Im sure this has been done to death, but I had a player want to worship the Flying Spaghetti Monster, with spells and flavor to match. I am not sure how to link homebrew spells with the [ spell] for the spell table. I apprecate any and all help, insight, and comments you can provide.
Oath of the Pastafarian
Pastafarians are Paladins who dedicate themselves to spreading joy, promoting tolerance, and maintaining an open mind in all things. They embrace the tenets of humor, ensuring life is filled with laughter, and respect for all beliefs, allowing everyone the freedom to choose their own path. Inspired by the pirates, the original Pastafarians, they value adventure, boldness, and a touch of mischief.
Tenets of the Flying Spaghetti Monster:
Humor: Life is meant to be enjoyed. Laugh often, and bring joy to others.
Tolerance: Respect all beliefs, and do not impose your own. Allow everyone the freedom to believe as they choose.
Open Mind: Always be curious and question everything. Knowledge is infinite and always evolving.
Pirate Code: Emulate the ways of the pirates, the original Pastafarians. Be adventurous, bold, and occasionally a bit mischievous.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Noodle Appendage. As an action, you can use your Channel Divinity to imbue your unarmed strike with the power of the Flying Spaghetti Monster against a target within your reach. On a hit, the attack deals an additional 2d10 force damage, and if the target is a creature it must succeed a Dexterity saving throw or become restrained by writhing noodles for 1 minute. A creature can use its action to make a Strength check against your spell save DC. If it succeeds it is no longer restrained.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Pirates Presence. As an action, you can use your Channel Divinity to inspire courage in your allies and dread in your enemies. Each creature of your choice within 30 feet of you that can hear you must succeed a Wisdom saving throw or become frightened for 1 minute. If a creature succeeds on the saving throw, it is immune to this effect for the next 24 hours. Allies who are not frightened gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1).
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened and charmed. Additionally, your presence fills your allies with an irrepressible sense of humor, giving them resistance to psychic damage.
At 18th level, the range of this aura increases to 30 feet.
Touch of his Noodly Appendage
At 15th level, you can use your lay on hands feature to grant temporary hit points equal to the number of hit points restored.
Avatar of the Flying Spaghetti Monster
At 20th level, you can transform into an avatar of the Flying Spaghetti Monster for 1 minute, gaining resistance to all damage, the ability to make an unarmed strike that deals an additional 4d10 force damage and restrain foes on a hit. If the target is a creature, it must suceed on a Dexterity saving throw, or be restrained. In addition, you and your allies within 30 feet gain immunity to frightened and charmed.
Once you use this feature, you can’t use it again until you finish a long rest.
These are the spells as I have them now. I need aloooot of help with these.
Spells
Boiling Pot of Bolognese
lvl 5, (conjuration) action
You summon a massive, boiling pot of scalding pasta and steaming Bolognese sauce at a point you choose within range. The pot occupies a 20-foot-radius area, spilling over with bubbling sauce and hot pasta. The area becomes heavily obscured as steam rises from the boiling mixture. It lasts for the duration or until strong wind disperses the steam, ending the spell.When a creature enters the pot's area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.Flavor Description: The summoned pot, resembling a massive cauldron of pasta and rich Bolognese sauce, fills the air with the tantalizing aroma of a hearty Italian meal. The scalding sauce and pasta within the pot burn any creature caught within, much like a kitchen accident gone horribly wrong, making them feel as if they're being boiled alive in a pot of divine pasta.
Captain Flint's Special
LvL 5, Conjuration: 1 action
You hurl a blazing ball of divine spaghetti and marinara sauce at a point you choose within range. The ball explodes in a fiery burst, dealing damage and creating a hazardous zone.
Effects:
Divine Explosion. Each creature within a 20-foot radius sphere centered on the chosen point must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and 2d6 bludgeoning damage from the impact and searing heat of the sauce. On a successful save, a creature takes half as much damage.
Lingering Sauce. The area affected by the explosion becomes coated with divine sauce. For the next minute, any creature that starts its turn in the area or moves through it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage from the lingering heat of the sauce. On a successful save, the creature takes no damage.
Curse of the Five Sauces
LvL 5, Necromancy: 1 action
You invoke a whimsical curse upon a creature within range, causing it to suffer from a playful but troublesome plague of the Five Sauces. Choose a creature you can see within range. The curse manifests as an amusing, yet debilitating, plague of divine sauces—Béchamel, Velouté, Espagnole, Tomato, and Hollandaise—each inflicting specific damage and debuffs.The cursed creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 damage (of the relevant type) and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn't poisoned. While poisoned by this curse, the creature suffers additional effects based on the sauce:
Béchamel (Fire): The creature is scorched by a creamy, hot sauce, taking 2d8 [Tooltip Not Found] damage. The intense heat causes severe burns, imposing disadvantage on Constitution saving throws and ability checks.
