deal an additional 1d12 slashing damage. The damage increases by 1d12 for each spell slot level above 2.

Careful approach
2

Careful approach

As an action you may move up to 30 feet without provoking an attack of opportunity if you end in a space within 5 feet of a target you may make a melee spell attack against them on hit dealing 3d12 slashing damage. The damage increases by 1d12 for each spell slot level above 2.

Duel
1

Duel

As a bonus action select a creature within range they must make a wisdom saving throw taking 1d12 psychic damage and becomes forced to duel with you on a successful save they take half as much and are not forced to duel. While forced to duel they may not target any other creature than you and you gain a +1 to hit on all attack rolls.

Blinding strike
1

Blinding strike

As an action make a melee spell attack against a creature within range on hit you swipe to their eyes dealing 1d10 slashing damage and blinding them until the end of their next turn. The damage increases by 1d10 for each spell slot level above 1.

Draw strike
1

Draw strike

Only useable on your first turn after rolling initiative. As an action you unsheathe, swing, and sheath your blade all in one breath. Make a melee spell attack against a target in range on hit you deal 4d12 slashing damage. The damage increases by 1d12 for each spell slot level above 1.

Resolute
1

Resolute

As a bonus action you ready yourself you regain 2d12 hit points and gain 2d12 temporary hit points.

Vital strike
1

Vital strike

As an action you may make a melee spell attack against a creature within range on hit you deal 1d12 piercing damage 2d12 necrotic damage and they cannot regain hit points until the end their next turn. The damage increases by 1d12 for each damage type for each spell slot level above 1.

Off hand
0

Off hand

As a bonus action if your off hand is empty you may increase you AC by 2 this effect ends if you put something in your off hand. This spell’s effect increases by 1 when you reach 5th level (3 AC), 11th level (4AC), and 17th level (5AC).

Riposte
0

Riposte

As an action you target a creature within range who was hit by deflect within the past turn. Make a melee spell attack on hit the target takes 2d12 piercing damage and you regain 1d12 hit points. This spell’s damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), and 17th level (8d12). Additionally This spell’s healing increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Split cut
0

Split cut

As an action you may make two melee spell attacks they may be against the same target or two different targets. On hit you deal 1d10 slashing damage. The spell creates more attacks when you reach higher levels: three attacks at 5th level, four attacks at 11th level, and five attacks at 17th level. You can direct the attacks at the same target or at different ones. Make a separate attack roll for each attack.

Piercing strike
0

Piercing strike

As an action make a melee spell attack against a creature within range on hit you deal 2d6 piercing damage. This spell’s damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Deflect
0

Deflect

As a reaction to getting hit by an attack you may increase your AC by 5 if this causes the attack to miss and it was a melee attack you may counter, make a melee spell attack against the creature who attacked you on hit dealing 3d10 slashing damage. This spell’s damage increases by 3d10 when you reach 5th level (6d10), 11th level (9d10), and 17th level (12d10).

Unstoppable
5

Unstoppable

As a bonus action you unleash your true potential for just a moment. Until the start of your next turn you are immune to all damage types except force, you are resistant to force, You may take 3 actions on your turn, all spells deal an additional 2 damage die, you are immune to all status conditions, and casting a spell of 4th level or lower does not consume a spell slot. After the spells effects end you take 10d12 necrotic damage that cannot be reduced in any way and your hit point maximum is reduced by an amount equal to the necrotic damage taken until you finish a long rest.

Gleeful strike
5

Gleeful strike

You unleash your full power in a single strike all creatures in a 120 foot cone in front of you must make a dexterity saving throw taking 10d10+10 thunder damage and 5d10+5 bludgeoning damage and getting knocked prone and pushed 10 feet back or on a successful save taking half as much and not getting knocked prone or pushed.

True combo
5

True combo

As an action you may replicate the effects of a 3rd level spell, a 2nd level spell, a 1st level spell, and a cantrip. The spells you replicate cannot be combo or advanced combo.

No escape
4

No escape

As an action you may target a creature that is currently grappled by you as an action you may make a melee spell attack against them on hit you deal 5d10 bludgeoning damage and they become paralyzed until the end of their next turn. The damage increases by 2d10 for each spell slot level above 4.

Dismantling strike
4

Dismantling strike

As an action you tear into a creature or object within range. The creature must make a strength saving throw or take 8d6 slashing damage and their AC is reduced by 2 for 1 minute. If used against an object of huge size or lower it is automatically dismantled. The damage increases by 2d6 for each spell slot level above 4. If cast using a 5th level spell you may also dismantle gargantuan objects.

Natural weapon
4

Natural weapon

As an action make a melee spell attack against a creature within range on hit you deal 7d10 bludgeoning damage and grapple them as a part of this action you may throw them at at another creature within 30 feet of you, make a ranged spell attack on hit both targets take 3d10 bludgeoning damage. The damage increases by 2d10 for each spell slot level above 4.

Juggernaut
3

Juggernaut

As a bonus action you steel yourself for the upcoming blows. For 1 minute you are resistant to all damage types except force and cannot be knocked prone or moved against your will.

Headlong crash
3

Headlong crash

As an action you dash forward up to 60 feet if you dash into a creature or object make a melee spell attack on hit you deal 6d10 bludgeoning damage and knock them prone, if used on an object of huge size or smaller you deal 12d10 bludgeoning damage and push it back 10 feet if it can be pushed. The damage increases by 1d10 for each spell slot level above 3.

