On its turn, the Panzer IV can take 2 actions, choosing from the options below. It can take only 1 action if it has only 2 crew. It can't take these actions if it has no crew.
Fire Tank Gun (2 actions).The Panzer IV can fire its tank gun.
Fire Machine Gun. The Panzer IV can fire its machine gun.
Move.The Panzer IV can use its helm to move with its tracks.
Armor
Armor Class18
Hit Points130 (damage threshold 15)
As long as the armor is present, the Helm cannot be damaged.
Control: Helm
Armor Class15
Hit Points 70
Move up to the speed of the tracks, with one 90-degree turn. If the helm is destroyed, the Panzer IV can't turn.
Movement: Tracks
Armor Class14
Hit Points120; -5 ft. speed per 20 damage taken
Speed (land) 25 ft.; 15 ft. going backwards.
Weapon: Machine Gun
Armor Class15
Hit Points50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Tank Gun
Armor Class17
Hit Points100
Ranged Weapon Attack: +6 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) piercing damage.
If the helm is destroyed, the Panzer IV's tank gun can only fire in front of it.
if I look up Panzer IV in homebrew monsters will it show up?
apparently not so... WHERE IS IT???!?!?!?!?!??!?!
rip
rest in peace
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
I should be doing something, but I forgot what it is.
living
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
31
Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
30
Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
29
Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
28
power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
27
power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
26
antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
25
mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
24
Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
23
absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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15
Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
14
Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
12
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10
Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
31
Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
30
Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
29
Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
28
power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
27
power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
26
antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
25
mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
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Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
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absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
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Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
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Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
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Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
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Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
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Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
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power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
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power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
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antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
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mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
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Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
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absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
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Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
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Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
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Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
Yep
I edited the post.
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
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Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
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Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
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Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
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power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
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power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
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antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
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mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
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Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
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absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
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Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
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Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
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Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
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Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
Yep
I edited the post.
Do you think your multiclass can still kill Hettie now?
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
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Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
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Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
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Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
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Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
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Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
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power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
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power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
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antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
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mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
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Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
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absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
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Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
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10
Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
Yep
I edited the post.
Do you think your multiclass can still kill Hettie now?
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
rest in peace
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
I should be doing something, but I forgot what it is.
I am also here.
Am snek.
living
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Blop
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Did you like Hettie? on the cult of cats
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
And you're part of the tree cult too!
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Didnt see yet.
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Looked.
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
how was Hettie?
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Overpowered, my new character could solo Hettie. :) totally doesn’t have overpowered homebrew.
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Now let me tell you, I didn't give you the spell list. (Yes, she's a spellcaster.)
33
Hettie's Hello Moon
Range: sight
Casting Time 1 action
Duration: Instant
Components: V (enjoy DEATH!)
You summon a full-on spectral moon and drop it. It deals 1D1,000,000,000 (500,000,000) force damage, ignoring all resistances and immunity. All creatures Hettie wants to save have the ground surrounding them survive, and they take no damage. Carves a 2,000-foot hole, except for the areas Hettie saves, which leaves a stable 2000-foot-tall rock spire, a 100-foot-tall, 5-foot-wide section has (AC 29 HP 1000 and succeeds on all saving throws) to knock over. When knocked over, deals (10,000,000/amount of rock spires left) damage
32
Cruelty of Nature
Range touch
Duration: 6 rounds C
Casting Time 1 action
Touch a creature with a seed. Roots and vines hatch from the seed, immediately growing around and through the creature's body, dealing 20d12 piercing damage and inflicting one level of exhaustion due to extreme pain. Roots and vines completely envelop the creature into what rapidly became a tree, rendering the creature paralyzed and immune to damage coming from any source other than this spell for its duration.
Each round (up to 6), you maintain concentration on this spell, and the tree grows, producing additional effects on your turn. Each turn after the first (up to 6), the creature makes a Wisdom saving throw. On a successful save, the creature only takes half damage, no additional effects of that turn, and is freed from the spell, losing its aforementioned immunity.
Round 2. The tree grows up to 20 feet with a diameter of 5 feet. Roots pierce deeper and tighten onto the creature's body, dealing 4d12 force damage and applying a second level of exhaustion.
Round 3. The tree grows up to 50 feet with a diameter of 10 feet. The creature takes again 4d12 force damage. As the tree grows, the vines shift and twirl, dealing 6d12 slashing damage and applying a third level of exhaustion.