Velouté (Cold): The creature is hit with a rich, velvety sauce, taking 2d8 cold damage. The chilling effect imposes disadvantage on Dexterity saving throws and ability checks.
Espagnole (Necrotic): The creature is struck by a dark, intense sauce, taking 2d8 necrotic damage. The painful affliction imposes disadvantage on Wisdom saving throws and ability checks.
Tomato (Acid): The creature is burned by a tangy, acidic sauce, taking 2d8 acid damage. The acidic burn imposes disadvantage on Strength saving throws and ability checks.
Hollandaise (Radiant): The creature is overwhelmed by a buttery, rich sauce, taking 2d8 radiant damage. The heavy, divine pressure imposes disadvantage on Charisma saving throws and ability checks.
A cursed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Family Dinner
LvL 2, Enchantment: 1 action
When you cast Family Dinner, you evoke the divine essence of a comforting Italian feast to envelop the area in a warm, familial embrace. The air fills with the mouthwatering aroma of freshly baked bread, savory marinara sauce, garlic, and herbs, reminiscent of a classic Italian dinner. Creatures within the affected area feel their anger and fear melt away as if they were savoring a hearty, reassuring meal shared with loved ones. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Pirate's Meatball Barrage
LvL 1,(transmutation) Bonous Action
You touch one to three small objects and imbue them with divine energy, transforming them into meatballs. You or someone else can make a ranged spell attack with one of the meatballs by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with a meatball, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Whether you hit or miss, the meatball then becomes a nonmagical piece of food.
If you cast this spell again, the food you previously created with this spell crumbles to dust.
Pirate’s Pasta Parade
Lvl 4, (transmutation) action
You invoke the spirit of the Pirate's Pasta Parade to grant yourself unparalleled mobility. For the duration of the spell, you gain the following benefits:
Noodle Glide. You move through difficult terrain without impediment. The divine pasta grants you a smooth and effortless passage through any obstacles that would normally slow you down.
Buoyant Maneuve. You can move through water and other liquid surfaces as if they were solid ground, allowing you to traverse aquatic environments with ease. You also have advantage on Dexterity saving throws made to avoid being grappled or restrained.
Pirate’s Escape. If you are grappled or restrained, you can use your action to automatically escape. You may choose to break free of the grapple or restraints without making a Strength or Dexterity check.
Pirate's Ravioli Ruckus
LvL 2, (conjuration) 1 action
You summon a burst of divine ravioli and marinara that creates a hazardous zone on the battlefield. The area you choose within range becomes a 20-foot-radius sphere filled with swirling, enchanted ravioli and sauce.
Effects:
Ravioli Slick. The ground in the area becomes slick with divine marinara. Each creature that starts its turn in the area or enters it for the first time on its turn must succeed in a Dexterity saving throw. On a failed save, the creature falls prone. On a successful save, the creature maintains its footing but is affected by difficult terrain.
Scalding Sauce. At the end of each of your turns, each creature of your choice within the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage from the hot sauce. On a successful save, the creature takes half damage
Pirate's Treasure Horde
Lvl 5, (enchantment) Action
You invoke the spirit of a legendary pirate’s treasure to bless your allies with a surge of fortune and resilience. Each creature of your choice within a 30-foot radius centered on a point you choose within range benefits from the following effects:
Buccaneer’s Blessing. Affected creatures gain temporary hit points equal to 3d8 + your spellcasting ability modifier. These temporary hit points last for the duration of the spell.
Fortune’s Favor. Allies within the area gain advantage on attack rolls, ability checks, and saving throws for the duration. The aura of luck from the pirate’s treasure boosts their chances of success in all endeavors.
Sailor’s Resilience. While within the area, affected creatures have resistance to bludgeoning, piercing, and slashing damage as the divine essence of the pirate’s protection wards off physical harm.
Spaghetti Snare
LvL 1, (conjuration) action
You summon divine pasta to entangle and restrain creatures in a chosen area. Choose a point within range; a 20-foot-radius sphere centered on that point becomes entangled with writhing noodles and marinara sauce. Each creature in the area must succeed in a Strength saving throw. On a failed save, the creature is restrained by the divine pasta. While restrained, the creature takes 1d4 bludgeoning damage at the start of each of its turns as the pasta constricts around it.
A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it breaks free from the noodles.
When the spell ends, the pasta fades into the aether.
