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Firestarter

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

a drop of crude oil, tar, and resin

You hurl a glob of burning, pressurized oil that splatters and sticks to your foe. You choose one creature you can see within range. The target must make a Dexterity saving throw.
On a failed save, the target takes 1d4 Fire damage and immediately gains a number of stacks of
Burning equal to a roll of 1d4.

At higher levels :
Both the initial Fire damage and the dice rolled to determine the Burning stacks
increase by 1d4 when you reach 5th level (2d4 damage / 2d4 stacks), 11th level (3d4 damage / 3d4
stacks), and 17th level (4d4 damage / 4d4 stacks).

Wizard Evocation Cantrip

Firestarter

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

a drop of crude oil, tar, and resin

You hurl a glob of burning, pressurized oil that splatters and sticks to your foe. You choose one creature you can see within range. The target must make a Dexterity saving throw.
On a failed save, the target takes 1d4 Fire damage and immediately gains a number of stacks of
Burning equal to a roll of 1d4.

At higher levels :
Both the initial Fire damage and the dice rolled to determine the Burning stacks
increase by 1d4 when you reach 5th level (2d4 damage / 2d4 stacks), 11th level (3d4 damage / 3d4
stacks), and 17th level (4d4 damage / 4d4 stacks).

Sorcerer Evocation Cantrip

Firestarter

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

a drop of crude oil, tar, and resin

You hurl a glob of burning, pressurized oil that splatters and sticks to your foe. You choose one creature you can see within range. The target must make a Dexterity saving throw.
On a failed save, the target takes 1d4 Fire damage and immediately gains a number of stacks of
Burning equal to a roll of 1d4.

At higher levels :
Both the initial Fire damage and the dice rolled to determine the Burning stacks
increase by 1d4 when you reach 5th level (2d4 damage / 2d4 stacks), 11th level (3d4 damage / 3d4
stacks), and 17th level (4d4 damage / 4d4 stacks).

Artificer Evocation Cantrip

Firestarter

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

a drop of crude oil, tar, and resin

You hurl a glob of burning, pressurized oil that splatters and sticks to your foe. You choose one creature you can see within range. The target must make a Dexterity saving throw.
On a failed save, the target takes 1d4 Fire damage and immediately gains a number of stacks of
Burning equal to a roll of 1d4.

At higher levels :
Both the initial Fire damage and the dice rolled to determine the Burning stacks
increase by 1d4 when you reach 5th level (2d4 damage / 2d4 stacks), 11th level (3d4 damage / 3d4
stacks), and 17th level (4d4 damage / 4d4 stacks).

Druid Evocation Cantrip

Noxious Blast

  • casting time 1 Action
  • range 30ft.

  • components S
  • duration Instantaneous

You produce a vile, concentrated solution of poison and hurl it at a foe. Choose one creature you can see within range. The target must succeed on a Constitution saving
throw or immediately gain a number of stacks of Blight equal to a roll of 1d6.

At Higher Levels :
The dice rolled to determine the initial Blight stacks increases as you reach
higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Wizard Transmutation Cantrip

Noxious Blast

  • casting time 1 Action
  • range 30ft.

  • components S
  • duration Instantaneous

You produce a vile, concentrated solution of poison and hurl it at a foe. Choose one creature you can see within range. The target must succeed on a Constitution saving
throw or immediately gain a number of stacks of Blight equal to a roll of 1d6.

At Higher Levels :
The dice rolled to determine the initial Blight stacks increases as you reach
higher levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Artificer Transmutation Cantrip

Spatial Snap

  • casting time 1 Action
  • range 60ft.

  • components S
  • duration Instantaneous

You violently pinch two points in the air, folding space to snap a creature across the battlefield like a
rubber band. Choose one creature of Medium size or smaller that you can see within range. The target must succeed on a Strength saving throw or be instantly pulled up to 10 feet in a straight line toward
another creature or solid object of your choice within range.
If this movement forces the target to collide with another creature or a solid surface (like a wall or a heavy iron door), the target takes 1d6 Bludgeoning damage. If they collided with another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

At higher levels :
The collision Bludgeoning damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Bard Conjuration Cantrip

Spatial Snap

  • casting time 1 Action
  • range 60ft.

