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Remember when how I'm a big nerd? Here's some homebrew spells and a Feat cause I've been reading through 5e and these kind of spells are needed for reasons.

Acidic Trail

Level 2 Transmutation  

Components: V M (a lubricant)

Casting Time: 1 Action

Duration: 1 minute

Range: Self

Classes: Wizard, Ranger, Sorcerer

Your footprints leave a pool of acidic waste as you walk away. These pools create 5 square feet of difficult terrain that you are immune to. If a creature walks through this difficult terrain, they take 1d4 of acid damage for every 5ft of difficult terrain. If a creature ends it’s turn in the difficult terrain, they must make a CON save. On a fail, they take 1d6 of acid damage. 

At higher levels: For every level this spell is casted higher than level 2, increase the damage for staying in the difficult terrain by 1d6


Infectious Touch

2rd level Necromancy

Range: Touch

Components: S M (Poison Ivy)

Classes: Wizard, Sorcerer, Druid

Make a melee spell attack, you spread an horrid toxin through your target’s body dealing 3d6 poison damage. On hit, the target must make a CON save vs your Spell DC. On fail, the target is poisoned until cured. 

At higher levels: For every level this spell is casted higher than 2, deal an additional 1d6 poison damage. 


Venom Splatter

3rd level Conjuration 

Range: 60ft

Components: V S

Classes: Wizard, Sorcerer

A ball of negative energy is summoned on a point of your choice and explodes into a 15ft radius. All creatures caught in the blast must make a dex save. On a pass, the target takes half damage. On a fail, the target takes 3d6 poison damage and must immediately make a CON save vs your spell DC. On failing, the target is poisoned until they reroll the con with a passing roll.

At higher levels: For every level this spell is casted higher than 3, deal an additional 1d6 poison damage. 


Chimera Curse

3rd level Transmutation 

  • Casting Time: 1 action
  • Range: Touch: Touch
  • Components: V S M (Blood of a Ram, Lions Claw, and a snakes fang)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Sorcerer, Wizard
  • This spell transforms a portion of a humanoid partially to a beast of your choice.
  • An unwilling creature must make a Constitution saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. Choose one of the target’s body parts and replace it with a limb correspondent to the beast you chose. For example, hands would be front hooves, feet would be back hooves. If the target is missing a body part, or the beast you chose has multiple limbs, the target will not grow limbs to turn into it. If the size of the new limb will only grow two size categories if the chosen beast is too big. The same rule applies for smaller beasts. Natural weapons can be formed with the limb such as claws, fangs, horns, and hooves. Any sensory limbs such as eyes or ears are given senses equal to the beast it represents. Your unarmed strikes with the natural weapon deal 1d6 bludgeoning, piercing, or slashing as appropriate to the natural weapon you chose, however the target does not gain proficiency with the natural weapon. Any equipment that is held is dropped if the target no longer has a way to hold it. Any wearn equipment is  melded into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At Higher levels: When you cast this spell using a spell slot of 3rd level or higher, you may choose to affect an additional body part per level. 


Poison and Acid are the weakest and underpowered damage types in the world of dnd5e. Which doesn't make sense since in real life they're two of the most dangerous things that will kill you out right. So in addition to the poison and acid spells here's FEAT to max out those spells.


Toxic 

Prerequisite: At least 1 spell that deals Poison damage

Your understanding of poisons makes you that much more deadly. You know where your deadly brew is most effective and how to enhance others with your own. While dealing Poison damage, you ignore the resistance to poison trait. In addition, you deal an addition 1d4 poison damage to any spell, or weapon attack that has been coated in poison. 

Comments

GrayBeast

not really, I'm just tired of only having fire as your only offence for sorcerers.