Im sure this has been done to death, but I had a player want to worship the Flying Spaghetti Monster, with spells and flavor to match. I am not sure how to link homebrew spells with the [ spell] for the spell table. I apprecate any and all help, insight, and comments you can provide.
Oath of the Pastafarian
Pastafarians are Paladins who dedicate themselves to spreading joy, promoting tolerance, and maintaining an open mind in all things. They embrace the tenets of humor, ensuring life is filled with laughter, and respect for all beliefs, allowing everyone the freedom to choose their own path. Inspired by the pirates, the original Pastafarians, they value adventure, boldness, and a touch of mischief.
Tenets of the Flying Spaghetti Monster:
Humor: Life is meant to be enjoyed. Laugh often, and bring joy to others.
Tolerance: Respect all beliefs, and do not impose your own. Allow everyone the freedom to believe as they choose.
Open Mind: Always be curious and question everything. Knowledge is infinite and always evolving.
Pirate Code: Emulate the ways of the pirates, the original Pastafarians. Be adventurous, bold, and occasionally a bit mischievous.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Noodle Appendage. As an action, you can use your Channel Divinity to imbue your unarmed strike with the power of the Flying Spaghetti Monster against a target within your reach. On a hit, the attack deals an additional 2d10 force damage, and if the target is a creature it must succeed a Dexterity saving throw or become restrained by writhing noodles for 1 minute. A creature can use its action to make a Strength check against your spell save DC. If it succeeds it is no longer restrained.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Pirates Presence. As an action, you can use your Channel Divinity to inspire courage in your allies and dread in your enemies. Each creature of your choice within 30 feet of you that can hear you must succeed a Wisdom saving throw or become frightened for 1 minute. If a creature succeeds on the saving throw, it is immune to this effect for the next 24 hours. Allies who are not frightened gain temporary hit points equal to your Charisma modifier + half your paladin level (minimum of 1).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Pastafarian Spells
3rd
Pirate's Meatball Barrage, Spaghetti Snare
5th
Pirate's Treasure Horde, Family Dinner
9th
Pirate's Ravioli Ruckus, Curse of the Five Sauces
13th
Pirate's Pasta Parade, guardian of faith
17th
Captain Flit's Special, Boiling Pot of Bolognese
Aura of Levity
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened and charmed. Additionally, your presence fills your allies with an irrepressible sense of humor, giving them resistance to psychic damage.
At 18th level, the range of this aura increases to 30 feet.
Touch of his Noodly Appendage
At 15th level, you can use your lay on hands feature to grant temporary hit points equal to the number of hit points restored.
Avatar of the Flying Spaghetti Monster
At 20th level, you can transform into an avatar of the Flying Spaghetti Monster for 1 minute, gaining resistance to all damage, the ability to make an unarmed strike that deals an additional 4d10 force damage and restrain foes on a hit. If the target is a creature, it must suceed on a Dexterity saving throw, or be restrained. In addition, you and your allies within 30 feet gain immunity to frightened and charmed.
Once you use this feature, you can’t use it again until you finish a long rest.
These are the spells as I have them now. I need aloooot of help with these.
Spells
Boiling Pot of Bolognese
You summon a massive, boiling pot of scalding pasta and steaming Bolognese sauce at a point you choose within range. The pot occupies a 20-foot-radius area, spilling over with bubbling sauce and hot pasta. The area becomes heavily obscured as steam rises from the boiling mixture. It lasts for the duration or until strong wind disperses the steam, ending the spell.When a creature enters the pot's area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.Flavor Description: The summoned pot, resembling a massive cauldron of pasta and rich Bolognese sauce, fills the air with the tantalizing aroma of a hearty Italian meal. The scalding sauce and pasta within the pot burn any creature caught within, much like a kitchen accident gone horribly wrong, making them feel as if they're being boiled alive in a pot of divine pasta.
Captain Flint's Special
You hurl a blazing ball of divine spaghetti and marinara sauce at a point you choose within range. The ball explodes in a fiery burst, dealing damage and creating a hazardous zone.
Effects:
Divine Explosion. Each creature within a 20-foot radius sphere centered on the chosen point must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and 2d6 bludgeoning damage from the impact and searing heat of the sauce. On a successful save, a creature takes half as much damage.
Lingering Sauce. The area affected by the explosion becomes coated with divine sauce. For the next minute, any creature that starts its turn in the area or moves through it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage from the lingering heat of the sauce. On a successful save, the creature takes no damage.
