Базовое правило: эффективность заговора возрастает на 5ом, 11ом, 17ом уровнях
Ограниченные заговоры. Вариантное правило
Заклинатель может сотворять боевые заговоры количество раз равное сумме бонуса владения и заклинательной характеристики.
Немагические заговоры. Опциональное правило
Урон наносимый заговорами не считается волшебным с целью преодоления защиты от урона.
Acid Fang
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
One of your hands transforms into a snake that lashes out before returning to its natural form. Make a melee spell attack against your target.
Once hit your target takes 1d4 piercing and 1d4 acid damage. The spell’s damage increases by 1d4 (each damage type) when you reach 5th level (2d4/2d4), 11th level (3d4/3d4), and finally 17th level (4d4/4d4).
Arc Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (a melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage and secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increase by one die at 11th level (2d8 and 3d6), and 17th level (d8 and 4d6).
Burning Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (a melee weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target’s space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rolls increase by one die at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).
Burst Strike
Evocation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
You suffuse your weapon with power drawn from the molten depths. Once when you hit a creature with a weapon attack during the spell’s duration, you can release this power to push the target up to 10 feet away from you.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
At 5 th level, the weapon attack deals an extra ld6 fire damage to the target. This extra damage increases at 11th level (2d6) and 17th level (3d6)
Caltrops
conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
You fill a 5-by-5-foot square on the ground within range with sharp caltrops that remain for the spell’s duration. When a creature starts its turn in the area or enters it for the first time on a turn, it must make a Dexterity saving throw or take 1d4 piercing damage. Once a creature takes this damage, its speed is decreased by 10 feet until the spell ends. This spell ends early if you cast it again.
As you grow stronger, you can create additional squares of caltrops when you cast this spell. You can create two at 5th level, three at 11th level, and four at 17th level. The damage the caltrops do also increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Caustic Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is acid damage instead of its normal type. If you miss by 3 or less, acid splashes on the target, and you instead deal 1d8 acid damage.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 acid damage to the target on a hit, and the acid damage dealt on a miss increases to 2d8. Both damage rolls increase by one die at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).
Challenger’s mark
Enchantment cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 round
As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and you exchange a moment of silent, instinctive communication that expresses your personal challenge. Before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from you or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Echoing blow
Abjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away.
In addition, the first time the target you hit with this cantrip makes a Constitution saving throw to maintain concentration on a spell before the end of your next turn (including against the damage of this cantrip), you roll 1d6 and subtract the number rolled from that saving throw.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 thunder damage to the target, and the damage the target suffers if they are concentrating on a spell increases
Eldritch Blade
Cantrip Evocation
Casting time: 1 action
Range: Self
Components: V, S, M (small silver object)
Duration: 1 hour, Special
You manifest blade of pure force in your hand. Eldritch Blade deals 1d8 force damage and is finesse, light weapon with which you are proficient.
Eldritch Blade disappears if you casted any other cantrip.
Damage of Eldritch Blade increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Eldritch Orb
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fang Strike
Necromancy cantrip
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V, M (a weapon)
Duration: 1 round
You draw a ravenous hunter’s spirit into your weapon. Once when you hit a creature with a weapon attack during the spell’s duration, you can unleash this spirit to spur on another creature of your choice within 30 feet of the target. That creature can immediately use its reaction to move up to 10 feet toward the target, without provoking opportunity attacks.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
At 5th level, the weapon attack deals an extra ld4 necrotic damage to the target. This extra damage increases at 11th level (2d4) and 17th level (3d4)
Find Water
Divination cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
By concentrating on the flow of magic, the enchanter can locate all local water sources and bodies of water within 1 mile. You know in which direction to head to find water, but this spell does not make you aware of the best route, any dangers lurking nearby, or if the water is save to drink.
Flux Strike
Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
You lace your weapon with wild, corrosive essence. Once when you hit a creature with a weapon attack during the spell’s duration, you can mark the target with this essence. The next time another creature hits the target with an attack before the spell ends, the spell inflicts an extra ld6 acid damage.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
The extra damage increases by ld6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).
