I am ABSOLUTELY terrible with assigned spells a certain level. I just don't know how to do it. I am translating 4th edition classes to 5th edition classes, and some of their "powers" are becoming spells. I am on the invoker and have created the following spells that I don't know what level they should be. If anyone has any thoughts I would appreciate it! And also, how you generally decide where the spells should be leveled at.
Spell List:
Demand Justice (X Level – Reaction, target creature can reroll a saving throw (unless you are subjected to the same effect). You can use this after the roll, but before the result is revealed).
Divine Call (X Level – Bonus Action, Target two willing creatures within 60 ft. They are pulled up to 15ft toward you. [This does not provoke opportunity attacks])
Divine Renewal (X Level – 1 Minute, Target creatures up to your spellcasting modifier. Each creature regains 1 hit die. When cast at higher levels, targets gain 1 additional hit die.
Icon of Life (X Level, Concentration – Action, Target one unoccupied space you can see. A 30 ft. zone is created around the targeted space. Creatures within this zone gain a bonus to death saving throws equal to your spellcasting modifier. If a creature rolls a 20 on a death saving throw in the zone, they heal as if they had spent a hit die, instead of regaining 1 hit point.
Malediction of Gartak (X Level, Concentration – Action, Target creature within 60 ft make a Wisdom saving throw. On a fail, whenever that target hits with an attack, the target takes 2d10 radiant damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
Offering of Justice (X Level, Concentration – Action, Target 1 hostile creature within 60 ft. If the target attacks you or chosen creatures (choose up to your spellcasting modifier), they take 2d10 + spellcasting modifier radiant damage. Instead, if they do not attack, they gain 1d10 temporary hit points until the end of that turn.
Shroud of Awe (X Level, Concentration, Ritual – Bonus Action, Your voice carries for 500 feet. You gain a bonus to Intimidation equal to your spellcasting modifier)
Demand Justice makes me think of the cleric cantrip guidance and the cleric 1st level spell Bless. There's also the 2nd level cleric spell enhance ability that achieves similar effect you could look at for reference. Beacon of hope is a 3rd level cleric spell that you could use as a basis for justifying 3rd level for Demand Justice.
There's a 4th level cleric spell death ward that sounds similar in intent to your Icon of Life so I'd probably make that a 4th level spell and remove the concentration tag in favor of a set duration unless you're absolutely determined to keep it as an AOE spell. You could remove teh AOE and instead let the spell target up to a certain # of creatures in range.
Offering of Justice sounds like hellish rebuke which is a 1st level spell.
Divine Call sounds like grasping vine which is a 4th level spell.
Demand Justice (X Level – Reaction, target creature can reroll a saving throw (unless you are subjected to the same effect). You can use this after the roll, but before the result is revealed).
Similar features are often given at level 1 chars but this also means it could be stacked. As a spell it could be used many times per day dependent on spell slots. I'd probably put this at 3rd level (especially if being made available for wizards because they can choose 1st and 2nd level spells to use at will as their 18th level feature). I would also suggest extra wording to be clear on if the player can choose either roll or has to take the reroll. Really, I'd question about putting this at 4th, just to avoid the abuse of other things like Portent feature, Luck feat, Bless, etc. High level monks auto-gain proficiency in all saves, Paladins can boost all saves for them and the whole group, etc. To be truthfully honest, I wouldn't have this as a spell, maybe a limited use feat or something.
Divine Call (X Level – Bonus Action, Target two willing creatures within 60 ft. They are pulled up to 15ft toward you. [This does not provoke opportunity attacks])
Given that there are cantrips that can move chars 10 ft, I'd say this is fine as 1st level. However, it should require a Saving Throw to resist. The Saving Throw depends on the method of movement: forced movement is often Strength based, but if you had it more as a hypnotic effect it could be Wisdom.
Divine Renewal (X Level – 1 Minute, Target creatures up to your spellcasting modifier. Each creature regains 1 hit die. When cast at higher levels, targets gain 1 additional hit die.