Advanced combo
3

Advanced combo

As an action you replicate the effects of 1 first level spell that is not combo and 2 cantrips for the casting of this spell the 2 cantrips cannot be the same.

Drag
2

Drag

As an action make a melee spell attack against a creature within range on hit you drag them through the earth dealing 3d10 bludgeoning damage and launch them 20 feet back. The damage increases by 1d10 for each spell slot level above 2.

Uplift
2

Uplift

As an action you dig your hands into the earth pulling it up in a 30 foot cone in front of you all creatures within range must make a strength saving throw taking 3d10 bludgeoning damage and getting pulled 10 feet closer to you on a successful save they take half as much and are not pulled. The damage increases by 1d10 for each spell slot level above 2.

Forward strike
2

Forward strike

As an action you send a single strike forward all creatures in a 60 foot line must make a dexterity saving throw taking 4d10 thunder damage and getting pushed 10 feet back or half as much damage on a successful save and they do not get pushed back. The damage increases by 1d10 for each spell slot level above 2.

Meteoric crash
2

Meteoric crash

As an action you leap into the air and land in at a point with range. All creatures in a 20 foot radius of the point must make a dexterity saving throw taking 4d8 bludgeoning damage and getting knocked prone or on a successful save taking half as much and not getting knocked prone. The damage increases by 1d8 for each spell slot level above 2.

By any means
1

By any means

As an action you release a flurry of blows against a target within range make 3 melee spell attacks against a single target within range if any miss the spell ends early. The first hit deals 1d6 plus your spell casting modifier piercing damage, the second blow on hit deals 2d6 plus your spellcasting modifier slashing damage, the third blow deals 3d6 plus your spell casting modifier bludgeoning damage. The damage increases by 1d6 for each spell slot level above 1.

Whirlwind
1

Whirlwind

You swing your weapon or hand in a 15 foot radius centered on yourself all creatures within range must make a dexterity saving throw taking 2d6 slashing and 2d6 thunder damage and getting pulled 5 feet closer to you or on a successful save half as much and they are not pulled. The damage increases by 1d6 for each damage type for each spell slot level above 1.

The only thing they fear is you
1

The only thing they fear is you

As a bonus action with a roar you unleash your latent potential becoming the apex. For 1 minute your AC increases by 2 and you gain advantage on all melee spell attacks and strength based attack rolls.

Rip and tear
1

Rip and tear

As an action you may target a creature you have grappled or an object not being worn or carried. Make a melee spell attack against the creature on hit you deal 4d6 slashing damage. If you target a non adamantine object you automatically tear it open. The damage increases by 2d6 for each spell slot level above 1. Additionally if you use a 5th level spell slot or higher you may tear through adamantine as well.

Combo
1

Combo

As an action you may replicate the effects of two cantrips casting both simultaneously, you may not choose the same cantrip twice for the casting of this spell.

Strike
0

Strike

As an action you strike a foe with your hand or weapon make a melee spell attack on hit dealing 1d12 plus your spell casting ability modifier bludgeoning damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Crush
0

Crush

As an action make a melee attack against a creature with range on hit you deal 1d10 bludgeoning damage and the creature becomes grappled and restrained. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Clap
0

Clap

As an action you clap your hands together creating a sonic wave all creatures in a 30 foot cone must make a constitution saving throw taking 2d4 thunder damage and getting pushed back 5 feet or on a successful save taking half as much and not getting knocked back. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Stomp
0

Stomp

As an action you stomp the floor causing a quake in a 20 foot radius centered on yourself all creatures within range must make a constitution saving throw taking 1d12 thunder damage or on a successful save half as much This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Hurl
0

Hurl

As an action you may throw a medium sized or smaller object at a creature within range make a ranged spell attack on hit the target takes 2d6 bludgeoning damage. This spell’s damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6), additionally the object size the spell allows you to interact with increases by 1 when you reach 5th level (Large), 11th level (Huge), and 17th level (Gargantuan).

Swan song
5

Swan song

As a reaction when you drop to 0 hit points you instead drop to 1. When you do so you become immune to all damage types, gain advantage on all rolls, increase all spell damage rolls by 1 die, gain true sight out to 120 feet, and may take an additional action on each turn for 1 minute. After the minute ends you die.

The last step to calamity
5

The last step to calamity

As an action target a creature currently under the effect of the spell the second step to calamity. The creature and all creatures within a 20ft radius of that creature must make a dexterity saving throw as a blades rain down upon them taking 12d10 piercing damage.

The fifth act
5

The fifth act

As an action you must bring the story to a close. You may target a creature within range, make a melee spell attack on hit the target takes 10d10+10 slashing damage. If the target is under the effects of the spell the fourth act they take an additional 10d10+10 piercing damage, and 10d10+10 bludgeoning damage.

Curtain call
4

Curtain call

As an action you take center stage. All creatures within a 60 foot radius centered on yourself must make a wisdom saving throw or take 6d6 radiant damage and 4d6 psychic damage.

King's game
4

King's game

As an action select a point within range all creatures within a 30 foot radius of that point must make a wisdom saving throw or take 6d6 psychic damage and become charmed by you for 1 minute or on a successful save they take half as much damage and are not charmed. While charmed this way they must follow all orders you give that are not directly harmful to them, if you or an allied creature attack a creature under this effect the charm ends. The damage increases by 2d6 for each spell slot level above 4.

