Blood drips from the blade used in the casting, leaving a growing puddle of blood around you.
- You are immune to acid damage and have resistance to poison damage and weapon attacks can deal Acid damage instead of its normal damage type.
- Weapon attacks deal an extra 1d8 acid or necrotic damage.
- Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d10 acid damage.
- You can use your bonus action to create a line of acid 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. You heal yourself for half the acid damage dealt with this attack.
A domain spreads from you in a 30 foot radius emanation. Within this domain:
- Enemies have their speed halved and becomes difficult terrain to your enemies.
- You add 1d10 to your spell attack rolls,
- Touch spells have a range within the domain.
- Within the range of the domain you can cast spells at one level lower than it's normal level. (1st level spells are considered like Cantrips)
Inspired by anime and adapted from the Thunder Step spell, you blitz in a straight line the distance of the spell. Roll a melee attack damage with the weapon used for the casting on any creature within range takes plus 2d10 thunder damage. The creatures can make a DEX saving throw against your spell save DC, on a success the creature takes half damage.
At Higher Levels: for every spell slot level above 3rd, the distance increases by 10ft and the thunder damage by 1d10.
For the duration of this spell, your fist gleams with silvery arcane light and you may, as an action, make a melee spell attack against a creature within reach of your unarmed attack. The first such successful attack during the duration of this spell deals 2d10 force damage to the target,
Any subsequent attacks with this spell deal 1d10 force damage
At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d10 for first and subsequent attacks for each slot level above 1st. Additionally, when cast using a 3rd level spell slot you can attack twice using this spell. If cast at a 6th level spell slot you can attack 3 times.
A spell that follows the second technique of Ryomen Sukuna. It manifests as a slashing attack that adjusts itself depending on the target's toughness to cut them down in one fell swoop.
Make a melee attack roll, on a success the target takes 10d8 + the target's Constitution Score (not modifier) worth of slashing damage that ignores Resistance.
Should the spell kill the target, they are cut to pieces.
At Higher Levels: The initial damage increases by 1d8 for every level above 5th.
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until dispelled.
Within the sphere the caster knows the location of every creature within the fog. Creatures with the Invisibility condition do not benefit from it to hide from the caster.
(Attacks against the caster have disadvantage in the fog, attacks by the caster have advantage.)
At Higher Levels: For every spell slot above ___, the radius of the fog increases by 10 feet.
() Using your own blood, you create a bloody scythe that sweeps out in front of you. Each creature in a 15 ft cone must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. You are healed for half the damage dealt rounded down.
You can only cast this spell if you are below your hit point maximum.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
(Insulting words, ex: fuck you) A bolt of lightning streaks from the sky to strike one creature within range. The creature is randomly determined by the DM. The creature must make a Dexterity saving throw, taking 2d10 lightning damage on a failed save, and taking half as much damage on a successful one.
Roll 1d20, if the result is a Nat 1, the spell targets the caster.
If the spell is cast again by any spellcaster within 1 minute, the same creature is struck.
AT HIGHER LEVELS: When just spell is cast using a spell slot of 2nd level or higher, it's damage increases by 1d10 for every slot level above first.
You summon a spirit that assumes the form of a non-military land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it. is celestial, fey, or fiendish (your choice)in origin. The physical characteristics of the vehicle reflect its origin to some degree.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle. 5th level allows you to summon a air vehicle.
As a Bonus Action, you can conjure a pact weapon in your hand—a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch, you can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity, and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you use this featureРІР‚в„ўs Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
The user claps their hands and switches places with a target within range. The space must be on the ground or on a floor.
If the target is unwilling they must succeed a Charisma saving throw against the caster's spell save DC. If the target resists the spell, the spell slot is wasted.
This spell can be cast using a Bonus Action, however it limits the target to a friendly creature and shortens the range by half.