Flying Blade
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a dagger)
Duration: 1 minute
You toss a dagger into the air and it is borne aloft by the winds. For the duration of the spell, the dagger hovers and you may use your action to make a ranged weapon attack with the dagger against a target creature or object within 60 feet of you. When you do so, you may use your spellcasting ability in place of your Strength or Dexterity for the attack and damage roll.
As you increase in level, this spell can animate additional daggers, and make attacks with them simultaneously. It can animate two daggers at 5th level, three at 11th level, and 4 at 17th level.
Force Weapon
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a specially prepared gauntlet worth at least 5 gp)
Duration: 1 round
You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack.
You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).
Frigid Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, M (melee weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals cold damage instead of its normal type. Additionally, the target is covered in a brittle frost until the start of your next turn. If the target willingly moves before then, you can use your reaction to deal 1d8 cold damage to the target, ending the spell.
At Higher Levels. At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage. Both damage rolls increase by 1d8 at 11th level (2d8 3d8), and 17th level (3d8 4d8).
Frostwind blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 round
As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell’s range, otherwise the spell fails. Your weapon leaves a frosty trail as it cuts through the air, striking blows that inflict winter’s wrath. On a hit, the target suffers the attack’s normal effects, and the next time the target makes an attack roll before then, it must either accept disadvantage on the attack roll or take 1d10 cold damage and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces their speed by half until the end of your next turn.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d10 cold damage to the target, and the damage the target suffers for not taking disadvantage on their next attack increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.
Looming shadow
Illusion cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
As part of the action used to cast this spell, you must make a thrown or ranged weapon attack against one creature within the spell’s range, otherwise the spell fails. If the weapon or ammunition hits the target, a shadowy duplicate of it appears, hanging in the air just short of where the original struck, and you choose one of your allies within 30 feet of the target. The first time the target attacks the chosen ally or includes that ally in a harmful area of effect before the end of your next turn, the second weapon or piece of ammunition automatically strikes, inflicting 1d10 psychic damage. This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d10 psychic damage to the target, and the damage the target suffers for attacking the chosen ally or including them in a harmful area of effect increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.
Mist Strike
Illusion can trip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
You infuse your weapon with a fey mist. Once when you hit a creature with a weapon attack during the spell’s duration, you can release these vapours to distract the target. That creature can’t take reactions until the spell ends.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
At 5th level, the weapon attack deals an extra ld6 poison damage to the target. This extra damage increases at 11th level (2d6) and 17th level (3d6)
Moonfire
Evocation cantrip
Casting Time: 1 bonus action
Components: V, S
Range: Self
Duration: 10 minutes
You create a number of small spheres of moonfire (in alternating blue-white, pale green, white, and silver hues) equal to your proficiency bonus +2, which appear in your space and orbit your body. This sheds bright light in a radius around you for 5′ per sphere (to a maximum of 20′ radius), and dim light for the same distance further. As an action, you can command a sphere to travel up to 90 feet from you, useful for illuminating other areas within that range or causing visual distractions. The sphere of moonfire may also be hurled as a small comet, inflicting 1d8 points of cold damage which strikes with a ranged spell attack. This consumes the sphere.
At 3rd level, if you have at least three spheres, as an action, you may spend a 2nd level spell slot and direct all of your spheres at an area of magical darkness. This ends both the darkness and the moonfire spells. At 5th level, as an action, you can command and move two spheres, three at 11th, and four at 17th. These can be used to move to illuminate multiple areas or strike targets in any combination, and you may cause multiple spheres to strike the same target.
Punishing strike
Necromancy cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 round.
As part of the action used to cast this spell, you must make an unarmed strike or melee weapon attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and also a black web of necrotic energy radiates across its skin from where it was struck until the start of your next turn.
If the target willingly takes a reaction before then, it immediately takes 1d8 necrotic damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target, and the damage the target suffers for taking a reaction increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Resistance
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak]
Duration: 1 minute
You touch one willing creature. Once before the spell ends, that creature can roll a d4 and add the number rolled to one saving throw of its choice.