The forth act
4

The forth act

As an action you begin to bring your story to a close. Target a creature within range they must make a intelligence saving throw or take 9d6 psychic damage and become paralyzed until the end of their next turn. If the target was under the effects of the spell the fourth act they take an additional 3d6 psychic damage. The damage increases by 1d6 for each spell slot level above 4.

True reversal
3

True reversal

As an action you hurl a blade at a creature within range make a ranged spell attack on hit you deal 1d6 piercing damage. If you miss the blade reverses causality and appears inside the targets body dealing 12d6 necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The necrotic damage increases by 3d6 for each spell slot level above 3.

The second step to calamity
3

The second step to calamity

As an action you target a creature stunned by the spell the first step to calamity. That creature must make a charisma saving throw or take 7d8 piercing damage and fall prone or on a successful save they take half as much and not fall prone. The damage increases by 1d8 for each spell slot level above 3.

The third act
3

The third act

As an action you begin the climax of your story. Target a creature within range they must make a charisma saving throw or take 2d6 slashing, 2d6 piercing, 2d6, bludgeoning, and 2d6 psychic damage. If the creature was under the effects of the spell the second act all damage rolls increase by 1 die. The damage increases by 1d6 for each damage type for each spell slot level above 3.

Monologue
2

Monologue

As an action you may target a creature within range they must make a wisdom saving throw taking 1d6 psychic damage and becoming charmed by you for 1 minute or on a successful save they take half as much damage and they do not become charmed. While charmed in this way the believe everything you say to be completely truthful no matter what, and after the spell ends they do not know that they have been charmed.

Olé
2

Olé

As a reaction to getting hit with an attack you reduce the damage you received by 3d6 and make a spell attack against the creature who attacked you on hit they take 3d6 psychic damage. If the damage you receive becomes 0, you instead deal 6d6 psychic damage on hit. The damage increases by 1d6 for each spell slot level above 2.

Standing ovation
2

Standing ovation

target a prone creature within range they must make a wisdom saving throw on a failed save they are forced to stand up and clap for you dealing 4d10 thunder damage to all creatures within a 20 foot radius of them.

The second act
2

The second act

As an action you may target a creature within range that creature must make a wisdom saving throw taking 5d6 psychic damage and becoming charmed by you for 1 minute or on a successful save taking half as much and not becoming charmed. If you are under the effects of the spell the first act this spell deals an additional 2d6 damage. While charmed this way the creature becomes a part of your play, you may assign them a role that they must carry out until this spell ends. The damage increases by 1d6 for each spell slot level above 2.

Siren song
1

Siren song

As an action you release a song out in a 30 foot radius centered on yourself. All creatures within range must make a wisdom saving throw taking 1d6 psychic damage and becoming charmed by you for 1 minute or half as much damage and not becoming charmed on a successful save. While charmed this way all creatures must do everything in their power to approach you without causing you harm. The damage increases by 1d6 for each spell slot level above 1.

The first step to calamity
1

The first step to calamity

As an action you target a creature within range they must make a charisma saving throw or take 3d6 psychic damage and become stunned until the end of their next turn. The damage increases by 1d6 for each spell slot level above 1.

Heart seeking blade
1

Heart seeking blade

As an action you throw a blade at a target within range, make a ranged spell attack on hit the target takes 2d6 piercing damage and 2d6 necrotic damage. If you miss you may expend a second spell slot to reverse causality the blade stops mid air and flies back at the target make a second ranged spell attack on hit the target takes 4d6 piercing damage and 5d6 necrotic damage. The damage increases by 1d6 for each damage type for each spell slot level above 1.

Alchemical surprise
1

Alchemical surprise

As an action you spray a 30 foot cone of an alchemical mixture. All hostile creatures within range must make a dexterity saving throw or take 4d4 acid damage and 4d4 cold damage or half as much on a successful save. While on non hostile creatures heal 2d4 hit points. The damage increases by 2d4 for each damage type for each spell slot level above 1, additionally The Healing increases by 2d4 for each spell slot level above 1.

The first act
1

The first act

As an bonus action you begin the exposition of this story prepare yourself for what is to come. For 1 minute you gain advantage on all skill checks, dexterity based attack rolls, and spell attack rolls.

Distraction
0

Distraction

As a bonus action you can cause a distraction at a point within a 20 foot radius centered on yourself. When you do so all creatures within range must look to that point allowing you to move without provoking attacks of opportunity as well as giving you +2 to AC until the end of your next turn.

Captivate
0

Captivate

As an action you may target a creature within range they must make a wisdom saving throw on a failure they become charmed by you for 1 minute or until you take a directly harmful action against them. This spell’s number of targets increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Stage exit
0

Stage exit

As a bonus action you become invisible until the end of your turn, or until you take an action. If you take the attack action while invisible in this way you automatically hit and deal an additional 1d10 force damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Treat
0

Treat

As an action you may imbue a willing creature within range with renewed energy at the cost of their life they take 3d8 necrotic damage but regain 1 level worth of spell slots. This spell’s damage and recovery increases by 3d8 when you reach 5th level (6d8), 11th level (9d8), and 17th level (12d8) however you may also increase the number of spells regained by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Trick
0

Trick

As a bonus action you may imbue a weapon you are holding with your choice of cold, necrotic, or force damage. Until the end of your turn whenever you hit with a dexterity based attack roll you deal an additional 2d6 damage of your chosen type. This spell’s damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Cataclysm
9

Cataclysm

As an action choose four points within range each creature within a 30 foot radius of each point must make a dexterity saving throw taking 7d10+10 fire damage, 7d10+10 cold damage, 7d10+10 thunder damage, and 7d10+10 bludgeoning damage on a successful save taking half as much on a successful save.