  • components S
  • duration Instantaneous

You violently pinch two points in the air, folding space to snap a creature across the battlefield like a
rubber band. Choose one creature of Medium size or smaller that you can see within range. The target must succeed on a Strength saving throw or be instantly pulled up to 10 feet in a straight line toward
another creature or solid object of your choice within range.
If this movement forces the target to collide with another creature or a solid surface (like a wall or a heavy iron door), the target takes 1d6 Bludgeoning damage. If they collided with another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

At higher levels :
The collision Bludgeoning damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Wizard Conjuration Cantrip

Dehiscence

  • casting time 1 Action
  • range Touch

  • components S, M
  • duration 1 Round

a pinch of coarse salt

You target a creature's existing injuries, using a pinch of salt to violently split open their flesh and cloud their senses with agony.
Choose one creature you can see within range. The target must succeed on a Constitution saving
throw or take 1d6 Necrotic damage, and it subtracts 1d6 from the next attack roll it makes before the end of its next turn.
If the target is currently afflicted with any stacks of Bleeding when it fails this saving throw, it takes additional Necrotic damage equal to the number of Bleeding stacks it possesses.

At higher levels:
The base Necrotic damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6). The attack roll penalty and the bonus damage from Bleeding stacks remain unchanged.

Bard Conjuration Cantrip

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Dehiscence

  • casting time 1 Action
  • range Touch

  • components S, M
  • duration 1 Round

a pinch of coarse salt

You target a creature's existing injuries, using a pinch of salt to violently split open their flesh and cloud their senses with agony.
Choose one creature you can see within range. The target must succeed on a Constitution saving
throw or take 1d6 Necrotic damage, and it subtracts 1d6 from the next attack roll it makes before the end of its next turn.
If the target is currently afflicted with any stacks of Bleeding when it fails this saving throw, it takes additional Necrotic damage equal to the number of Bleeding stacks it possesses.

At higher levels:
The base Necrotic damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6). The attack roll penalty and the bonus damage from Bleeding stacks remain unchanged.

Cleric Conjuration Cantrip

Dehiscence

  • casting time 1 Action
  • range Touch

  • components S, M
  • duration 1 Round

a pinch of coarse salt

You target a creature's existing injuries, using a pinch of salt to violently split open their flesh and cloud their senses with agony.
Choose one creature you can see within range. The target must succeed on a Constitution saving
throw or take 1d6 Necrotic damage, and it subtracts 1d6 from the next attack roll it makes before the end of its next turn.
If the target is currently afflicted with any stacks of Bleeding when it fails this saving throw, it takes additional Necrotic damage equal to the number of Bleeding stacks it possesses.

At higher levels:
The base Necrotic damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6). The attack roll penalty and the bonus damage from Bleeding stacks remain unchanged.

Warlock Conjuration Cantrip

Ashen Flame

  • casting time 1 Action
  • range 60ft.

  • components V, S
  • duration 1 Round

You unleash a blinding flare of white-hot, blessed ash at a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 Radiant damage. Additionally, a failed save leaves the target coated in unstable, microscopic embers. If the creature moves or uses an action on its next turn before taking a bonus action to frantically brush away the blinding dust, the embers violently ignite: the target immediately takes Fire damage equal to your spellcasting modifier and gains 1d4 stacks of Burning.

At Higher Levels : The initial Radiant damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The secondary ignition Fire damage also increases by 1d4 at 5th level (1d4), at 11th level (2d4) and 17th level (3d4). The number of Burning stacks applied upon ignition remains a roll of 1d4.

Bard Evocation Cantrip

Ashen Flame

  • casting time 1 Action
  • range 60ft.