I'm assuming by the duration that they only have this hit die for one minute? That would make it useless because hit die can only be used on a short rest (typically an hour). Or is the 1 minute the casting time? Confused. I would put this at 1st level with 1 minute casting time,:each creature of your choice within 30 ft can spend 1 hit die immediately to heal themselves and will instantly regain the spent hit die. A creature that has benefited from this spell by spending and regaining a hit die cannot do so again until they have completed a long rest. When you cast this spell using a spell slot of 2nd level or higher the number of hit dice that can be spent and immediately regained is increased by 1 for each additional level of the spell slot used above 1st.
The long rest thing is to prevent misuse and completely bypassing the limitation on long rest hit dice recovery. To be honest though, even without this restriction the abuse potential isn't too great and is still inferior to many other healing spells.
Icon of Life (X Level, Concentration – Action, Target one unoccupied space you can see. A 30 ft. zone is created around the targeted space. Creatures within this zone gain a bonus to death saving throws equal to your spellcasting modifier. If a creature rolls a 20 on a death saving throw in the zone, they heal as if they had spent a hit die, instead of regaining 1 hit point.
1st level. This is a very low-powered effect, given that it s massively inferior to many other low-ish level alternatives like bonus action Mass Healing Word at 3rd level.
Malediction of Gartak (X Level, Concentration – Action, Target creature within 60 ft make a Wisdom saving throw. On a fail, whenever that target hits with an attack, the target takes 2d10 radiant damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
5th Level, Concentration, action to cast, 1 minute duration. Target creature you can see within 60 ft must make a Wisdom saving throw. If it fails the target is inflicted with the following effect: While under this spell's effect if the target makes an attack it receives 2d10 radiant damage after that attack is resolved. A target can only suffer this effect once per turn. At the end of the target's turn if it has not made an attack since the start of it's previous turn the spell ends, otherwise it must make another Wisdom saving throw ending the effect on success.
This is a strong ability: 2d10 each turn it attacks for 1 minute? That's an average 22 damage per round for free, and you can use this at a nice safe distance, and nothing stops another party member forcing the target to attack with Command or Suggestion or Dominate Person. If you add a clause it cannot be combined with these effects and lower the range to 30 ft, you can consider dropping the level to 4th. 3rd if you make it Touch range.
Offering of Justice (X Level, Concentration – Action, Target 1 hostile creature within 60 ft. If the target attacks you or chosen creatures (choose up to your spellcasting modifier), they take 2d10 + spellcasting modifier radiant damage. Instead, if they do not attack, they gain 1d10 temporary hit points until the end of that turn.
2nd. Needs wisdom save. 1 min duration. Lose "until end of that turn" because that makes it useless, if the choice was attack for some damage and maybe kill you, loot you or gain a minor HP buff for a couple of seconds, they will always choose attack. But standard temp HP time (until short rest or used) is much better. This would be fine as a 1st level spell that can be upcast to increase the damage and temp hp by 1d10 for each additional spell level. I would also add something that it automatically imparts the conditions of the spell to the target: they know what the spell does when it is used on them. Spells that otherwise have no direct perceptible effect are not known unless specifically said so: meaning if you cast this in combat your enemy may still attack anyway due to not knowing they would gain benefit by not attacking.
Shroud of Awe (X Level, Concentration, Ritual – Bonus Action, Your voice carries for 500 feet. You gain a bonus to Intimidation equal to your spellcasting modifier)
Not sure about the ritual part. That makes casting time take over 10 minutes. I would have this more of an Aura effect. When you cast this, as a bonus action, for 10 minutes while you concentrate, you have advantage on Intimidation and Persuasion checks for all creatures within 120 ft of you that can speak a language and can understand you. I'd put that at 3rd level, no ritual, or maybe 5th level with ritual (because mass-intimidation or mass-persuasion is a massive advantage in roleplaying and getting to do that when you want as often as you want, time-allowing, is OP at low levels). There's also a bit of confusion of the name. Awe is liking something: being drawn to it. Intimidation is an act that induces fear, the very opposite of Awe.
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I am ABSOLUTELY terrible with assigned spells a certain level. I just don't know how to do it. I am translating 4th edition classes to 5th edition classes, and some of their "powers" are becoming spells. I am on the invoker and have created the following spells that I don't know what level they should be. If anyone has any thoughts I would appreciate it! And also, how you generally decide where the spells should be leveled at.