Aether inherit
9

Aether inherit

As a bonus action you absorb the energy of all elements for 1 minute you gain true sight out to 120 feet, you may add 2 additional damage die to all spell damage rolls, you are immune to force damage, and you may cast all spells third level or lower without using a spell slot.

True Aether
9

True Aether

As an action you release a shot of pure Aether at a target in range make a ranged spell attack on hit you deal 20d4+40 force damage if you strike an object of huge size or smaller it is immediately destroyed.

Aether's Final Lesson
9

Aether's Final Lesson

As an action you channel the raw might of aether select a point within range all creatures within a 60 foot radius of that point must make a dexterity saving throw taking 10d10+100 force damage or half as much on a successful saving throw. Because of the immense strain of casting this spell you take 8d10 necrotic damage that cannot be reduced in any way and are paralyzed until the end of your next turn.

Undine-Salamander
8

Undine-Salamander

With mastery of the elements you fuse together two elemental spirits causing a flash of steam in a 60 foot radius originating from your body. All creatures must make constitution saving throws taking 12d8 fire and 4d8 cold damage and being pushed back 10 feet and getting knocked prone on a successful save they take half as much damage and are not pushed or knocked prone. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each damage type for each spell slot level above 8

Gnome-Sylph
8

Gnome-Sylph

Harnessing your mastery over the elements you fuse two elemental spirits. Select up to 4 points within range all creatures within 10 feet of those points must make a dexterity saving throw or take 12d6 piercing damage and 6d6 thunder damage as wind propelled shrapnel flies at them on a successful save they take half as much damage.

Gnome-Salamander
8

Gnome-Salamander

With perfect control over the elements you fuse together two elemental spirits creating a torrent of molten rock in a 60 foot cone. All creatures must make a dexterity saving throw or take 12d6 fire and 6d6 bludgeoning damage. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each damage type for each spell slot level above 8

Sylph-Undine
8

Sylph-Undine

With true mastery you have managed to fuse the power of two elemental spirits together. As an action you may make a ranged spell attack against a creature within range on hit it deals 8d12 cold damage and 8d12 thunder damage and they are encased in ice becoming restrained until the end of their next turn. Using a Higher-Level Spell Slot. The damage increases by 4d12 for each damage type for each spell slot level above 8

True Gnome's power
7

True Gnome's power

As an action select a point within range all creatures within 20 foot radius must make strength saving throws taking 12d12 bludgeoning damage and falling prone on a successful save taking half as much and not falling prone.

True Sylph's Talons
7

True Sylph's Talons

As an action make a melee spell attack against a creature within range on hit they take 12d4+4 slashing damage and 6d4+4 thunder damage Using a Higher-Level Spell Slot. The damage increases by 1d4+1 for each damage type for each spell slot level above 1

True Salamander's exhale
7

True Salamander's exhale

As an action you release a 120 foot cone of fire all creatures within range must make a dexterity saving throw or take 14d6 fire damage. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 7

True Undine's lance
7

True Undine's lance

As an action you hurl a lance made of pure water at a creature within range. Make a ranged spell attack on hit they take 8d8+10 acid damage. Using a Higher-Level Spell Slot. The damage increases by 1d8+10 for each spell slot level above 7

Four spirits
6

Four spirits

As an action you channel all 4 elements at a creature within range they must make a constitution saving throw or take 3d12+2 fire damage, 3d12+2 cold damage, 3d12+2 bludgeoning damage, and 3d12+2 thunder damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d12+1 for each spell slot level above 6

True inherit
6

True inherit

As a bonus action you inherit the power of all elements whenever you cast an elementalist spell you may increase all damage rolls by 1 die.

Aether's Wrath
6

Aether's Wrath

As an action you release a torrent of raw aether at a creature within range. Make a ranged spell attack on hit it deals 1d10+40 force damage. Using a Higher-Level Spell Slot. The damage increases by 1d10+10 for each spell slot level above 6

Aether's second lesson
6

Aether's second lesson

As an action you channel the raw might of aether into a point within range all creatures within a 30 foot radius of that point must make a dexterity saving throw taking 20d12 force damage or half as much on a successful save. Due to the raw power when casting this spell you take 3d12 necrotic damage that cannot be reduced in any way and are stunned until the end of your next turn.