  • components V, S
  • duration 1 Round

You unleash a blinding flare of white-hot, blessed ash at a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 Radiant damage. Additionally, a failed save leaves the target coated in unstable, microscopic embers. If the creature moves or uses an action on its next turn before taking a bonus action to frantically brush away the blinding dust, the embers violently ignite: the target immediately takes Fire damage equal to your spellcasting modifier and gains 1d4 stacks of Burning.

At Higher Levels : The initial Radiant damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The secondary ignition Fire damage also increases by 1d4 at 5th level (1d4), at 11th level (2d4) and 17th level (3d4). The number of Burning stacks applied upon ignition remains a roll of 1d4.

Cleric Evocation Cantrip

Drizzle

  • casting time 1 Action
  • range 60ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

a bamboo stick filled with seeds

( A localized, heavy downpour manifests in a 15-foot-radius sphere centered on a point you choose within range. The rain douses open flames and blankets the area. All creatures inside the sphere when the spell is cast, or those that enter it for the first time on a turn, instantly gain the Wet condition. The condition persists for 1 round after a creature leaves the spell's area before they dry off completely.

Bard 1st Level Transmutation

Drizzle

  • casting time 1 Action
  • range 60ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

a bamboo stick filled with seeds

( A localized, heavy downpour manifests in a 15-foot-radius sphere centered on a point you choose within range. The rain douses open flames and blankets the area. All creatures inside the sphere when the spell is cast, or those that enter it for the first time on a turn, instantly gain the Wet condition. The condition persists for 1 round after a creature leaves the spell's area before they dry off completely.

Druid 1st Level Transmutation

Drizzle

  • casting time 1 Action
  • range 60ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

a bamboo stick filled with seeds

( A localized, heavy downpour manifests in a 15-foot-radius sphere centered on a point you choose within range. The rain douses open flames and blankets the area. All creatures inside the sphere when the spell is cast, or those that enter it for the first time on a turn, instantly gain the Wet condition. The condition persists for 1 round after a creature leaves the spell's area before they dry off completely.

Ranger 1st Level Transmutation

Invoke Pestilence

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

A hollow iron needle

You gesture toward a creature, forcing a vile toxin to fill their bloodstream. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, you 3d4 to determine the number of Blight stacks the creature immediately gains. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2nd level or higher, the dice rolled to determine the initial Blight stacks increases by 2d4 for each slot level above 1st.

Artificer 1st level Transmutation

Invoke Pestilence

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

A hollow iron needle

You gesture toward a creature, forcing a vile toxin to fill their bloodstream. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, you 3d4 to determine the number of Blight stacks the creature immediately gains. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2nd level or higher, the dice rolled to determine the initial Blight stacks increases by 2d4 for each slot level above 1st.

Warlock 1st level Transmutation

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Invoke Pestilence

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

A hollow iron needle

You gesture toward a creature, forcing a vile toxin to fill their bloodstream. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, you 3d4 to determine the number of Blight stacks the creature immediately gains. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2nd level or higher, the dice rolled to determine the initial Blight stacks increases by 2d4 for each slot level above 1st.

Cleric 1st level Transmutation

Wyrd Reconstruction

  • casting time 1 Bonus Action
  • range 30ft.

  • components V, S
  • duration Instantaneous

You violently warp and mend the biology of a creature you can see within range. The target regains a number of hit points equal to 1d6, and you choose one of the
following biological corrections to manifest:

1. You mend one broken limb, or partially reattach one severed limb (rendering it broken instead of severed).
2. You flush the target's system, ending the Poisoned condition and removing all current stacks of Blight.
3. You forcefully reshape damaged sensory tissue, ending the Blinded or Deafened condition.

However, this rapid molecular rearrangement generates immense friction and internal heat. The target must immediately make a Constitution saving throw against your spell save DC. On a failed save, the target gains a number of stacks of Burning equal to a roll of 1d6.

Warlock 1st level Necromancy

Wyrd Reconstruction

  • casting time 1 Bonus Action
  • range 30ft.