Round 4. The tree grows up to 100 feet with a diameter of 15 feet. The creature takes again 4d12 force damage and 6d12 slashing damage. The roots piercing the creature absorb its life essence, dealing 8d12 necrotic damage and applying a fourth level of exhaustion.
Round 5. The tree grows up to 240 feet with a diameter of 30 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. The creature is pushed to the verge of madness from the pain and takes 10d12 psychic damage, becoming vulnerable to psychic damage for the next 7 days and suffering a fifth level of exhaustion.
Round 6. The tree grows up to 500 feet with a diameter of 60 feet. The creature takes again 4d12 force damage, 6d12 slashing damage, and 8d12 necrotic damage. It also takes 20d12 psychic damage and suffers an ultimate level of exhaustion, though the tree sustains the creature, making it unable to reach unconsciousness or to drop below 1 hp. Its vulnerability to psychic damage is now permanent. The spell doesn't require concentration anymore. Subsequent rounds. The tree grows one last time up to 1000 feet and 100 feet in diameter. The creature takes 80 piercing damage, 80 force damage, 80 slashing damage, 80 necrotic damage, and 120 psychic damage per turn. It can't make any more saving throws and will remain confined in an impenetrable prison of everlasting agony and madness, unable to savor the peace of death. If 33th level Dispell Magic is cast on the tree, its wood becomes destructible by normal means, but the creature is no longer kept alive by the spell and dies.
31
Abyssal Fury
Range: sight
Casting Time 1 action
Duration: 1 minute
Components: V
This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by ruthless Demons. After what seems like only a few seconds (which is more like an eternity for the victim in the Abyss), the victim (or what's left of them) gets spat back out of the portal. The victim makes a wisdom saving throw; if they succeed, they are spat out of the portal in 'one piece', but while the victim senses nothing at first after a split-second, all the wrath of the demons will surface. The victim will suffer 120d20 (1260) slashing damage as they suffer multiple 'delayed' attacks and slashes from all angles. If the victim fails the saving throw, they suffer instant death. All that's left of them is gore and body parts spat out of the portal.
30
Hettie’s Solar flare (takes one round to get to you)
Range: sight
Duration: 2 rounds
Casting Time 1 action
Components: V (Heaven Come Down! )
In Round One, all targets have blind conditions and suffer from 10D10 (55) radiant damage. The targets can move a maximum of 25 feet and take action, but not a reaction or bonus action.
round two 4D10,000 / squares moved (20,002/squares moved), and the blinded condition is permanent.
Mass clone
Range: touch
Casting Time 1 action
Duration: until dispelled
Summons 100 clones by the clone spell
29
Summon
Range:120 feet
Duration: 1 day
Casting Time 1 action
Component: M (figure of what you are summoning)
Summon anything, that’s 1 mile by 1 mile.
Environmental Annihilation
Range: sight
Duration: 1 minute
Components: V
You call upon the very forces of nature to crush your enemies. Choose one creature you can see within range. The following effects happen to them for the duration of the spell:
If the target is within 25 feet of any dirt or stone at the start of its turn, it must make a Dexterity saving throw or take 16d20 (168) bludgeoning damage on a failed save or half damage on a successful one, as it attempts to crush them. Additionally, all dirt and stone is difficult terrain for the target.
If the target moves within 10 feet of any fire, the fire will attempt to spread to them. The target must make a Dexterity saving throw, taking 16d12 (102) fire damage on a failed save or half damage on a successful one.
If the target is within 15 feet of a Medium plant or 25 feet of a Large or larger plant at the start of its turn, it must make a Strength saving throw or be smothered and attacked by the plant. At the start of each of its turns, the target can repeat the saving throw. On another fail, the target takes 12d12 (76) bludgeoning damage, plus an additional 6d12 (38) piercing damage if the plant has thorns and cannot breathe.
At the beginning of the target’s turn, if the target is outside, the target must make a Strength saving throw or be knocked prone and take 8d20 (84) bludgeoning damage, as wind buffets them.
If the creature is within 30 feet of a body of water, its size or larger at the start of its turn, it will attempt to pull it in and suffocate it. The target must make a Strength saving throw or be pulled into the space of the body of water and be unable to breathe.
All saving throws the target must make are against your spell save DC.