Glass skull
5

Glass skull

As an action you superheat earth into a giant glass skull that opens it's jaws releasing a flood of water all creatures in a 30 foot line must make a dexterity saving throw or take 12d4 acid damage. Using a Higher-Level Spell Slot. The damage increases by 4d4 for each spell slot level above 1

Obsidian piercer
5

Obsidian piercer

Channeling Earth, air, and fire, you created a flaming stake of earth propelled but an unimaginable wind. Make a ranged spell attack against a target in range on hit they take 3d8 piercing damage, 3d8 fire damage, and 1d8 thunder damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each damage type for each spell slot level above 5

Water removal
5

Water removal

As an action you may target a creature within range they must make a constitution saving throw or take 8d6 cold damage and become stunned until the end of their next turn on a successful save they take half as much and are not stunned. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 5

Aether's knowledge
5

Aether's knowledge

As an action you fuse together all four elements into a drop of Aether. You may hold the drop at the beginning of each turn as an action for up to one minute for every round you hold the drop the damage increases by 1d12. When ready you may throw the drop of aether as an action or as part of the action of casting this spell targeting a creature within range make a melee spell attack on hit it deals 6d12 force damage and each creature within 15 feet of the target must make a dexterity saving throw or take 6d12 force damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 5

Scalding spray
4

Scalding spray

As an action you channel both fire and water elements your spray out the water in a 60 foot line all creatures within range must make a dexterity saving throw taking 4d6 fire damage and 4d6 cold damage. Or half as much on a successful saving throw.

Mud flood
4

Mud flood

As an action you channel both earth and water creating a wave of mud all creatures in a 30 foot cone must make a constitution saving throw taking 3d6 bludgeoning damage and 3d6 cold damage and become restrained until the end of their next turn or on a successful save they take half as much and are not restrained. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 1

Flame storm
4

Flame storm

Channeling both fire and wind you create a tornado of flames in a 15 foot radius at a point within range. All creatures within the radius must make a dexterity saving throw taking 5d6 fire damage and 1d6 thunder damage or half as much on a successful save. The storm remains for one minute any creature starting their turn in the radius must make the save again.

Geode burst
4

Geode burst

Select up to 3 points within range each creature within a 10 foot radius of those points must make a dexterity saving throw as wind filled stones burst around them taking 4d6 bludgeoning damage and 4d6 thunder damage or half as much on a successful save Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 4

Storm's ire
3

Storm's ire

As an action you channel both water and wind elements. target a creature within range and make a ranged spell attack on hit they take 3d12 thunder damage and 2d12 cold damage. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each damage type for each spell slot level above 3

Dual inherit
3

Dual inherit

You've learned to channel multiple elements at the same time. Choose two from: Fire, cold, bludgeoning, and thunder damage for 1 minute you may add an additional damage die to all spells that deal that damage type.

Volcanic burst
3

Volcanic burst

As an action you channel both earth and fire all creatures within a 30 foot radius of you must make a dexterity saving throw or take 2d8 fire damage and 2d8 bludgeoning damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each damage type for each spell slot level above 3

Aether's first teaching
3

Aether's first teaching

As an action you channel the fifth element Aether target a point within range all creatures within a 25 foot radius of that point must make a dexterity saving throw taking 10d6 force damage or half as much on a successful save. However using this spell causes great stress upon the user after casting this spell you take 1d10 necrotic damage that cannot be reduced in any way as well as you are stunned until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 3

Gnome's strength
2

Gnome's strength

As an action you may target a a point within range all creatures in a 15 foot radius of that point must make a strength saving throw as the ground begins to shake taking 3d6 bludgeoning damage and being knocked prone or half as much and not being knocked prone on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2

Sylph's claws
2

Sylph's claws

As an action you imbue your hands with wind magic make a melee spell attack against a creature within range on hit they take 3d4 slashing damage and 3d4 thunder damage Using a Higher-Level Spell Slot. The damage increases by 1d4 for each damage type for each spell slot level above 2

Undine's spear
2

Undine's spear

As an action you create a spear of pure water make a ranged spell attack against a creature within range on hit you deal 4d8 cold damage and you restrain the creature until the end of their next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2

Salamander's breath
2

Salamander's breath

As an action you exhale a 30 foot cone of flames all creatures within range must make a dexterity saving throw taking 4d6 fire damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2

Elemental spirit burst
1

Elemental spirit burst

As an action you channel all four elements at the same time releasing them in one burst make a ranged spell attack against a creature within range on hit they take 1d4+1 fire damage, 1d4+1, cold damage, 1d4+1 bludgeoning damage, and 1d4+1 thunder damage. Using a Higher-Level Spell Slot. The damage increases by 1d4+1 for each damage type for each spell slot level above 1

Water tendrils
1

Water tendrils

As an action you summon several tendrils of water make a melee spell attack against up to 2 creatures within range on hit dealing 2d4+4 cold damage. Using a Higher-Level Spell Slot. The damage increases by 1d4 and the number of creatures you can target goes up by 2 for each spell slot level above 1

Wind burst
1

Wind burst

As an action you fire a ball of wind at a point within range all creatures within 10ft of that point must make a strength saving throw taking 2d10 thunder damage and are pushed 10ft away from you or on a successful save only taking half as much and are not pushed. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1

Freeze
1

Freeze

As an action you extend your hand to a creature within range as ice begins to form around them, they must make a constitution saving throw taking 2d8 cold damage and reducing their speed to 0 until the end of their next turn on a successful save they take half as much damage and their speed is not reduced. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Ignite
1

Ignite

As an action you extend your hand to a creature or object within range. Make a ranged spell attack on hit you deal 3d6 fire damage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1

Elemental inherit
1

Elemental inherit

As a bonus action you may select one of the following damage types: Fire, cold, bludgeoning, and thunder for one minute whenever you cast a spell that uses that damage type you may add an additional damage die.