Spell List:
Demand Justice (3rd Level – Reaction, target creature can reroll a saving throw (unless you are subjected to the same effect). You can use this after the roll, but before the result is revealed).
Divine Call (2nd Level – Bonus Action, Target two willing creatures within 60 ft. They are pulled up to 15ft toward you. [This does not provoke opportunity attacks])
Divine Renewal (1st Level – 1 Minute, Target creatures up to your spellcasting modifier. Each creature regains 1 hit die. When cast at higher levels, targets gain 1 additional hit die.
Icon of Life (4th Level, Concentration – Action, Target a space you can see. A 30 ft. zone is created around the targeted space. Creatures within this zone gain a bonus to death saving throws equal to your spellcasting modifier. If a creature rolls a 20 on a death saving throw in the zone, they heal as if they had spent a hit die, instead of regaining 1 hit point.
Malediction of Gartak (2nd Level, Concentration – Action, Target creature within 60 ft make a Wisdom saving throw. On a fail, once per turn when the target hits with an attack, the target takes 2d10 radiant damage. *This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn. *The target remakes their save at the end of their turn.
Offering of Justice (1st Level, Concentration – Action, Target 1 hostile creature within 60 ft. If the target attacks you or chosen creatures (choose up to your spellcasting modifier), they take 2d10 + spellcasting modifier radiant damage. Instead, if they do not attack, they gain 1d10 temporary hit points until the end of that turn.
Shroud of Awe (2nd* Level, Concentration, Ritual – Bonus Action, Your voice carries for 500 feet. You gain a bonus to Intimidation equal to your spellcasting modifier) *Depends on how long this lasts. If 1 minute or less I'd say 2nd level that is pushing 3rd level boundries. Any more than that would be 4th level.
Cyb3rM1nd already did a good breakdown of the reasoning behind his recommendations which I mostly agree with, so I marked the appropriate levels I would give these spells in red as well as adjustments to a spell's language.
The only large change I would make is for Malediction of Gartak. Most other spells with wisdom saves would allow a creature to save at the end of their turn, thinking of hold person and slow, and an intelligent creature would likely realise their own attacks are hurting them and would stop. Non-intelligent creatures would likely not stop attacking, so limiting to once per turn would reduce the power of the spell to fit at the lower level. Without those changes, I would say it would fit as a 4th level spell.
I haven't played older editions so I'm not well versed in the power level of those "powers" and how they were used at the time, so a lot of these are estimates comparing to other homebrew I've done/seen and the official spells. Hope that helps!
I am ABSOLUTELY terrible with assigned spells a certain level. I just don't know how to do it. I am translating 4th edition classes to 5th edition classes, and some of their "powers" are becoming spells. I am on the invoker and have created the following spells that I don't know what level they should be. If anyone has any thoughts I would appreciate it! And also, how you generally decide where the spells should be leveled at.
Spell List:
Published Subclasses
Demand Justice makes me think of the cleric cantrip guidance and the cleric 1st level spell Bless. There's also the 2nd level cleric spell enhance ability that achieves similar effect you could look at for reference. Beacon of hope is a 3rd level cleric spell that you could use as a basis for justifying 3rd level for Demand Justice.
There's a 4th level cleric spell death ward that sounds similar in intent to your Icon of Life so I'd probably make that a 4th level spell and remove the concentration tag in favor of a set duration unless you're absolutely determined to keep it as an AOE spell. You could remove teh AOE and instead let the spell target up to a certain # of creatures in range.
Offering of Justice sounds like hellish rebuke which is a 1st level spell.
Divine Call sounds like grasping vine which is a 4th level spell.
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Similar features are often given at level 1 chars but this also means it could be stacked. As a spell it could be used many times per day dependent on spell slots. I'd probably put this at 3rd level (especially if being made available for wizards because they can choose 1st and 2nd level spells to use at will as their 18th level feature). I would also suggest extra wording to be clear on if the player can choose either roll or has to take the reroll. Really, I'd question about putting this at 4th, just to avoid the abuse of other things like Portent feature, Luck feat, Bless, etc. High level monks auto-gain proficiency in all saves, Paladins can boost all saves for them and the whole group, etc. To be truthfully honest, I wouldn't have this as a spell, maybe a limited use feat or something.