  • components V, S
  • duration Instantaneous

You violently warp and mend the biology of a creature you can see within range. The target regains a number of hit points equal to 1d6, and you choose one of the
following biological corrections to manifest:

1. You mend one broken limb, or partially reattach one severed limb (rendering it broken instead of severed).
2. You flush the target's system, ending the Poisoned condition and removing all current stacks of Blight.
3. You forcefully reshape damaged sensory tissue, ending the Blinded or Deafened condition.

However, this rapid molecular rearrangement generates immense friction and internal heat. The target must immediately make a Constitution saving throw against your spell save DC. On a failed save, the target gains a number of stacks of Burning equal to a roll of 1d6.

Wizard 1st level Necromancy

Wyrd Reconstruction

  • casting time 1 Bonus Action
  • range 30ft.

  • components V, S
  • duration Instantaneous

You violently warp and mend the biology of a creature you can see within range. The target regains a number of hit points equal to 1d6, and you choose one of the
following biological corrections to manifest:

1. You mend one broken limb, or partially reattach one severed limb (rendering it broken instead of severed).
2. You flush the target's system, ending the Poisoned condition and removing all current stacks of Blight.
3. You forcefully reshape damaged sensory tissue, ending the Blinded or Deafened condition.

However, this rapid molecular rearrangement generates immense friction and internal heat. The target must immediately make a Constitution saving throw against your spell save DC. On a failed save, the target gains a number of stacks of Burning equal to a roll of 1d6.

Artificer 1st level Necromancy

Cinder-Sap Bind

  • casting time 1 Action
  • range 60ft.

  • components V, S, M
  • duration 1 Round

A dried seed pod or a hardened piece of pine resin

You conjure a pressurized nodule of volatile, amber tree sap that streaks toward a foe and explodes into a web of sticky, white-hot embers. Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 Fire damage and is instantly coated in the boiling, clinging resin, gaining 1d8 stacks of Burning . Because the sap is incredibly sticky and reactive to friction, if the target moves more than half its speed on its next turn, the rushing air fanned by their movement causes the sap to flare up, they immediately take an additional 2d6 Fire damage.
On a successful save, the target takes half as much initial damage and does not gain any Burning stacks.

When you cast this spell using a spell slot of 2nd level or higher, the dice rolled to determine the initial Burning stacks increases by 1d8 for each slot level above 1st.

Druid 1st Level Evocation

Cinder-Sap Bind

  • casting time 1 Action
  • range 60ft.

  • components V, S, M
  • duration 1 Round

A dried seed pod or a hardened piece of pine resin

You conjure a pressurized nodule of volatile, amber tree sap that streaks toward a foe and explodes into a web of sticky, white-hot embers. Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 Fire damage and is instantly coated in the boiling, clinging resin, gaining 1d8 stacks of Burning . Because the sap is incredibly sticky and reactive to friction, if the target moves more than half its speed on its next turn, the rushing air fanned by their movement causes the sap to flare up, they immediately take an additional 2d6 Fire damage.
On a successful save, the target takes half as much initial damage and does not gain any Burning stacks.

When you cast this spell using a spell slot of 2nd level or higher, the dice rolled to determine the initial Burning stacks increases by 1d8 for each slot level above 1st.

Sorcerer 1st Level Evocation

Malediction

  • casting time 1 Action
  • range 30ft.

  • components V, S
  • duration 1 Round

You utter a grim, localized hex that twists reality around a foe, causing their physical defenses to unravel and expose a fatal flaw. Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is cursed until the end of your next turn. While cursed, the next attack roll made against the target that hits is automatically a critical hit. Once a critical hit is scored against the target in this way, the curse ends and the spell immediately terminates. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2rd level or higher, you can target one additional creature for each slot level above 2nd. The creature must be within 30 feet of each other when you target them.

Cleric 1st Level Necromancy

Malediction

  • casting time 1 Action
  • range 30ft.

  • components V, S
  • duration 1 Round

You utter a grim, localized hex that twists reality around a foe, causing their physical defenses to unravel and expose a fatal flaw. Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is cursed until the end of your next turn. While cursed, the next attack roll made against the target that hits is automatically a critical hit. Once a critical hit is scored against the target in this way, the curse ends and the spell immediately terminates. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2rd level or higher, you can target one additional creature for each slot level above 2nd. The creature must be within 30 feet of each other when you target them.