Elemental Channel
1

Elemental Channel

As a bonus action you may replicate the effect of one cantrip that you know.

Element control
0

Element control

As an action you may create a harmless effect in which you control Fire, water, earth, or water in a 5 foot cube within range.

Stone crash
0

Stone crash

As an action you may make a melee spell attack against a creature within range shooting a pillar of stone at them. On hit they take 1d8 bludgeoning damage and is knocked back 5ft. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Air pulse
0

Air pulse

As an action you release a wave of air from yourself all creatures within 30ft of yourself must make a constitution saving throw taking 2d6 thunder damage or half as much as on a successful save. This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Flare
0

Flare

You release a small bolt of fire at a point within range where it rapidly expands into a 20ft sphere of flames each creature within range must make a dexterity saving throw taking 2d8 fire damage or half as much on a successful save. This spell's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), and 17th level (8d8).

Ice spears
0

Ice spears

As an action you release a spear of ice at a creature within range make a ranged spell attack on hit they take 4d4 plus your spell casting modifier cold damage. The spell creates more than one spear when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate attack roll for each spear.

Spore bomb
5

Spore bomb

You release a cloud of explosive spores at a point within range all creatures within a 60ft radius of that point must make a dexterity saving throw or take 10d10 fire damage and 2d10 poison damage.

True beasts claw
5

True beasts claw

You release a slash of pure energy in a 20ft line at 3 points within range. All creatures within range must make a dexterity saving throw or take 10d6 slashing and 6d6 force damage.

True instinct
5

True instinct

As a reaction to getting hit with an attack you nullify all damage dodging out of the way and retaliate with a strike of 20d6 force damage. If this kills the creature this does not expend a spell slot.

Wooded growth
4

Wooded growth

As an action you send several wooden stakes from the floor at any number of creatures within range. Make a melee spell attack against each on hit they take 6d6 piercing damage.

Fungal burst
4

Fungal burst

As an action you grow explosive spores out of your hand you release it in a 60ft cone centered on yourself all creatures within range must make a dexterity saving throw take 2d6 poison damage and 8d6 fire damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each damage type for each spell slot level above 4.

Beastial pounce
4

Beastial pounce

As an action you rush into a creature within range make a melee spell attack on hit they take 8d8 bludgeoning damage and are knocked back 10 feet and stunned until the start of their next turn. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.

Jungle growth
3

Jungle growth

As an action you create an area of plants and in a 30ft radius around you, the area becomes difficult terrain for all creatures besides yourself additionally all creatures around you must make a constitutions saving throw or take 4d6 bludgeoning and 4d6 and piercing damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each damage type for each spell slot level above 3.

Beasts roar
3

Beasts roar

As an action you release a roar in either a 60ft line or 30ft cone your choice when you cast originating from yourself. All creatures in range must make a constitution saving throw taking 6d8 thunder damage and stunned until the end of their turn or half as much and they are not stunned on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 3.

Intinct
3

Intinct

As a bonus action you heighten your sense allowing your instinct to take over you gain a +3 to your armor class for 1 minute. Using a Higher-Level Spell Slot The bonus increases 1 for each spell slot level above 3.

Beastial crush
2

Beastial crush

As an action you make a melee spell attack against a creature in range. On hit you deal 4d6 bludgeoning damage and knocks the creature prone. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 1.

Beastial cut
2

Beastial cut

As an action you swing wildly in a 15ft cone centered on yourself all creatures in range must make a dexterity saving throw or take 4d10 slashing damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.

Fungal bloom
2

Fungal bloom

As an action you create a 5ft radius burst of spores at a point within range all creatures in range must make a constitution saving throw or take 4d6 poison damage and 2d6 acid damage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 1.

Nature's healing
2

Nature's healing

As an action you may touch a willing creature. That creature regains 4d8 plus your spell casting modifier hit points and all poisoned effects end upon the target. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 2.

Hypnotic spore
1

Hypnotic spore

As an action you release a cloud of spores in a 20ft radius at a point within range. All creatures within the area must make a wisdom saving throw or take 2d6 acid damage and become charmed until the end of their next turn. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above.

Natures call
1

Natures call

You summon the plants around you to aid in your attack. As an action select any number of creatures within range to make dexterity saving throws taking 1d6 slashing, 1d6 piercing, 1d6 bludgeoning damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 1.

Beastial bite
1

Beastial bite

As an action you bite a creature within range make a melee spell attack on hit they take 3d10 piercing damage. Additionally the must make a constitution saving throw or become poisoned until the end of their next turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Beastial form
1

Beastial form

As a bonus action you channel the power of beasts. You gain a plus +1 to all unarmed melee attacks and melee spell attacks for 1 minute. Using a Higher-Level Spell Slot. The bonus increases by an additional +1 for each spell slot above 1.

Wild Dash
1

Wild Dash

As an action you dash up to 30 feet forward in a straight line. Any creature within the area of your movement must make a dexterity saving throw taking 2d6 slashing damage and 2d6 poison damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 1.

Nature bloom
0

Nature bloom

You may as an action target a creature within range they must make a Constitution saving throw as poisonous plants bloom around them taking 1d10 poison damage or half as much on a successful save.