28
power word help
Range 30 feet
Duration: Instant
Components: M (figure of what you are helping, worth 1000 GP)
Gives an advantage on all rolls.
Kings heroes feast
Casting Time 1 action
Range/Area 30
Components V, S
Duration Until Dispelled
Summons a feast worthy of a king. 100 people can partake in the feast. All that do hit point max increases by 1D100 (50), and all are immune to poison permanently.
27
power word increase
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
One ability score increases by 4, up to a maximum of 45
power word decrease
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration Until Dispelled
Decreases one ability score by 2, a maximum of 0 (you die if reduced to 0)
Power Word Advantage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration until dispelled
Advantages of one skill
26
antiGravity
Casting Time 1 action
Range/Area 120 feet cylinder
Components V, S
Duration 1 minute C
Within 100 feet of the point, in a 1000-foot-tall cylinder. Gravity ceases to function.
Do tell
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
One target must make a Charisma saving throw against your spell save DC on a failure, charmed permanently. On a success. Charmed for 1 minute. Water things make the save with advantage. Repeat saving throw once a year.
Summon an army
Casting Time 1 action
Range/Area 1000 feet
Components V, S
Duration Until battle ends (DM choice)
Summons, within a 1000 radius, 200 creatures of one type below CR 15
25
mass contingency
Casting Time 1 hour
Range/Area 60 feet
Components V, S
Duration Until Dispelled
Casts contingency on the target 10 times with a limit of level 24 spell level cast with it
hole puncher
Casting Time 1 action
Range/Area Self
Components V, S
Duration instant
One target gets a new 1-inch hole and takes 10d100 (505) piercing
mass infect
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration 1 month
You get turned into a cat over the course of a month. If your size is Gargantuan, you get turned into a Hunter cat. huge tuned into an Elder cat large = swarm of ADHD kittens medium = swarm of OCD cats
24
Mass Permanency
Casting Time 1 Hour
Range/Area Self
Components V, S
Duration Until Dispelled
This spell makes 5 other spells, of 30th Level or lower, last until Permanency is dispelled. As part of this spell, you must expend all resources required to cast the spell you intend to effect
mass harm
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute
Target takes 10D100 (505) and is vulnerable to all damage, including this turn.
scared
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 hour C
The targets makes Cha saving throw and a Wis save. On two failures, the target is frightened and charmed. On Cha fails, you are charmed. On a Wis fail, you are frightened. On two successes, you take 5D20 psikic
mass storm of fire
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You
23
absorb magic
Casting Time 1 reaction
Range/Area Self
Components V, S
Duration instant
Until the end of your next turn, spells targeting Hettie fail, and Hettie can cast as a bonus action once. Up to level 23 spells.
Prismatic cannon
An extravagant cacophony of colors explodes out of your palm in a direction you choose. The target creature in the cone suffers all of the following effects.
Red. The target takes 20D12 (130) fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 20D12 (130) acid damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 20D12 (130) lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 20D12 (130) poison damage on a failed save, or half as much damage on a successful one.
Blue. The target takes 20D12 (130) cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails, it saves three times, it permanently turns to stone, and is subjected to the petrified condition.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded.
Frick Everything in That General Direction
Casting Time 1 action
Range/Area 1 mile cone
Components V, S, M*
Duration instant
With an outstretched hand, you fire a massive shockwave in a 90-degree cone in front of you, or "a general direction." These shockwaves continue for one mile, and anything caught in it must make a constitution saving throw, and on a failed save must suffer 80d20 (440) force damage (half as much on a successful one). On your next turn, you can use your action to perform a free second casting, which with a snap of your fingers, detonates the area hit by the shockwave. If any creatures remain in the same location, they take 64d20 (672) fire damage.
* - (A torn note reading "Get Fricked", which is consumed upon use.)
22
Acid spray
Casting Time 1 action
Range/Area 120 feet
Components V, S, M
Duration instant
You blast one creature that you can see within range with a spiraling beam of greenish-yellow acid that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 24D8 acid damage. In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray originating from the space just in front of the target. The cone is facing away from you and must include the target in its area. Each creature in the area (including the target) must make a Dexterity saving throw. On a failed saving throw, a creature takes 24d8 acid damage, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 23rd level or higher, the acid damage dealt (for both parts) increases by 4d8 for each slot level above 7th.