Bard 1st Level Necromancy

Malediction

  • casting time 1 Action
  • range 30ft.

  • components V, S
  • duration 1 Round

You utter a grim, localized hex that twists reality around a foe, causing their physical defenses to unravel and expose a fatal flaw. Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is cursed until the end of your next turn. While cursed, the next attack roll made against the target that hits is automatically a critical hit. Once a critical hit is scored against the target in this way, the curse ends and the spell immediately terminates. On a successful save, the target is unaffected.

When you cast this spell using a spell slot of 2rd level or higher, you can target one additional creature for each slot level above 2nd. The creature must be within 30 feet of each other when you target them.

Warlock 1st Level Necromancy

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Abyssal Lash

  • casting time 1 Action
  • range 60ft.

  • components V, S
  • duration Instantaneous

You tear open a brief rift to a desolate demiplane, summoning a vile manifestation of the void to lash at all foes within its reach. Choose a point you can see within range. A 10-foot-radius sphere centered on that point is filled with thrashing, void-born appendages. Each creature in that area must make a Charisma saving throw. On a failed save, a creature takes 4d4 Acid damage and is Restrained until the end of your next turn. On a successful save, a creature takes half as much damage and isn't Restrained.

When you cast this spell using a spell slot of 3rd level or higher, the size of the area effected increases by 5-foot. (Example with a third level spell the area becomes 15-foot radius)

Warlock 2nd Level Conjuration

Divine Shroud

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

A dense stack of woven cloth

You call down a protective shroud of divine light that fortifies an ally's physical form against catastrophic trauma. Choose one willing creature you can see within your reach. For the duration, the target's defenses are bolstered, granting them a 2 Damage Reduction against all incoming damage as per the DR rule. Additionally, the target's physical form becomes immune to the precision of fatal strikes, any attack roll made against the target that would result in a critical hit still hits the target, but it deals normal damage instead of critical damage.

When you cast this spell using a spell slot of 3rd level or higher, the amount of damage reduction is increased by 1 per spell level.

Cleric 2nd Level Abjuration

Divine Shroud

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

A dense stack of woven cloth

You call down a protective shroud of divine light that fortifies an ally's physical form against catastrophic trauma. Choose one willing creature you can see within your reach. For the duration, the target's defenses are bolstered, granting them a 2 Damage Reduction against all incoming damage as per the DR rule. Additionally, the target's physical form becomes immune to the precision of fatal strikes, any attack roll made against the target that would result in a critical hit still hits the target, but it deals normal damage instead of critical damage.

When you cast this spell using a spell slot of 3rd level or higher, the amount of damage reduction is increased by 1 per spell level.

Paladin 2nd Level Abjuration

Sepsis

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

A piece of rusted surgical equipment or a drop of stagnant water

You target a creature's bloodstream, causing any microscopic toxins, venom, or rot within them to aggressively multiply and overwhelm their organs. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 Poison damage. If the target is currently afflicted with any stacks of Blight, the infection rapidly festers: and this spells damage is increased by 1d6 per 5 stacks of Blight the creature has. (Minimum of 1d8)

When you cast this spell using a spell slot of 3nd level or higher, the initial Poison damage is increased by 1d8 per spell level above 2nd.

Warlock 2nd Level Necromancy

Sepsis

  • casting time 1 Action
  • range 30ft.

  • components V, S, M
  • duration Instantaneous

A piece of rusted surgical equipment or a drop of stagnant water

You target a creature's bloodstream, causing any microscopic toxins, venom, or rot within them to aggressively multiply and overwhelm their organs. Choose one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 Poison damage. If the target is currently afflicted with any stacks of Blight, the infection rapidly festers: and this spells damage is increased by 1d6 per 5 stacks of Blight the creature has. (Minimum of 1d8)

When you cast this spell using a spell slot of 3nd level or higher, the initial Poison damage is increased by 1d8 per spell level above 2nd.

Cleric 2nd Level Necromancy

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