Beastial willpower
0

Beastial willpower

You may as an action strengthen yourself gaining 2d6 temporary hit points. This spell’s temporary hit points increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Beast senses
0

Beast senses

As an action you fine tune your sense gaining advantage on all perception and investigation checks for 1 hour.

Beast claws
0

Beast claws

Make a melee spell attack against the target. On a hit, the target takes 2d8 slashing damage. This spell’s damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), and 17th level (8d8).

Beast Speech
0

Beast Speech

As an action you gain the ability to communicate with animals for 1 hour.

Hell burst
4

Hell burst

As an action select a creature within range they must make a dexterity saving throw or take 6d6 fire damage and 4d6 necrotic damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each damage type for each spell slot level above 4

True demons eye
5

True demons eye

You as an action focus all your energy into one eye. For one minute you have true sight out to 120ft, gain +2 to your AC, and may add an additional damage die to all spell attacks.

Spell eater
4

Spell eater

As an action you may target a creature within range they must make a charisma saving throw taking 6d6 necrotic damage or half as much on a failure. If a creature fails this saving throw you may regain 1 spell slot of third level or higher.

Unholy prayer
5

Unholy prayer

You clap yours hands together as an action. All creatures of your choice within your sight must make a charisma saving throw taking 6d8 necrotic damage, 6d8 lightning damage, and 6d8 fire damage and become stunned until the end of their next turn or half as much on a successful save and they are not stunned.

Hells storm
3

Hells storm

As an action you summon a storm from the hells all creatures within 120ft of you must make a dexterity saving throw or take 8d8 lightning damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 3.

Lake of rot
2

Lake of rot

As an action you turn the floor around in a 60ft range into a bubbling lake of rot any creature standing in the lake must make a constitution saving throw or take 4d8 poison damage and become poisoned or half as much on a successful save and they do not become poisoned. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Draining rain
2

Draining rain

As an action you may target a point within range. All creatures within 20ft of that point must make a dexterity saving throw as rain from the hells fall on them they take 4d6 acid damage and you regain 2d6 hit points for each affected creature. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Hells bell
4

Hells bell

As an action you conjure a mystical bell at any unoccupied space within range. When you cast this spell and every turn following for one minute you may as a bonus action command the bell to ring. All creatures you choose within 30ft of the spell must make a constitution saving throw or take 10d4 thunder damage and 5d4 necrotic damage. Using a Higher-Level Spell Slot. The damage increases by 2d4 for each damage type for each spell slot level above 4.

Slayers arc
2

Slayers arc

You release a arc of arcane energy from your hand as an action targeting up to three creatures within range. Make a ranged spell attack against each on hit they take 2d8 lightning and 2d8 fire damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each damage type for each spell slot level above 2.

Demonic install
3

Demonic install

As an bonus action you assume the power of the demonic energy. For one minute you are resistant to all damage types, you may take an extra attack on each turn, and whenever you cast a spell you may add an additional damage die.

Nihility
5

Nihility

As an action you may target a creature within range attempting to return them to nothing. The creature must make a constitution saving throw or take 5d12 necrotic damage and 10d12 force damage. Or half as much on a successful save. If a creature dies due to this damage they are erased from existence and cannot be revived.

Arcane cleave
2

Arcane cleave

As an action make a melee spell attack against a creature within range. On hit they take 1d10 force damage and are unable to cast spells until the end of their next turn.

Void blade
1

Void blade

As an action you swing a weapon make a melee spell attack against a creature within range of a weapon you are carrying. On hit they take 3d10 necrotic damage on top of what the weapon would normally deal.

Gehenna's gaze
3

Gehenna's gaze

As an action you may gaze at all creatures within a 30ft cone. Each creature within range must make a charisma saving throw taking 3d6 psychic damage, 3d6 necrotic damage and become paralyzed until the end of their next turn on a failed save, or on a successful save half as much damage, and they are not paralyzed. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 3.

Arcane breath
1

Arcane breath

As a bonus action you inhale mana letting it flow through your body the next spell attack you make has advantage and you may increase the number of damage die by 1.

Circle of the damned
1

Circle of the damned

As an action you conjure a 20ft sphere at a point you can see within range. All creatures within this sphere must make a wisdom saving throw taking 2d6 necrotic damage and becoming frightened or on a successful save you do not become frightened. Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 1.

Unholy thunder
1

Unholy thunder

As an action you point your finger at a creature within range. They must make a dexterity saving throw taking 3d10 lightning damage and 1d10 necrotic damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d10 for both damage types for each spell slot level above 1.

Flame wheel
1

Flame wheel

As an action you may summon a disc of mana engulfed in flames. Make a ranged spell attack against a creature in range on hit they take 4d6 fire damage. If you hit a creature you may redirect the wheel targeting a new creature within 30ft of the original, you my repeat this until there are no more eligible targets in range or you miss.

Dormant Arcana
0

Dormant Arcana

As a bonus action you may awaken the dormant potential for magic within yourself. You gain access to a cantrip from any spell list for the 1 minute or until you cast this spell again. Once you cast this spell you may not do so again until you complete a long rest.

Arcane sense
0

Arcane sense

You expand your senses for 1 minute you can sense the presence of all magic within 60ft of yourself.