Curse of the Five Sauces
You invoke a whimsical curse upon a creature within range, causing it to suffer from a playful but troublesome plague of the Five Sauces. Choose a creature you can see within range. The curse manifests as an amusing, yet debilitating, plague of divine sauces—Béchamel, Velouté, Espagnole, Tomato, and Hollandaise—each inflicting specific damage and debuffs.The cursed creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 damage (of the relevant type) and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn't poisoned. While poisoned by this curse, the creature suffers additional effects based on the sauce:
Béchamel (Fire): The creature is scorched by a creamy, hot sauce, taking 2d8 [Tooltip Not Found] damage. The intense heat causes severe burns, imposing disadvantage on Constitution saving throws and ability checks.
Velouté (Cold): The creature is hit with a rich, velvety sauce, taking 2d8 cold damage. The chilling effect imposes disadvantage on Dexterity saving throws and ability checks.
Espagnole (Necrotic): The creature is struck by a dark, intense sauce, taking 2d8 necrotic damage. The painful affliction imposes disadvantage on Wisdom saving throws and ability checks.
Tomato (Acid): The creature is burned by a tangy, acidic sauce, taking 2d8 acid damage. The acidic burn imposes disadvantage on Strength saving throws and ability checks.
Hollandaise (Radiant): The creature is overwhelmed by a buttery, rich sauce, taking 2d8 radiant damage. The heavy, divine pressure imposes disadvantage on Charisma saving throws and ability checks.
A cursed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Family Dinner
When you cast Family Dinner, you evoke the divine essence of a comforting Italian feast to envelop the area in a warm, familial embrace. The air fills with the mouthwatering aroma of freshly baked bread, savory marinara sauce, garlic, and herbs, reminiscent of a classic Italian dinner. Creatures within the affected area feel their anger and fear melt away as if they were savoring a hearty, reassuring meal shared with loved ones. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Pirate's Meatball Barrage
You touch one to three small objects and imbue them with divine energy, transforming them into meatballs. You or someone else can make a ranged spell attack with one of the meatballs by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with a meatball, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Whether you hit or miss, the meatball then becomes a nonmagical piece of food.
If you cast this spell again, the food you previously created with this spell crumbles to dust.
Pirate’s Pasta Parade
You invoke the spirit of the Pirate's Pasta Parade to grant yourself unparalleled mobility. For the duration of the spell, you gain the following benefits:
Noodle Glide. You move through difficult terrain without impediment. The divine pasta grants you a smooth and effortless passage through any obstacles that would normally slow you down.
Buoyant Maneuve. You can move through water and other liquid surfaces as if they were solid ground, allowing you to traverse aquatic environments with ease. You also have advantage on Dexterity saving throws made to avoid being grappled or restrained.
Pirate’s Escape. If you are grappled or restrained, you can use your action to automatically escape. You may choose to break free of the grapple or restraints without making a Strength or Dexterity check.
Pirate's Ravioli Ruckus
You summon a burst of divine ravioli and marinara that creates a hazardous zone on the battlefield. The area you choose within range becomes a 20-foot-radius sphere filled with swirling, enchanted ravioli and sauce.
Effects:
Ravioli Slick. The ground in the area becomes slick with divine marinara. Each creature that starts its turn in the area or enters it for the first time on its turn must succeed in a Dexterity saving throw. On a failed save, the creature falls prone. On a successful save, the creature maintains its footing but is affected by difficult terrain.
Scalding Sauce. At the end of each of your turns, each creature of your choice within the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage from the hot sauce. On a successful save, the creature takes half damage
Pirate's Treasure Horde
You invoke the spirit of a legendary pirate’s treasure to bless your allies with a surge of fortune and resilience. Each creature of your choice within a 30-foot radius centered on a point you choose within range benefits from the following effects:
Buccaneer’s Blessing. Affected creatures gain temporary hit points equal to 3d8 + your spellcasting ability modifier. These temporary hit points last for the duration of the spell.
Fortune’s Favor. Allies within the area gain advantage on attack rolls, ability checks, and saving throws for the duration. The aura of luck from the pirate’s treasure boosts their chances of success in all endeavors.
Sailor’s Resilience. While within the area, affected creatures have resistance to bludgeoning, piercing, and slashing damage as the divine essence of the pirate’s protection wards off physical harm.
Spaghetti Snare
You summon divine pasta to entangle and restrain creatures in a chosen area. Choose a point within range; a 20-foot-radius sphere centered on that point becomes entangled with writhing noodles and marinara sauce. Each creature in the area must succeed in a Strength saving throw. On a failed save, the creature is restrained by the divine pasta. While restrained, the creature takes 1d4 bludgeoning damage at the start of each of its turns as the pasta constricts around it.
A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it breaks free from the noodles.
When the spell ends, the pasta fades into the aether.
I see now I posted this in the wrong channel, I aplologize for my mixup