Given that there are cantrips that can move chars 10 ft, I'd say this is fine as 1st level. However, it should require a Saving Throw to resist. The Saving Throw depends on the method of movement: forced movement is often Strength based, but if you had it more as a hypnotic effect it could be Wisdom.
I'm assuming by the duration that they only have this hit die for one minute? That would make it useless because hit die can only be used on a short rest (typically an hour). Or is the 1 minute the casting time? Confused. I would put this at 1st level with 1 minute casting time,:each creature of your choice within 30 ft can spend 1 hit die immediately to heal themselves and will instantly regain the spent hit die. A creature that has benefited from this spell by spending and regaining a hit die cannot do so again until they have completed a long rest. When you cast this spell using a spell slot of 2nd level or higher the number of hit dice that can be spent and immediately regained is increased by 1 for each additional level of the spell slot used above 1st.
The long rest thing is to prevent misuse and completely bypassing the limitation on long rest hit dice recovery. To be honest though, even without this restriction the abuse potential isn't too great and is still inferior to many other healing spells.
1st level. This is a very low-powered effect, given that it s massively inferior to many other low-ish level alternatives like bonus action Mass Healing Word at 3rd level.
5th Level, Concentration, action to cast, 1 minute duration. Target creature you can see within 60 ft must make a Wisdom saving throw. If it fails the target is inflicted with the following effect: While under this spell's effect if the target makes an attack it receives 2d10 radiant damage after that attack is resolved. A target can only suffer this effect once per turn. At the end of the target's turn if it has not made an attack since the start of it's previous turn the spell ends, otherwise it must make another Wisdom saving throw ending the effect on success.
This is a strong ability: 2d10 each turn it attacks for 1 minute? That's an average 22 damage per round for free, and you can use this at a nice safe distance, and nothing stops another party member forcing the target to attack with Command or Suggestion or Dominate Person. If you add a clause it cannot be combined with these effects and lower the range to 30 ft, you can consider dropping the level to 4th. 3rd if you make it Touch range.
2nd. Needs wisdom save. 1 min duration. Lose "until end of that turn" because that makes it useless, if the choice was attack for some damage and maybe kill you, loot you or gain a minor HP buff for a couple of seconds, they will always choose attack. But standard temp HP time (until short rest or used) is much better. This would be fine as a 1st level spell that can be upcast to increase the damage and temp hp by 1d10 for each additional spell level. I would also add something that it automatically imparts the conditions of the spell to the target: they know what the spell does when it is used on them. Spells that otherwise have no direct perceptible effect are not known unless specifically said so: meaning if you cast this in combat your enemy may still attack anyway due to not knowing they would gain benefit by not attacking.
Not sure about the ritual part. That makes casting time take over 10 minutes. I would have this more of an Aura effect. When you cast this, as a bonus action, for 10 minutes while you concentrate, you have advantage on Intimidation and Persuasion checks for all creatures within 120 ft of you that can speak a language and can understand you. I'd put that at 3rd level, no ritual, or maybe 5th level with ritual (because mass-intimidation or mass-persuasion is a massive advantage in roleplaying and getting to do that when you want as often as you want, time-allowing, is OP at low levels). There's also a bit of confusion of the name. Awe is liking something: being drawn to it. Intimidation is an act that induces fear, the very opposite of Awe.
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Cyb3rM1nd already did a good breakdown of the reasoning behind his recommendations which I mostly agree with, so I marked the appropriate levels I would give these spells in red as well as adjustments to a spell's language.
The only large change I would make is for Malediction of Gartak. Most other spells with wisdom saves would allow a creature to save at the end of their turn, thinking of hold person and slow, and an intelligent creature would likely realise their own attacks are hurting them and would stop. Non-intelligent creatures would likely not stop attacking, so limiting to once per turn would reduce the power of the spell to fit at the lower level. Without those changes, I would say it would fit as a 4th level spell.
I haven't played older editions so I'm not well versed in the power level of those "powers" and how they were used at the time, so a lot of these are estimates comparing to other homebrew I've done/seen and the official spells. Hope that helps!
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