Abyssal gate
0

Abyssal gate

As an action you create a rift of energy at point in range creating a 10ft sphere of energy all creatures within range must make a constitution saving throw or take 1d6 lightning and 1d6 fire damage or half as much on a successful save. This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Baleful bolt
0

Baleful bolt

As an action you make a ranged spell attack against a creature within range throwing bolt of chaotic energy at them. On hit the target takes 1d4 necrotic damage 1d4 fire damage and 1d4 lightning damage. This spell's damage increases by 3d4 when you reach 5th level (6d4), 11th level (9d4), and 17th level (12d4).

Damning strike
0

Damning strike

As an action make a melee spell attack against a creature. On hit the target takes 1d4 necrotic damage 1d4 fire damage and 1d4 lightning damage. This spell's damage increases by 3d4 when you reach 5th level (6d4), 11th level (9d4), and 17th level (12d4).

True holy blade
5

True holy blade

Your weapon ignites with holy energy as you swing it forwards all creature in a 120ft line must make a dexterity saving throw taking 10d10+10 radiant damage and 10d10+10 slashing damage or half as much on a successful save.

Power word resurrect
5

Power word resurrect

You utter a word from the divine language at a creature that died within the last month. That creature is revived with one hit point.

Light form
5

Light form

As an action you assume the power of light within yourself. For 1 minute you may take two actions on all of your turns and your movement speed increases by 120ft.

Power word purify
4

Power word purify

You utter a word of the divine language at a creature within range that can hear you. If the creature has less than 100 hit points remaining they take 1d4+20 radiant damage and 1d4+20 necrotic damage otherwise nothing happens.

Mass binding
4

Mass binding

All creatures within a 20ft sphere of a point you can see within 120ft of yourself are barraged by holy chains. All creatures must make strength saving throw taking 6d6 radiant damage and become restrained or half as much and not restrained on a successful save.

Blinding blade
4

Blinding blade

Your body turns partially into light as you create a blade of light all creatures with range centered on yourself must make a dexterity saving throw as you slice them dealing 6d8 radiant damage and 6d8 slashing damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each damage type for each spell slot level above 4.

Pillar of light
3

Pillar of light

You point at a creature in range they must make a dexterity saving throw taking 15d4 radiant damage taking half as much damage on a success as a beam of light descends upon them.

Power word strength
3

Power word strength

As an action you utter a word from the divine language targeting a creature who can hear you within range. For one minute the target has advantage on all strength checks, and all strength saving throws. Additionally if they are injured they regain 6d6 hit points, or if they are not injured they gain 6d6 temp hit points.

Holy rain
3

Holy rain

You summon a a barrage of light blades and target a point within 120ft creating a 20 ft radius spheres where the blades are launched. All creatures in range must make a dexterity saving throw or take 4d6 radiant damage and 4d6 slashing damage or half as much on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each damage type for each spell slot level above 3.

Power word bind
2

Power word bind

You utter a single word of the divine language targeting a creature in range who can hear you. If the target has less than 25 remaining hit points they engulfed in holy chains and are restrained for one minute.

Cross blade cleave
2

Cross blade cleave

You create a blade of light in your hand and make an melee spell attack against any number of creatures in range. Your body partially turns into light as you speed around the area ending at any unoccupied space within range. On hit the creature takes 1d8 Slashing damage and 1d8 radiant damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for both damage types for each spell slot level above 2.

Blessing
2

Blessing

You may as an action bless a creature in range. While blessed they double their movement speed, and gain advantage on all attack rolls for 1 minute.

Inscribe isignia
2

Inscribe isignia

As an action you can brand a holy mark upon a creature within range. When you do so until the spell ends, you may use your bonus action to activate the brand you automatically know where the creature is at, and if you wish you may also deal 2d4 Radiant damage.

Healing light
1

Healing light

As an action a creature you touch regains a number of hit points equal to 3d10 + your spellcasting ability modifier. 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.

Radiant blades
1

Radiant blades

You conjure a sword made of pure light and launch it at a target within range. On hit it deals 2d6 radiant damage. Using a Higher-Level Spell Slot. The spell creates more blades each level above first you launch an additional blade. You can direct the swords at the same target or at different ones. Make a separate attack roll for each sword.

Holy binding
1

Holy binding

You select a creature within range they must make a strength saving throw or become restrained as chains of pure light attempt to bind the target. They may repeat the saving throw at the end of each of their turns to end the effect on a success. Additionally at the start of each turn while restrained they take 1d4 radiant damage.

Radiant cleave
1

Radiant cleave

As an action you select a creature within melee range of whatever weapon you are using. The creature must make a dexterity saving throw or take 3d10 Radiant damage or half as much on a successful save. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Holy blade
1

Holy blade

As a bonus action you can ignite your blade in holy energy. Whenever you land a melee attack using your weapon you deal an additional 1d10 Radiant damage. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Holy zone
0

Holy zone

You clap your hands together and create a wave of light energy around yourself in a 20ft radius. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Purification
0

Purification

You as an action touch a medium sized or smaller object and purify it of all poisons and disease.

Blessing of light
0

Blessing of light

You touch a willing creature as an action. For the next minute they may add 1d4 to all attack rolls.

Light blade
0

Light blade

You create a blade of pure light. Make a melee spell attack against the target. On a hit, the target takes 1d12 Radiant damage. ​The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Dagger of light
0

Dagger of light

You throw a dagger made of light at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Radiant damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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