It may choose to roll the die before or after rolling the d20. The spell then ends.
The spell ends early if you cast it again before the duration has passed.
Resounding Blade
Evocation cantrip
Casting Time: 1 Action
Range: 10 feet
Components: V, M (a weapon)
Duration: Instantaneous
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a wave of intense sound rolls over the target, extending 5 feet behind it. A creature standing behind target takes 1d8 thunder damage.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the thunder damage to the second creature increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Storm Strike
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
You charge your weapon with a crackling storm-spirit. Once when you hit a creature with a weapon attack during the spell’s duration, you can release this spirit to deal ld6 lightning damage to a different creature of your choice that you can see within 5 feet of the target.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
The extra damage increases by ld6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).
Thought Blast
Enchantment cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, S
Duration: 1 round
You unleash the psychic power of your mind in a wave that shocks nearby creatures’ minds. Each living creature (not a construct or undead) other than you within 5 feet of you must make an Intelligence saving throw. On a failed save, a creature takes 1d6 psychic damage and has disadvantage on the next Intelligence or Charisma check it makes before the until the end of its next turn.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Touch of Fatigue
necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of sweat)
Duration: Concentration, up to 1 minute
You touch a creature, which must make a Constitution saving throw as dolor sweeps over it. On a failed save, the creature gains 1 level of exhaustion. When the spell ends, the creature loses this level of exhaustion. A creature that already has 1 or more levels of exhaustion automatically succeeds on this saving throw.
True Strike (ERS)
Divination cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: S
Duration: Up to 1 round
You extend your hand and point a finger at a target in range.
Your magic grants you a brief insight into the target’s defenses. The first attack roll against that target before the start of your next turn gains 2*your proficiency bonus to the attack roll.
Wind Strike
Evocation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a melee weapon)
Duration: 1 round
You call the wind to trace your weapon’s edge. Once when you hit a creature with a melee weapon attack during the spell’s duration, you can unleash the wind to move up to 10 feet without provoking opportunity attacks.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
At 5 th level, the weapon attack deals an extra ld4 thunder damage to the target. This extra damage increases at 11th level (2d4) and 17th level (3d4)i
Winter Strike
Evocation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, M (a weapon)
Duration: 1 round
You conjure a fey frost to creep across your weapon. Once when you hit a creature with a weapon attack during the spell’s duration, you can release this frost to slow the target. Opportunity attacks against that creature have advantage until the spell ends.
In addition, once on your turn during this spell’s duration, you can engage in two-weapon fighting without using a bonus action.
At 5 th level, the weapon attack deals an extra ld6 cold damage to the target. This extra damage increases at 11th level (2d6) and 17th level (3d6)i
Молниевый клинок
Заговор, воплощение
Время сотворения: 1 действие
Дистанция: на себя (в пределах досягаемости оружия)
Компоненты: С, М (оружие ближнего боя)
Длительность: 1 раунд
Заклинатель заряжает оружие ближнего боя которое использовалось при сотворении заклинания и совершает одну атаку ближнего боя против существа в пределах досягаемости. При попадании, цель получает все обычные эффекты от попадания оружием и при этом заряд молнии может по желанию заклинателя перепрыгнуть на другое существо, которое видит заклинатель в 5 футах от первоначальной цели. Второе существо получает урон молнией равный модификатору заклинательной характеристики.
Урон заклинания возрастает при достижении персонажем более высоких уровней. Начиная с 5 уровня, атака оружием в ближнем бою также наносит 1к8 урона молнией цели при попадании, а урон молнией, наносимый второй цели возрастает до 1к8+ модификатор заклинательной характеристики персонажа. Оба этих урона возрастают на 1к8 при достижении 11 уровня (2к8 и 2к8+модификатор заклинательной характеристики) и 17 уровня (до 3к8 и 3к8+ модификатор заклинательной характеристики соответственно).
[E5E] Заклинания — заговоры был опубликован — Киборги и Чародеи
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