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15
Necrotic Killer
Casting Time 1 action
Range/Area Self
Components V, S
Duration 1 minute C
You create a rippling aura of dark energy that envelopes your body. Whenever you successfully hit a creature with an attack, you deal an extra 6d12 necrotic damage, and the target must make a Constitution saving throw or take an additional 6d12 necrotic damage and become infected with dark energy. While infected, the target takes 4d12 necrotic damage at the start of each of its turns, and its movement speed is reduced by 10 feet. This condition persists until the concentration ends or the target receives a lesser restoration or greater restoration spell to cure the infection. Additionally, as an action on each of your turns while concentrating on this spell, you can cause a burst of necrotic energy to erupt from the infected creature, dealing 8d12 necrotic damage to it and all creatures within a 15-foot radius. The infected creature can repeat the Constitution saving throw to end the infection on itself before the burst of energy goes off. At Higher Levels: When you cast this spell using a 16th-level slot or higher, the initial and burst damage increase by 5d12 for each slot level above the 15th. The damage inflicted on infected creatures also increases by 5d12.
14
Arcane Barrage
Casting Time 1 action
Range/Area 120 feet
Components V, S
Duration instant
You call forth a barrage of 40 glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 2d8 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher level, for each level you make 3 more darts
13
Atomic Blast Fireball
Casting Time 1 action
Range/Area 240 feet
Components V, S
Duration 5 minutes C
A large roaring ball of fire erupts within your hands, growing in size with every round not cast. When this spell ends willingly, choose a point within range. The ball from your hands is thrown forward, and each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. If the spell's concentration is broken unwillingly before you cast it, the target is centered on yourself, and the spell is immediately cast. The spell's base damage is 40d12. If at the end of your turn, the ball has not yet detonated, the damage increases by 8d12. If you successfully release the spell after 5 minutes of concentrating on it (the maximum amount of time that you can concentrate on it), the damage dealt is automatically max. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The max is 440D12 (2860)
12
11
10
Speed read
Casting Time 1 action
Range/Area 60 feet
Components V, S, M*
Duration 1 minute
Knowledge almost seems to leap directly from the page and into your brain. For the duration,you gain the ability to read texts at a rate of 100 pages per second. You also have perfect recall of any knowledge gained through this spell during its duration. After the spell has ended, you can remember the details of what you read as if you had read it normally. You must be able to comprehend the language in which a text is written to utilize this spell.
* a book
Ricocheting Blast
Casting Time 1 action
Range/Area 60 feet
Components V, S
Duration instant
You fire a galvanically attuned ray of pure energy from your hand, hitting a creature and then causing the bolt to rebound several times. Make a ranged attack roll against a creature within 60 feet. On a hit, the target takes 8d12 force damage. Hit or miss, the bolt bounces off the point of impact and seeks another designated target within 30 feet. Repeat the attack roll against them. On a hit, they take 8d12 force damage. The ray can rebound a number of times equal to 5d4+5. If the ray targets the same thing and had hit before it autohits
Tree transformation
Casting Time 1 action
Range/Area touch
Components V, S
Duration Until Dispelled
You attempt to turn one creature that you can see within range into wood. The creature must make a Constitution saving throw if the target’s body is made of flesh. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the transformed creature is burned, chopped down, or otherwise destroyed while petrified, the creature is slain. A creature remains transformed unless the effect is reversed within one year with greater restoration, wish, or similar magical effects. If the creature spends one year and a day as a tree, the transformation becomes permanent, and nothing can return the creature to its original form.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Yep
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
Good idea
I am also here.
Am snek.
And yes, that did take forever to make.
and four Google Docs
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
The person saying that has spent 2 weeks making 50ish characters (including 20 level 20)
Edit: on paper
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
I edited the post.
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Do you think your multiclass can still kill Hettie now?
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
and read a 184 forum page
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- @Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"@Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
Pronouns are he, him, and part of the Tree cult, the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton
Who said it was a multiclass?
Lightning flashes, it creates ash. The ash forms a human.
If you don’t know where I am, I’m either sleeping or roleplaying. If I’m doing neither of those things, except the worst. (Do not actually expect the worst) If you need to talk then PM me. Head Acolyte of The Tree Cult.
DND has enslaved this man into a mindless servant
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, and Mechanicus thread